Action configuration method and device in game, equipment and storage medium
By providing action configuration methods in the game, allowing players to generate custom game actions and configure game actions available as target virtual objects, the problems of insufficient player disposability and insufficient immersion in the prior art are solved, and higher game participation and immersion are achieved.
Patent Information
- Application Number
- CN202311835612.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-27
- Publication Date
- 2025-06-27
AI Technical Summary
In the prior art, the actions performed by the player in the game can only be selected among the preset actions, resulting in the player's disposability being insufficient and the immersion feeling when executing the target actions.
It provides a method of action configuration in the game, allowing players to enter content and generate custom game actions during the game editing stage, and configure the target game actions as available to the target virtual object through action configuration instructions, so that the target virtual object and game running scene are displayed through the terminal device during the game running stage.
It enriches the player's gaming experience, improves the player's participation in the game and immersion in the game process, and allows players to customize the configuration of game actions for the target virtual objects, without being limited to preset actions.
Smart Images

Figure CN120204729A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technologies, and more particularly, to a method, apparatus, device, and storage medium for action configuration in a game. Background Art
[0002] With the development of Internet technologies, games are everywhere in people's lives and have become an essential part of people's leisure and entertainment.
[0003] After a game player in the prior art controls a controlled virtual object to enter a game scene, the player can select a target action from multiple preset actions in the game to control the controlled virtual object to perform the target action in the game scene, so that the player can express the current mood or personality by performing the target action.
[0004] However, in the prior art, the actions that a player can execute can only select target actions from the preset actions, and the player's controllability is not strong, and the immersion when performing the target action is insufficient. Summary of the Invention
[0005] The purpose of this application is to provide a method, apparatus, device, and storage medium for action configuration in a game to solve the problem of immersion when performing a target action in the prior art for the deficiencies in the above prior art.
[0006] To achieve the above purpose, the technical solutions adopted in the embodiments of this application are as follows:
[0007] In a first aspect, an embodiment of this application provides a method for action configuration in a game. The game includes a game editing stage and a game running stage. The method includes:
[0008] In the game editing stage, a game program is run on a terminal device to provide a first graphical user interface and display a first game action on the first graphical user interface. Among them, the first game action at least includes a custom game action generated based on user input content;
[0009] In response to an action configuration instruction, a target game action is configured as a game action available to a target virtual object in the game. Among them, the target game action at least includes the custom game action;
[0010] In the game running stage, the game program is run on the terminal device to provide a second graphical user interface and display at least a part of the game running scene on the second graphical user interface. Among them, the target virtual object is included in the game running scene.
[0011] Second aspect, another embodiment of the present application provides an action configuration device in a game. The device includes: a display module and a configuration module, where:
[0012] The display module is configured to, during the game editing stage, run a game program through a terminal device to provide a first graphical user interface and display a first game action on the first graphical user interface. Wherein, the first game action at least includes a custom game action generated based on user input content;
[0013] The configuration module is configured to respond to an action configuration instruction and configure a target game action as a game action available to a target virtual object in the game. Wherein, the target game action at least includes the custom game action;
[0014] The display module is specifically configured to, during the game running stage, run a game program through the terminal device to provide a second graphical user interface and display at least a part of the game running scene on the second graphical user interface. Wherein, the game running scene includes the target virtual object.
[0015] Third aspect, another embodiment of the present application provides an action configuration device in a game, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the action configuration device in the game runs, the processor communicates with the storage medium through the bus. The processor executes the machine-readable instructions to perform the steps of the method according to any one of the above first aspects.
[0016] Fourth aspect, another embodiment of the present application provides a storage medium, on which a computer program is stored. When the computer program is run by a processor, it performs the steps of the method according to any one of the above first aspects.
[0017] The beneficial effects of the present application are as follows: By using the action configuration method in the game provided by the present application, players can input content during the game editing stage and generate custom game actions based on the input content, configure the target game action as a game action available to the target virtual object, and can provide a second graphical user interface through a terminal device during the game running stage, and display the target virtual object and a part of the game running scene on the second graphical user interface; In the method provided by the present application, players can generate custom game actions corresponding to the input content by inputting custom content to configure available target game actions for the target virtual object, thereby enriching the players' game experience. Players can customize the game actions configured for the target virtual object, rather than being limited to only using the game's preset game actions, thereby improving the players' participation in the game and enhancing the immersion of players during the game process. Description of the Drawings
[0018] To more clearly illustrate the technical solutions of the embodiments of the present application, the accompanying drawings required for the embodiments will be briefly introduced below. It should be understood that the following accompanying drawings only show some embodiments of the present application and should not be regarded as limiting the scope. For those of ordinary skill in the art, without creative efforts, other related accompanying drawings can also be obtained based on these drawings.
[0019] Figure 1 Schematic flowchart of the action configuration method in the game provided by an embodiment of the present application;
[0020] Figure 2 Schematic flowchart of the action configuration method in the game provided by another embodiment of the present application;
[0021] Figure 3 Schematic diagram of the interface of the second graphical user interface provided by an embodiment of the present application;
[0022] Figure 4 Schematic flowchart of the action configuration method in the game provided by another embodiment of the present application;
[0023] Figure 5 Schematic diagram of the interface of the first graphical user interface provided by an embodiment of the present application;
[0024] Figure 6 Schematic diagram of the interface of the first graphical user interface provided by another embodiment of the present application;
[0025] Figure 7 Schematic diagram of the interface of the preview area in the first graphical user interface provided by another embodiment of the present application;
[0026] Figure 8 Schematic diagram of the interface of the first graphical user interface provided by another embodiment of the present application;
[0027] Figure 9 Schematic diagram of the structure of the action configuration device in the game provided by an embodiment of the present application;
[0028] Figure 10 Schematic diagram of the structure of the action configuration device in the game provided by another embodiment of the present application;
[0029] Figure 11 Schematic diagram of the structure of the action configuration device in the game provided by an embodiment of the present application. Detailed implementation manners
[0030] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in combination with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments.
[0031] The components of the embodiments of the present application generally described and shown in the drawings herein may be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.
[0032] In one embodiment of the present application, the action configuration method in the game can be run on a local terminal device or a server. When the action configuration method in the game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0033] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the action configuration method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the player side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0034] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is used to present game screens. The local terminal device is used to interact with players through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The ways for the local terminal device to provide the graphical user interface to players can include various types. For example, it can be rendered and displayed on the display screen of the terminal, or provided to players 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, which includes game screens. 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.
[0035] In addition, the flowcharts used in this application illustrate the operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical context relationships can be reversed or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart or remove one or more operations from the flowchart under the guidance of the content of this application.
[0036] The following explains and illustrates a method for configuring actions in a game provided by an embodiment of this application in combination with multiple specific application examples. Figure 1 It is a schematic flowchart of a method for configuring actions in a game provided by an embodiment of this application. The game includes a game editing stage and a game running stage. In the embodiments of this application, in the game editing stage, players can configure the game. The configuration content includes but is not limited to the configuration of virtual objects in the game. For example, a player-customized virtual object can be generated through a face sculpting operation; or, a player-customized non-player virtual object can be generated; or, the preset actions of controlled virtual objects / non-game virtual objects can also be configured, etc. After the players finish the configuration, they can exit the configuration stage and, in response to the trigger operation of starting the game operation, control the controlled object to enter the game running stage.
[0037] During the game running stage, there are two opposing camps: the first camp corresponding to the controlled virtual object and the second camp opposing the first camp. The virtual objects in the first camp need to avoid the attacks of the virtual objects in the second camp during the game running stage and win after completing the preset tasks in the game; the virtual objects in the second camp need to eliminate all the virtual objects in the first camp before the virtual objects in the first camp win during the game running stage to win the game.
[0038] Among them, during the game process, the controlled virtual object can, for example, obtain the virtual clothing / costume of the non-player virtual object by attacking the non-player virtual object, so as to disguise its own identity within the game scene and avoid being discovered by the virtual objects of the second camp; or, the controlled virtual object can also move to a preset specified position through a movement operation within the game running scene, so as to obtain a preset virtual clothing / costume at the preset specified position, and disguise the identity of the controlled virtual object through the preset virtual clothing / costume.
[0039] As Figure 1 shown, the method includes:
[0040] S101: In the game editing stage, run the game program through the terminal device to provide the first graphical user interface and display the first game action on the first graphical user interface.
[0041] Among them, the first game action at least includes a custom game action generated based on the user input content; in addition, it may also include some game actions preset in the game, or it may also be some game actions obtained by the player through performing tasks or through virtual resource exchange; the specific source of the first game action can be flexibly adjusted according to the user's needs, and is not limited to those given in the above embodiments.
[0042] In some possible embodiments, the user input content can be, for example, a video with human actions or multiple photos with continuous human actions, etc., so as to recognize the human actions in the video / photo and convert the recognized human actions into the first game actions that the virtual object can perform in the game running scene during the subsequent game running stage, and control the virtual object to display the converted first game action in the first graphical user interface.
[0043] S102: Respond to the action configuration instruction and configure the target game action as a game action available to the target virtual object in the game.
[0044] Among them, the target game action at least includes a custom game action; in addition, the target game action may, for example, also determine at least one preset game action corresponding to the virtual object type according to the type of the virtual object. The at least one preset game action corresponding to different types of virtual objects may be different. The action content of the preset game action matches the virtual object type. There may be some identical game actions and some different virtual actions among the preset game actions corresponding to different virtual object types. The preset game action is a common game action under the virtual object type.
[0045] For example, if the type of the virtual object is a waiter, at least one game action corresponding to the virtual waiter object may be, for example: carrying a tray, mopping the floor, making a phone call, squatting down, feigning fainting, chatting, etc.; if the type of the virtual object is a bar guest, at least one game action corresponding to the virtual bar guest object may be, for example: rapping, playing finger-guessing game, chatting, making a phone call, cheering, feigning fainting, etc.; if the type of the virtual object is a security guard, at least one game action corresponding to the virtual security guard object may be, for example: pointing, chatting while holding a drink, mopping the floor, cheering, chatting, making a phone call, etc. It should be understood that the above embodiments are only for illustrative purposes, and the correspondence between the specific type of the virtual object and the preset game actions corresponding to the virtual object can be flexibly adjusted according to user needs, and is not limited to those given in the above embodiments.
[0046] S103: During the game running stage, run the game program through the terminal device to provide a second graphical user interface and display at least part of the game running scene in the second graphical user interface.
[0047] In some possible embodiments, during the game running stage, in response to an action execution instruction, control the target virtual object to execute the target game action in the game running scene; that is to say, the target game action configured for the target virtual object by the player during the game editing stage can be executed by the target virtual object in the game running scene during the game running stage, so that the player can execute the pre-configured custom action in the game running scene during the game running stage, thereby enriching the operability of the player in the game and improving the player's game experience.
[0048] Among them, the action execution instruction may be triggered, for example, by the user through the execution control corresponding to the target game action, or by the user through a preset shortcut, or by the user after executing the task corresponding to triggering the execution of the target game action. The specific way of triggering the action execution instruction can be flexibly adjusted according to user needs, and is not limited to those given in the above embodiments.
[0049] By using the game action configuration method provided in this application, the player can input content during the game editing stage, generate custom game actions based on the input content, configure the target game action as a game action available to the target virtual object, and can provide a second graphical user interface through the terminal device during the game running stage, and display the target virtual object and part of the game running scene in the second graphical user interface; in the method provided in this application, the player can generate custom game actions corresponding to the input content by inputting custom content, so as to configure available target game actions for the target virtual object, thereby enriching the player's game experience. The player can customize the game actions configured for the target virtual object, rather than being limited to only using the game preset game actions, thereby improving the player's participation in the game and the immersion during the player's game process.
[0050] During the game running stage, in response to the first virtual object and the target virtual object completing a target interaction event, it is also possible to control the configuration of the target game action as a game action available to the first virtual object, where the first virtual object is a virtual object controlled by the terminal device.
[0051] In the embodiments of the present application, the target interaction event can be, for example: a target interaction event triggered by the first virtual object eliminating / defeating the target virtual object; or, it can also be a target interaction event triggered by the first virtual object picking up the virtual clothing corresponding to the target virtual object, for example, the first virtual object picks up the virtual clothing corresponding to the target virtual object in a preset scene, such as a virtual dressing room, etc. It should be understood that the above embodiments are only exemplary descriptions, and the specific ways of triggering the target interaction event can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0052] During the game running stage, each virtual object has its own corresponding action wheel. Among them, the action wheel supports player's custom configuration. The player can configure custom game actions in the action wheel according to preset requirements. The preset requirements can be, for example, a preset quantity requirement. Maybe a maximum of 3, 4, or 5 custom actions can be configured in an action wheel; the configuration method can be, for example: in response to an action configuration instruction, configure the target game action into the first action wheel corresponding to the non-player virtual object.
[0053] Among them, the target virtual object can be a non-player virtual object (Non-Player Character, NPC) in the game; it can also be a virtual object generated by the player through a custom method, or it can be a virtual object generated by the player through a face pinching operation on the basis of an existing NPC, etc. The specific object types included in the target virtual object and the generation method can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0054] Optionally, on the basis of the above embodiments, the embodiments of the present application can also provide a method for configuring actions in a game. The implementation process of the above method is illustrated below with reference to the accompanying drawings. Figure 2 It is a schematic flowchart of a method for configuring actions in a game provided by another embodiment of the present application. Figure 3 It is a schematic diagram of the interface of the second graphical user interface provided by an embodiment of the present application. As Figure 3 shown, during the game running stage, an action wheel control is displayed in the second graphical user interface; as Figure 2 shown, the method may further include:
[0055] S111: In response to the first action release instruction, display the second action wheel corresponding to the first virtual object in the second graphical user interface.
[0056] As Figure 3 shown, for example, a wheel control is displayed at a preset position on the right side of the second graphical user interface. In response to a click operation on the wheel control, the wheel control is triggered to expand, so as to display the expanded second action wheel on the graphical user interface. The second action wheel includes multiple game actions available to the first virtual object; the multiple game actions may include, for example, game actions preset in the game, or custom game actions configured by the player in the second action wheel in advance through action configuration instructions. The player can select the second virtual action to be executed by the first virtual object from the multiple game actions by viewing the identifiers of the respective game actions in the second action wheel.
[0057] Alternatively, it is also possible that no wheel control is displayed on the second graphical user interface itself. In response to the first action release instruction, such as the first action release instruction sent through a preset shortcut or the first action release instruction triggered after executing a preset task, the second action wheel is displayed in the second graphical user interface. The specific way to expand the second action wheel in the second graphical user interface can be flexibly adjusted according to user needs and is not limited to that given in the above embodiments.
[0058] S112: In response to a selection operation on the second game action among the available game actions of the second action wheel, control the first virtual object to execute the second game action in the game running scene.
[0059] Among them, the game running scene includes the first virtual object. As the first virtual object moves, the game running scene displayed on the second graphical user interface also changes. The game running scene displayed on the second graphical user interface is the game running scene within the preset field of view of the first virtual object.
[0060] During the game running stage, the first virtual object can, for example, execute preset in-game actions. For example, when the type of the first virtual object is a waiter, if the current distance to other virtual objects of the second camp that is opposed to the first virtual object is relatively close, the first virtual object can disguise itself by executing the preset action of carrying a tray to avoid being tracked by other virtual objects of the second camp that is opposed to the first virtual object. If there are no other virtual objects of the second camp within the current preset range, the player can, for example, control the first virtual object to execute pre-configured custom actions in the game scene to display the personalized custom actions pre-configured by the player in the game running scene, so as to enrich the player's gaming experience. It should be understood that the above embodiments are only illustrative. The player can also ignore other virtual objects of the second camp and execute preset game actions or pre-configured custom actions at any position and at any time within the game running scene. Specifically, the way and time for the first virtual object to execute game actions can be flexibly adjusted according to the user's needs and are not limited to those given in the above embodiments.
[0061] In an embodiment of the present application, the first virtual object includes a second action roulette. In response to the first virtual object and the target virtual object completing a target interaction event, control is performed to configure the target game action into the second action roulette corresponding to the first virtual object; that is to say, the target game action can be configured into the second roulette corresponding to the first virtual object after the interaction in response to the completion of the target interaction event.
[0062] That is to say, for example, if the target virtual object is a waiter and the target virtual object has a target game action, after the first virtual object successfully obtains the virtual clothing of the target virtual object and completes the wearing of the virtual clothing of the target virtual object, the available game actions in the second action roulette in the current game running scene will be updated to the available actions corresponding to the target virtual object, and the target game action pre-configured in the first action roulette of the target virtual object will also be configured in the second action roulette. That is, the target game action will be configured into the action roulette corresponding to the first virtual object currently controlled by the player in response to the completion of the target interaction event.
[0063] In an embodiment of the present application, the first virtual object includes a first camp object and a second camp object. In the game session of the game, the first camp and the second camp are opposed to each other. The first camp object is used to complete a specified game task in the game running scene, and the second camp object is used to eliminate the first camp object in the game running scene. If the first camp completes the specified game task, the first camp wins. If the second camp eliminates all the virtual objects of the first camp before the first camp completes the specified game task, the second camp wins. In the game session, the number of the first camp objects is greater than the number of the second camp objects. It should be understood that the above embodiments are only illustrative. Specifically, the ways for the first camp / second camp to win the game, and the quantity setting between the first camp objects and the second camp objects can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0064] In an embodiment of the present application, in response to the first camp object completing a target interaction event with a non-player virtual object in the game session, control is performed to configure the target game action as a game action available to the first camp object.
[0065] Moreover, in response to the first camp object completing a target interaction event with a non-player virtual object in the game session, control is performed to transfer at least part of the decorative items equipped by the non-player virtual object to the first camp object, so that the first camp object can simulate the non-player virtual object to play the game in the game running scene.
[0066] Among them, the target interaction event includes: an interaction event of eliminating / defeating a non-player virtual object; or, the target interaction event can also be picking up the decorative item of the non-player virtual object, etc.; the decorative item includes: virtual wearable items.
[0067] For example, if the non-player virtual object is a security guard virtual object with fixed virtual wearable items of a security guard, such as: a security guard hat, a security guard uniform, security guard shoes, a baton, etc., then in response to the first camp object completing a target interaction event with the security guard virtual object in the game session, for example, the first camp object knocks down the security guard virtual object, then the security guard hat, the security guard uniform, the security guard shoes, the baton, etc. of the security guard virtual object are all worn / transferred to the first camp object, so that the first camp object can simulate the security guard virtual object to play the game in the game running scene, that is, so that the first camp object can simulate the security guard virtual object in the game scene to hide the actual identity of the first camp object.
[0068] Optionally, on the basis of the above embodiments, the embodiment of the present application can also provide a method for configuring actions in a game. The implementation process of the above method is illustrated below with reference to the accompanying drawings. Figure 4 It is a schematic flowchart of a method for configuring actions in a game provided by another embodiment of the present application.Figure 5 This is a schematic diagram of the interface of the first graphical user interface provided by an embodiment of the present application. As Figure 5 shown, the first graphical user interface includes a preview area and a selection area. Among them, the preview area can be displayed, for example, on the left side of the first graphical user interface, and a preview virtual object is displayed in the preview area. The selection area can be displayed, for example, on the right side of the first graphical user interface, and a new control and at least one game action identifier are displayed in the selection area; As Figure 4 shown, before S102, the method may further include:
[0069] S121: Respond to an action addition operation input through the first graphical user interface, obtain a video to be processed, and perform action recognition on the video to be processed to obtain an action sequence.
[0070] Among them, the trigger of the action addition operation can be, for example, a click operation on the new control to trigger the action addition operation.
[0071] The new control can be, for example, restricted to the upper left corner of the selection area in a preset display style, such as a display style of "+"; in response to a click operation on the new control, an upload list can be displayed, for example, and the player can upload the video to be processed in the upload list. Among them, the upload method can be, for example, that the player can upload the pre-shot video to be processed by selecting it in the album, or the player can also turn on the camera of the terminal device to shoot the video to be processed and upload it. The specific method of uploading the video to be processed can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0072] In the embodiment of the present application, the video to be processed has a duration limit. If the duration of the video to be processed is too long, the video to be processed can be automatically intercepted according to the duration limit, and action recognition is performed on the intercepted video to be processed.
[0073] In some possible embodiments, to ensure the accuracy of human figure and human action recognition, the clothing of the person in the video to be processed uploaded by the player should not be too loose, and the color of the clothes worn by the player should not be too close to the background color; and the player needs to keep the camera fixed during the process of shooting the video to be processed, avoiding panning or switching the camera; the human actions in the video to be processed should be kept clear, without motion blur and without special effect interference; and the human body parts in the video to be processed should be completely within the frame, without body part occlusion; to avoid misrecognition, there should be only 1 person in the video to be processed; the resolution supports video input of up to 1080p at most. The higher the resolution, the better the algorithm recognition effect, but the generation speed will be slower; in addition, the video to be processed uploaded in this application supports common video formats, such as: MP4, MOV, etc.; and to ensure the accuracy of the recognized actions and to ensure that the time of the recognized action sequence cannot be too long, in the embodiments of this application, the video size does not exceed 200MB, and the frame rate is preferably 30fps. Too high may result in loss of some action content.
[0074] If the video to be processed does not meet any of the above requirements, there may be problems such as failure to generate actions or the generated actions being inconsistent with the human actions in the video to be processed. For example, if the proportion of the person in the current video to be processed is too low, a prompt message "The proportion of the video person is too low to generate" may be fed back; it should be understood that the above embodiments are only for illustrative purposes, and the content of the specific prompt message is determined according to the reason for the generation failure. For example, it can also be "The video is too large to generate", or "There are multiple tasks in the video and cannot be recognized", etc. The content included in the specific prompt message and the corresponding relationship between the prompt message and the failure reason can be flexibly adjusted according to the user's needs, and are not limited to those given in the above embodiments.
[0075] To improve the transmission efficiency of the player and reduce the transmission cost of the player, if the player's current transmission environment is to use wireless network for transmission, the video to be processed can be directly transmitted; if the player's current transmission environment is to use mobile data for transmission, for example, a prompt message "Uploading will consume mobile data" can be popped up, and an OK control and a Cancel control are provided for the player to choose. If the player chooses OK, the video to be processed will be uploaded using mobile data. If the player chooses Cancel, the upload of the current video to be processed will be paused, waiting for the player to connect to the wireless network to automatically trigger the upload of the video to be processed, or waiting for the player's next OK operation to trigger the upload of the video to be processed.
[0076] S122: Generate a game action corresponding to the video to be processed according to the action sequence.
[0077] Among them, in the embodiments of the present application, each video frame in the video to be processed is recognized for human actions to generate an action frame corresponding to each video frame. Based on the action frames generated from each video frame, an action sequence corresponding to the video to be processed is determined, so as to generate a game action corresponding to the video to be processed based on the action sequence.
[0078] In the embodiments of the present application, the game action identifier corresponding to the generated game action will be displayed in the selection area of the first graphical user interface. In response to a selection operation on the first game action identifier among at least one game action identifier, the preview virtual object is controlled to execute the game action corresponding to the first game action identifier.
[0079] To ensure the user experience of players, for example, there is an upper limit for custom game actions. Continuing as Figure 5 shown, the lower right corner of the selection area also displays, for example, the current number and the upper limit number of custom game actions. For example Figure 5 the 6 / 10 in the lower right corner means that there are 6 custom game actions that have passed the review in the current game interface, and the upper limit number of the current custom game actions is 10; if the custom game actions reach the upper limit, no new custom actions can be added. Players need to partially delete some of the custom game actions that have passed the review and have been generated. Only when there are vacant positions for the remaining custom game actions can new custom game actions be generated.
[0080] The way to partially delete custom game actions can be, for example: as Figure 5 shown, the lower left corner of the selection area also displays, for example, a management control. In response to a click operation on the management control, the custom action management interface is entered. Players can select some of the custom game actions to be deleted in the custom action management interface for deletion, and exit the custom action management interface after the deletion is completed.
[0081] In some possible embodiments, after generating the game action corresponding to the video to be processed, the generated game action will also be uploaded to the server. Subsequently, if the player changes the terminal device, the latest game action can also be directly obtained based on the account information of the currently logged-in player. The obtaining method can be, for example, comparing the local game action with the game action on the server side. If there are differences, the game action data on the server side is downloaded; or, the game action on the server side can also be directly downloaded to the current terminal device.
[0082] Figure 6 This is a schematic diagram of the interface of the first graphical user interface provided by another embodiment of the present application. As Figure 6As shown, after the player uploads the video to be processed, a naming interface can be popped up. The naming interface includes the action name information and cover type information corresponding to the video to be processed. The player can configure the above information. The configuration method can be, for example: in response to the naming operation for the game action, determine the name information corresponding to the game action; in response to the determination operation for the target action frame in the game action, determine the cover information corresponding to the game action as the target action frame.
[0083] In addition, to ensure the game environment and the usability of the generated game actions, after the player uploads the video to be processed, the game actions corresponding to the video to be processed need to be audited. Only the game actions that pass the audit can be configured by the player in the action wheel.
[0084] In an embodiment of the present application, the player can also preview the execution effects of each game action in the first graphical user interface. The preview method can be, for example: in response to the selection operation for the first game action identifier among at least one game action identifier, control the preview virtual object to execute the game action corresponding to the first game action identifier.
[0085] Among them, the identifiers of each game action in the selection area can also include the audit status identifiers of each game action. For example, the game actions that pass the audit can be displayed in the selection area in a first preset display manner, and the game actions under audit and those that do not pass the audit can be displayed in the selection area in a second preset display manner; among them, the first display manner can be, for example, the normal display manner, and the second preset display manner can be, for example, the grayed-out display.
[0086] Continue as Figure 5 As shown, the first preset display manner can be, for example, the normal display, and the second preset display manner can be, for example, to display the current audit status on the icon of the game action, such as "under audit" or not passed; it should be understood that the display manner of the specific audit status can be flexibly adjusted according to user needs and is not limited to that given in the above embodiments.
[0087] Figure 7 This is a schematic diagram of the interface of the preview area in the first graphical user interface provided by another embodiment of the present application. In an embodiment of the present application, to ensure the game effect, only the game actions that pass the audit can be previewed in the preview area. If the player selects a game action that does not pass the audit / under audit, then as Figure 7 shown, corresponding prompt information can be displayed in the preview area according to the current audit status. For example, as Figure 7 (a) shown, if the currently selected game action is under audit, then corresponding prompt information such as "under audit, unable to preview the action" can be displayed around / on the preview virtual object in the preview area; as Figure 7As shown in (b), if the currently selected game action fails the review, a prompt message such as "Review failed, unable to preview the action" can be displayed around / on the preview virtual object in the preview area. It should be understood that the above embodiments are only illustrative, and the display content and display position of the specific prompt message can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0088] As Figures 5 - 7 shown, a replacement control is also displayed below the preview virtual object in the preview area. In response to a click operation on the replacement control, a replacement operation for the preview virtual object is triggered. In response to the replacement operation for the preview virtual object in the preview area, a virtual object list is displayed. In response to a selection operation in the virtual object list, the preview virtual object in the preview area is replaced with the replacement virtual object corresponding to the selection operation.
[0089] Figure 8 It is a schematic diagram of the interface of the first graphical user interface provided by another embodiment of the present application. As Figure 8 shown, the virtual object list includes a non-player virtual object (NPC) list and a custom virtual object list. Players can select a replacement virtual object from the provided virtual object list to replace the preview virtual object in the preview area, so that players can preview the display effect of the game action when executed on different virtual objects by replacing the preset virtual object, thereby further improving the user experience of the players.
[0090] In some possible embodiments, for example, after the player replaces the preview virtual object, when the first graphical user interface is opened next time, the preview virtual object in the preview area is defaultly displayed as the preview virtual object that the player replaced last time. If the preview virtual object that the player replaced last time is deleted, the default preview virtual object is displayed as the default virtual object. It should be understood that the above embodiments are only illustrative, and the specific display method can be flexibly adjusted according to user needs, and is not limited to those given in the above embodiments.
[0091] Continuing as Figures 5 - 8 shown, a progress bar is also displayed below the preview virtual object in the preview area, and a progress control is displayed on the progress bar. In response to the movement operation of the progress control on the progress bar, the preview virtual object is controlled to display the action frame corresponding to the position where the progress control is located.
[0092] In some possible embodiments, when a player reselects a target game action in the selection area, the default target game action starts playing from the beginning. If the player drags the progress control on the progress bar, the action frames displayed by the preview virtual object can be adjusted. In addition, a pause control is also displayed below the progress bar. If the player clicks the pause control, the display of the current target game action is paused, and the pause control is updated to a play control. Subsequently, in response to the player's click operation on the play control, based on the current position of the progress control, the target game action continues to play.
[0093] Continue as Figures 5 - 8 As shown, a rotation control is also displayed below the preview virtual object in the preview area. The rotation control can include, for example, a left rotation control and a right rotation control. If the player clicks the left rotation control, the preset virtual object will rotate left by a preset angle (such as any angle like 5°, 10°, 15°, etc.); if the player clicks the right rotation control, the preset virtual object will rotate right by a preset angle. Alternatively, the way to rotate the preset virtual object can also be, in response to a drag operation within the range around the preset virtual object, controlling the preset virtual object to rotate according to the drag operation. It should be understood that the above embodiments are only exemplary illustrations, and the specific way to rotate the preset virtual object can be flexibly adjusted according to user needs and is not limited to those given in the above embodiments.
[0094] By using the action configuration method provided in this application, a player can process a video to be processed by uploading it during the game editing stage to obtain a game action corresponding to the video to be processed. And the player can configure the generated custom game action on the action wheel, so as to control the target virtual object to execute a custom virtual action in the game running scene by triggering the execution of the custom action on the action wheel during the subsequent game running stage, thus enriching the player's game experience. The player can pre-record / live-record the video to be processed according to their own preferences to configure a game action for the target virtual object, so that the game action executed by the player to control the target virtual object in the game running scene is not limited to the preset game actions, thereby improving the player's participation in the game and the immersion during the game process.
[0095] The following explains the action configuration device in the game provided in this application in conjunction with the accompanying drawings. The action configuration device in the game can execute any of the above Figures 1 - 8 action configuration methods in the game. Its specific implementation and beneficial effects are referred to the above and will not be elaborated below.
[0096] Figure 9 is a schematic structural diagram of the action configuration device in the game provided in an embodiment of this application. As Figure 9As shown in the figure, the device includes: a display module 201 and a configuration module 202, where:
[0097] The display module 201 is used to provide a first graphical user interface by running a game program on a terminal device during the game editing stage and display a first game action on the first graphical user interface, where the first game action at least includes a custom game action generated based on user input content;
[0098] The configuration module 202 is used to respond to an action configuration instruction and configure a target game action as a game action available to a target virtual object in the game, where the target game action at least includes a custom game action;
[0099] The display module 201 is specifically used to provide a second graphical user interface by running a game program on a terminal device during the game running stage and display at least part of the game running scene on the second graphical user interface, where the game running scene includes the target virtual object.
[0100] By using the action configuration device in the game provided in this application, players can input content during the game editing stage, generate custom game actions based on the input content, configure the target game action as a game action available to the target virtual object, and can provide a second graphical user interface through the terminal device during the game running stage, and display the target virtual object and part of the game running scene on the second graphical user interface; in the method provided in this application, players can generate custom game actions corresponding to the input content by inputting custom content to configure available target game actions for the target virtual object, thereby enriching the players' game experience. Players can customize the game actions configured for the target virtual object, rather than being limited to only using the game - preset game actions, thereby improving the players' participation in the game and the immersion during the game process.
[0101] Optionally, based on the above - mentioned embodiment, the embodiment of this application can also provide an action configuration device in a game. The implementation process of the above - mentioned Figure 9 device is illustrated by way of example as follows in combination with the accompanying drawings. Figure 10 For the structural schematic diagram of the action configuration device in a game provided in another embodiment of this application, as Figure 10 shown, the device further includes: an execution module 203, which is used to control the target virtual object to execute the target game action in the game running scene in response to an action execution instruction.
[0102] Optionally, the configuration module 202 is specifically used to control the configuration of the target game action as a game action available to a first virtual object in response to the completion of a target interaction event between the first virtual object and the target virtual object, where the first virtual object is a virtual object controlled by the terminal device.
[0103] Optionally, the target virtual object includes a non-player virtual object in the game.
[0104] Optionally, the non-player virtual object includes a first action roulette. The configuration module 202 is specifically configured to respond to an action configuration instruction and configure a target game action into the first action roulette corresponding to the non-player virtual object.
[0105] Optionally, the first virtual object includes a second action roulette. The configuration module 202 is specifically configured to, in response to the first virtual object and the target virtual object completing a target interaction event, control the target game action to be configured into the second action roulette corresponding to the first virtual object.
[0106] Optionally, the target virtual object further includes a first virtual object; the configuration module 202 is specifically configured to respond to an action configuration instruction and configure the target game action into the second action roulette corresponding to the first virtual object.
[0107] As Figure 10 shown, the device further includes: a generation module 204, configured to respond to an action addition operation input through a first graphical user interface, obtain a video to be processed, perform action recognition on the video to be processed, and obtain an action sequence; and generate a game action corresponding to the video to be processed according to the action sequence.
[0108] Optionally, the first graphical user interface includes a preview area and a selection area. A preview virtual object is displayed in the preview area, and a new control and at least one game action identifier are displayed in the selection area; the configuration module 202 is specifically configured to, in response to a click operation on the new control, trigger an action addition operation.
[0109] Optionally, the execution module 203 is specifically configured to, in response to a selection operation on a first game action identifier among at least one game action identifier, control the preview virtual object to execute the game action corresponding to the first game action identifier.
[0110] As Figure 10 shown, the device further includes: a determination module 205, configured to, in response to a naming operation on a game action, determine name information corresponding to the game action; and in response to a determination operation on a target action frame in the game action, determine that the cover information corresponding to the game action is the target action frame.
[0111] Optionally, the preview area further includes a progress bar, and a progress control is displayed on the progress bar; the display module 201 is specifically configured to, in response to a movement operation of the progress control on the progress bar, control the preview virtual object to display the action frame corresponding to the position where the progress control is located.
[0112] Optionally, the display module 201 is specifically configured to display a list of virtual objects in response to a replacement operation for a preview virtual object in the preview area; and replace the preview virtual object in the preview area with a replacement virtual object corresponding to the selection operation in response to a selection operation in the list of virtual objects.
[0113] Optionally, the list of virtual objects includes a list of non-player virtual objects and a list of custom virtual objects.
[0114] Optionally, during the game running stage, the display module 201 is specifically configured to display a second action roulette corresponding to a first virtual object in a second graphical user interface in response to a first action release instruction, where the second action roulette includes game actions available for the first virtual object;
[0115] The execution module 203 is specifically configured to control the first virtual object to execute a second game action in the game running scene in response to a selection operation for a second game action among the available game actions of the second action roulette.
[0116] Optionally, the first virtual object includes a first camp object and a second camp object. In the game session of the game, the first camp object is used to complete a specified game task in the game running scene, and the second camp object is used to eliminate the first camp object in the game running scene.
[0117] Optionally, in the game session, the number of first camp objects is greater than the number of second camp objects.
[0118] Optionally, the configuration module 202 is specifically configured to control to configure a target game action as a game action available for the first camp object in response to the first camp object completing a target interaction event with a non-player virtual object in the game session.
[0119] Optionally, the configuration module 202 is specifically configured to control to transfer at least some of the decorative items equipped by the non-player virtual object to the first camp object in response to the first camp object completing a target interaction event with a non-player virtual object in the game session, so that the first camp object can simulate the non-player virtual object to play the game in the game running scene.
[0120] Optionally, the target interaction event includes: an interaction event of eliminating / defeating a non-player virtual object; the decorative items include: virtual wearable items.
[0121] The above device is used to execute the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, and will not be elaborated here.
[0122] The above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more Application Specific Integrated Circuits (ASICs), or, one or more microprocessors, or, one or more Field Programmable Gate Arrays (FPGAs), etc. Again, when a certain module above is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processors that can call program code. Again, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0123] Figure 11 FIG. 4 is a schematic structural diagram of an action configuration device in a game provided by an embodiment of the present application. The action configuration device in the game may be integrated into a terminal device or a chip of the terminal device.
[0124] As Figure 11 shown, the action configuration device in the game includes: a processor 501, a bus 502, and a storage medium 503.
[0125] The processor 501 is used to store a program. The processor 501 calls the program stored in the storage medium 503 to execute the above Figures 1 - 8 corresponding method embodiment.
[0126] Specifically, the steps for the processor 501 to execute the above method for the action in the game include:
[0127] In the game editing stage, the game program is run through the terminal device to provide a first graphical user interface and display a first game action on the first graphical user interface, where the first game action at least includes a custom game action generated based on user input content;
[0128] In response to an action configuration instruction, the target game action is configured as a game action available to the target virtual object in the game, where the target game action at least includes the custom game action;
[0129] In the game running stage, the game program is run through the terminal device to provide a second graphical user interface and display at least a part of the game running scene on the second graphical user interface, where the game running scene includes the target virtual object.
[0130] In some embodiments, during the game running stage, the processor 501 is further configured to: in response to an action execution instruction, control the target virtual object to perform the target game action in the game running scene.
[0131] In some embodiments, during the game running stage, the processor 501 is further configured to: in response to the first virtual object and the target virtual object completing a target interaction event, control to configure the target game action as a game action available to the first virtual object, where the first virtual object is a virtual object controlled by the terminal device.
[0132] In some embodiments, the target virtual object includes a non-player virtual object in the game.
[0133] In some embodiments, the non-player virtual object includes a first action wheel. When the processor 501 executes the response action configuration instruction to configure the target game action as a game action available to the target virtual object in the game, it further includes:
[0134] In response to the response action configuration instruction, configure the target game action into the first action wheel corresponding to the non-player virtual object.
[0135] In some embodiments, the first virtual object includes a second action wheel. When the processor 501 executes the control to configure the target game action as a game action available to the first virtual object in response to the first virtual object and the target virtual object completing a target interaction event, it further includes:
[0136] In response to the first virtual object and the target virtual object completing a target interaction event, control to configure the target game action into the second action wheel corresponding to the first virtual object.
[0137] In some embodiments, the target virtual object further includes a first virtual object; when the processor 501 executes the response action configuration instruction to configure the target game action as a game action available to the target virtual object in the game, it further includes:
[0138] In response to the response action configuration instruction, configure the target game action into the second action wheel corresponding to the first virtual object.
[0139] In some embodiments, before the processor 501 executes the response action configuration instruction to configure the target game action as a game action available to the target virtual object in the game, it is further configured to:
[0140] In response to an action addition operation input through the first graphical user interface, obtain a video to be processed, and perform action recognition on the video to be processed to obtain an action sequence;
[0141] Generate a game action corresponding to the video to be processed according to the action sequence.
[0142] In some embodiments, the first graphical user interface includes a preview area and a selection area. A preview virtual object is displayed in the preview area, and a new control and at least one game action identifier are displayed in the selection area; the processor 501 is further configured to execute:
[0143] In response to a click operation on the new control, trigger the action addition operation.
[0144] In some embodiments, the processor 501 is further configured to execute:
[0145] In response to a selection operation on a first game action identifier among the at least one game action identifier, control the preview virtual object to execute the game action corresponding to the first game action identifier.
[0146] In some embodiments, after the processor 501 executes generating the game action corresponding to the video to be processed according to the action sequence, the processor 501 is further configured to execute:
[0147] In response to a naming operation on the game action, determine the name information corresponding to the game action;
[0148] In response to a determination operation on a target action frame in the game action, determine that the cover information corresponding to the game action is the target action frame.
[0149] In some embodiments, a progress bar is further included in the preview area, and a progress control is displayed on the progress bar; the processor 501 is further configured to execute:
[0150] In response to a movement operation of the progress control on the progress bar, control the preview virtual object to display the action frame corresponding to the position where the progress control is located.
[0151] In some embodiments, the processor 501 is further configured to execute:
[0152] In response to a replacement operation on the preview virtual object in the preview area, display a virtual object list;
[0153] In response to a selection operation in the virtual object list, replace the preview virtual object in the preview area with a replacement virtual object corresponding to the selection operation.
[0154] In some embodiments, the virtual object list includes a non-player virtual object list and the custom virtual object list.
[0155] In some embodiments, during the game running stage, the processor 501 is further configured to execute:
[0156] Respond to the first action release instruction, and display the second action wheel corresponding to the first virtual object in the second graphical user interface, where the second action wheel includes game actions available to the first virtual object;
[0157] Respond to a selection operation for a second game action among the available second action wheel game actions, and control the first virtual object to execute the second game action in the game running scene.
[0158] In some embodiments, the first virtual object includes a first camp object and a second camp object. In the game session of the game, the first camp object is used to complete a specified game task in the game running scene, and the second camp object is used to eliminate the first camp object in the game running scene.
[0159] In some embodiments, in the game session, the number of the first camp objects is greater than the number of the second camp objects.
[0160] In some embodiments, the processor 501 is further configured to execute:
[0161] Respond to the first camp object completing a target interaction event with the non-player virtual object in the game session, and control to configure the target game action as a game action available to the first camp object.
[0162] In some embodiments, the processor 501 is further configured to execute:
[0163] Respond to the first camp object completing a target interaction event with the non-player virtual object in the game session, and control to transfer at least some of the decorative items equipped by the non-player virtual object to the first camp object, so that the first camp object can simulate the non-player virtual object to play in the game running scene.
[0164] In some embodiments, the target interaction event includes: an interaction event of eliminating / defeating the non-player virtual object; the decorative items include: virtual wearable items.
[0165] By using the action configuration device in the game provided by the present application, players can input content during the game editing stage, generate custom game actions based on the input content, configure the target game actions as game actions available to the target virtual object, provide a second graphical user interface through a terminal device during the game running stage, and display the target virtual object and part of the game running scene in the second graphical user interface; in the method provided by the present application, players can generate custom game actions corresponding to the input content by inputting custom content, so as to configure available target game actions for the target virtual object, thus enriching the players' game experience. Players can customize the game actions configured for the target virtual object, rather than being limited to only using the game actions preset in the game, thereby improving the players' participation in the game and the immersion during the game process.
[0166] Optionally, the present application also provides a program product, such as a storage medium, on which a computer program is stored, including a program that, when run by a processor, executes the corresponding embodiment of the above method.
[0167] The steps when the specific storage medium executes the above method include:
[0168] During the game editing stage, run the game program through the terminal device to provide a first graphical user interface and display the first game actions in the first graphical user interface, where the first game actions at least include custom game actions generated based on user input content;
[0169] Respond to the action configuration instruction, and configure the target game action as a game action available to the target virtual object in the game, where the target game action at least includes the custom game action;
[0170] During the game running stage, run the game program through the terminal device to provide a second graphical user interface and display at least part of the game running scene in the second graphical user interface, where the game running scene includes the target virtual object.
[0171] In some embodiments, during the game running stage, the processor is further configured to execute: in response to an action execution instruction, control the target virtual object to execute the target game action in the game running scene.
[0172] In some embodiments, during the game running stage, the processor is further configured to execute in response to a target interaction event being completed between a first virtual object and the target virtual object, control to configure the target game action as a game action available to the first virtual object, where the first virtual object is a virtual object controlled by the terminal device.
[0173] In some embodiments, the target virtual object includes a non-player virtual object in the game.
[0174] In some embodiments, the non-player virtual object includes a first action roulette. When the processor executes the response action configuration instruction to configure the target game action as a game action available to the target virtual object in the game, it further includes:
[0175] In response to the action configuration instruction, configure the target game action into the first action roulette corresponding to the non-player virtual object.
[0176] In some embodiments, the first virtual object includes a second action roulette. When the processor executes the control to configure the target game action as a game action available to the first virtual object in response to the first virtual object and the target virtual object completing a target interaction event, it further includes:
[0177] In response to the first virtual object and the target virtual object completing the target interaction event, control to configure the target game action into the second action roulette corresponding to the first virtual object.
[0178] In some embodiments, the target virtual object further includes a first virtual object; when the processor executes the response action configuration instruction to configure the target game action as a game action available to the target virtual object in the game, it further includes:
[0179] In response to the action configuration instruction, configure the target game action into the second action roulette corresponding to the first virtual object.
[0180] In some embodiments, before the processor executes the response action configuration instruction to configure the target game action as a game action available to the target virtual object in the game, it is further used to execute:
[0181] In response to an action addition operation input through the first graphical user interface, obtain a video to be processed, and perform action recognition on the video to be processed to obtain an action sequence;
[0182] Generate a game action corresponding to the video to be processed according to the action sequence.
[0183] In some embodiments, the first graphical user interface includes a preview area and a selection area. A preview virtual object is displayed in the preview area, and a new control and at least one game action identifier are displayed in the selection area; the processor is further used to execute:
[0184] In response to a click operation on the new control, trigger the action addition operation.
[0185] In some embodiments, the processor is further configured to perform:
[0186] In response to a selection operation for a first game action identifier among the at least one game action identifier, control the preview virtual object to perform the game action corresponding to the first game action identifier.
[0187] In some embodiments, after the processor generates the game action corresponding to the video to be processed according to the action sequence, the processor is further configured to perform:
[0188] In response to a naming operation for the game action, determine the name information corresponding to the game action;
[0189] In response to a determination operation for a target action frame in the game action, determine that the cover information corresponding to the game action is the target action frame.
[0190] In some embodiments, a progress bar is further included in the preview area, and a progress control is displayed on the progress bar; the processor is further configured to perform:
[0191] In response to a movement operation of the progress control on the progress bar, control the preview virtual object to display the action frame corresponding to the position where the progress control is located.
[0192] In some embodiments, the processor is further configured to perform:
[0193] In response to a replacement operation for the preview virtual object in the preview area, display a virtual object list;
[0194] In response to a selection operation in the virtual object list, replace the preview virtual object in the preview area with the replacement virtual object corresponding to the selection operation.
[0195] In some embodiments, the virtual object list includes a non-player virtual object list and the custom virtual object list.
[0196] In some embodiments, during the game running stage, the processor is further configured to perform:
[0197] In response to a first action release instruction, display a second action wheel corresponding to the first virtual object in the second graphical user interface, where the second action wheel includes game actions available for the first virtual object;
[0198] In response to a selection operation for a second game action among the available second action wheel game actions, control the first virtual object to perform the second game action in the game running scene.
[0199] In some embodiments, the first virtual object includes a first camp object and a second camp object. During the game session of the game, the first camp object is used to complete a specified game task in the game running scene, and the second camp object is used to eliminate the first camp object in the game running scene.
[0200] In some embodiments, during the game session, the number of the first camp objects is greater than the number of the second camp objects.
[0201] In some embodiments, the processor is further configured to execute:
[0202] In response to the first camp object completing a target interaction event with the non-player virtual object during the game session, control is performed to configure the target game action as a game action available to the first camp object.
[0203] In some embodiments, the processor is further configured to execute:
[0204] In response to the first camp object completing a target interaction event with the non-player virtual object during the game session, control is performed to transfer at least some of the decorative items equipped by the non-player virtual object to the first camp object, so that the first camp object can simulate the non-player virtual object to play in the game running scene.
[0205] In some embodiments, the target interaction event includes: an interaction event of eliminating / defeating the non-player virtual object; the decorative items include: virtual wearable items.
[0206] By using the storage medium provided in the present application, players can input content during the game editing stage, generate custom game actions based on the input content, configure the target game action as a game action available to the target virtual object, provide a second graphical user interface through a terminal device during the game running stage, and display the target virtual object and part of the game running scene in the second graphical user interface; in the method provided in the present application, players can generate custom game actions corresponding to the input content by inputting custom content, so as to configure available target game actions for the target virtual object, thereby enriching the players' gaming experience. Players can customize the configuration of game actions for the target virtual object, rather than being limited to only using the game preset game actions, thus improving the players' participation in the game and enhancing the immersion of players during the game process.
[0207] In several embodiments provided by this application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed coupling or direct coupling or communication connection between each other can be through some interfaces. The indirect coupling or communication connection of the devices or units can be in electrical, mechanical or other forms.
[0208] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0209] In addition, each functional unit in various embodiments of this application can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above-mentioned integrated units can be implemented in the form of hardware or in the form of a combination of hardware and software functional units.
[0210] The above-mentioned integrated units implemented in the form of software functional units can be stored in a computer-readable storage medium. The above-mentioned software functional units are stored in a storage medium, including several instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the methods described in various embodiments of this application. The foregoing storage medium includes: USB flash drives, mobile hard disks, read-only memories (English: Read-Only Memory, abbreviated as: ROM), random access memories (English: Random Access Memory, abbreviated as: RAM), magnetic disks or optical disks and other various media that can store program codes.
Claims
1. A method for configuring actions in a game, characterized in that The game includes a game editing stage and a game running stage, and the method includes: In the game editing stage, run a game program through a terminal device to provide a first graphical user interface and display a first game action on the first graphical user interface, where the first game action at least includes a custom game action generated based on user input content; Respond to an action configuration instruction to configure a target game action as a game action available to a target virtual object in the game, where the target game action at least includes the custom game action; In the game running stage, run a game program through the terminal device to provide a second graphical user interface and display at least part of the game running scene on the second graphical user interface, where the game running scene includes the target virtual object.
2. The method according to claim 1, characterized in that, In the game running stage, the method further includes: Respond to an action execution instruction to control the target virtual object to execute the target game action in the game running scene.
3. The method according to claim 1, wherein The target virtual object includes a non-player virtual object in the game.
4. The method according to claim 3, wherein In the game running stage, the method further includes: Respond to a target interaction event completed between a first virtual object and the target virtual object to control configuring the target game action as a game action available to the first virtual object, where the first virtual object is a virtual object controlled by the terminal device.
5. The method according to claim 3, wherein The non-player virtual object includes a first action wheel, and the responding to an action configuration instruction to configure a target game action as a game action available to a target virtual object in the game includes: Respond to an action configuration instruction to configure the target game action into the first action wheel corresponding to the non-player virtual object.
6. The method according to claim 4, wherein The first virtual object includes a second action wheel, and the responding to a target interaction event completed between the first virtual object and the target virtual object to control configuring the target game action as a game action available to the first virtual object includes: Respond to a target interaction event completed between the first virtual object and the target virtual object to control configuring the target game action into the second action wheel corresponding to the first virtual object.
7. The method according to claim 3, wherein The target virtual object further includes a first virtual object; The responding to an action configuration instruction to configure a target game action as a game action available to a target virtual object in the game includes: Respond to an action configuration instruction to configure the target game action into the second action wheel corresponding to the first virtual object.
8. The method according to claim 1, characterized in that, Before the responding to an action configuration instruction to configure a target game action as a game action available to a target virtual object in the game, the method further includes: Respond to an action addition operation input through the first graphical user interface to obtain a video to be processed, and perform action recognition on the video to be processed to obtain an action sequence; Generate a game action corresponding to the video to be processed according to the action sequence.
9. The method according to claim 1, wherein The first graphical user interface includes a preview area and a selection area. A preview virtual object is displayed in the preview area, and a new control and at least one game action identifier are displayed in the selection area; the method further includes: In response to a click operation on the newly added control, trigger the action addition operation.
10. The method according to claim 9, characterized in that, The method further includes: In response to a selection operation on the first game action identifier among the at least one game action identifier, control the preview virtual object to execute the game action corresponding to the first game action identifier.
11. The method according to claim 8, wherein After generating the game action corresponding to the video to be processed according to the action sequence, the method further includes: In response to a naming operation on the game action, determine the name information corresponding to the game action; In response to a determination operation on the target action frame in the game action, determine that the cover information corresponding to the game action is the target action frame.
12. The method according to claim 10, wherein A progress bar is further included in the preview area, and a progress control is displayed on the progress bar; the method further includes: In response to a movement operation of the progress control on the progress bar, control the preview virtual object to display the action frame corresponding to the position where the progress control is located.
13. The method according to claim 9, wherein The method further includes: In response to a replacement operation on the preview virtual object in the preview area, display a virtual object list; In response to a selection operation in the virtual object list, replace the preview virtual object in the preview area with the replacement virtual object corresponding to the selection operation.
14. The method according to claim 13, wherein The virtual object list includes a non-player virtual object list and a custom virtual object list.
15. The method according to claim 4 or 7, characterized in that, During the game running stage, the method further includes: In response to a first action release instruction, display a second action roulette corresponding to the first virtual object in the second graphical user interface, where the second action roulette includes game actions available for the first virtual object; In response to a selection operation on the second game action among the available second action roulette game actions, control the first virtual object to execute the second game action in the game running scene.
16. The method according to claim 15, wherein The first virtual object includes a first camp object and a second camp object. In the game match of the game, the first camp object is used to complete a specified game task in the game running scene, and the second camp object is used to eliminate the first camp object in the game running scene.
17. The method according to claim 16, wherein In the game match, the number of the first camp objects is greater than the number of the second camp objects.
18. The method according to claim 16, wherein The method further includes: In response to the first camp object completing a target interaction event with the non-player virtual object in the game match, control to configure the target game action as a game action available for the first camp object.
19. The method according to claim 18, wherein, The method further includes: In response to the first camp object completing a target interaction event with the non-player virtual object in the game match, control to transfer at least part of the decorative props equipped by the non-player virtual object to the first camp object, so that the first camp object can simulate the non-player virtual object to play the game in the game running scene.
20. The method according to claim 19, wherein, The target interaction event includes: an interaction event of eliminating / defeating the non-player virtual object; the decorative props include: virtual wearable props.
21. An action configuration device in a game, characterized in that The device includes: a display module and a configuration module, where: The display module is configured to, during the game editing stage, provide a first graphical user interface by running a game program on a terminal device and display a first game action on the first graphical user interface, wherein the first game action at least includes a custom game action generated based on user input content; The configuration module is configured to, in response to an action configuration instruction, configure a target game action as a game action available to a target virtual object in the game, wherein the target game action at least includes the custom game action; The display module is specifically configured to, during the game running stage, provide a second graphical user interface by running the game program on the terminal device and display at least a part of the game running scene on the second graphical user interface, wherein the game running scene includes the target virtual object.
22. An action configuration device in a game, characterized in that, The device includes: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the action configuration device in the game runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the method according to any one of claims 1-20 above.
23. A storage medium, characterized in that, A computer program is stored on the storage medium, and when the computer program is run by a processor, the method according to any one of claims 1-20 above is performed.