Processing method and device for data in game, electronic equipment and readable storage medium
By defining the associated operation area in the game interface and switching the control status under specific conditions, the error touch problem caused by interface control occlusion is solved, improving the game operation efficiency and player experience.
Patent Information
- Application Number
- CN202510559381.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-29
- Publication Date
- 2025-08-01
AI Technical Summary
In games, interface controls in the graphical user interface obscures the game scene, resulting in low player operation efficiency, especially in games where you need to click on the scene target to operate, which can easily cause errors and increase operation difficulty.
By defining the associated operation area in the graphical user interface, switching the control from the triggerable state to the non-triggerable state in response to specific operation conditions, allowing players to directly penetrate the control to operate the game scene, reducing false touches and improving operation efficiency.
It effectively reduces the error touch of interface controls, reduces the difficulty of players in operation, and improves the operation efficiency and fluency of game scenes.
Smart Images

Figure CN120407071A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technologies, and in particular, to a method, an apparatus, an electronic device, and a readable storage medium for processing data in a game. Background Art
[0002] In a game, there is often a situation where a game scene and interface controls are simultaneously displayed in a graphical user interface. In this case, the interface controls are likely to block the game scene, affecting the player's selection of scene targets in the game scene. Especially for games that require clicking on the game scene to move or select scene targets, it is easy to accidentally touch the interface controls.
[0003] Currently, players can customize the position of the interface controls in the graphical user interface to solve the above problems. However, no matter where the interface controls that block the game scene are moved, there is still a possibility of accidentally touching the interface controls, increasing the operation difficulty for the player to operate on the game scene and resulting in low operation efficiency for the player to operate on the game scene. Summary of the Invention
[0004] The purpose of the present disclosure is to provide a method, an apparatus, an electronic device, and a readable storage medium for processing data in a game to alleviate the technical problem of low operation efficiency for the game scene.
[0005] In a first aspect, an embodiment of the present disclosure provides a method for processing data in a game, the method including:
[0006] Display at least a part of the game scene of the game and a first control in a triggerable state in a graphical user interface provided by a terminal device; the first control corresponds to an associated operation area in the graphical user interface, and the associated operation area includes and surrounds the first control;
[0007] In response to a first operation satisfying a specified condition, switch the first control from the triggerable state to a non-triggerable state; the first operation is an operation that acts on the associated operation area and does not trigger the first control;
[0008] When the first control is in the non-triggerable state, in response to a second operation on the first control, determine a target selection object of the second operation according to a scene position corresponding to the operation position of the second operation in the game scene.
[0009] In a second aspect, a device for processing data in a game is provided, the device including:
[0010] A display module, configured to display at least a part of a game scene of the game and a first control in a triggerable state in a graphical user interface provided by a terminal device; the first control corresponds to an associated operation area in the graphical user interface, and the associated operation area includes and surrounds the first control;
[0011] A switching module, configured to switch the first control from the triggerable state to a non-triggerable state in response to a first operation satisfying a specified condition; the first operation is an operation that acts on the associated operation area and does not trigger the first control;
[0012] A determination module, configured to, when the first control is in the non-triggerable state, in response to a second operation on the first control, determine a target selection object of the second operation according to a scene position corresponding to the operation position of the second operation in the game scene.
[0013] In a third aspect, an embodiment of the present disclosure further provides an electronic terminal, including a memory and a processor, where a computer program executable on the processor is stored in the memory, and when the processor executes the computer program, the method described in the first aspect above is implemented.
[0014] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, where computer-executable instructions are stored, and when the computer-executable instructions are called and run by a processor, the computer-executable instructions cause the processor to run the method described in the first aspect above.
[0015] The embodiments of the present disclosure bring the following beneficial effects:
[0016] A method, device, electronic device, and readable storage medium for processing data in a game provided by an embodiment of the present disclosure can display at least a part of the game scene of the game and a first control in a triggerable state in a graphical user interface provided by a terminal device; the first control corresponds to an associated operation area in the graphical user interface, and the associated operation area contains and surrounds the first control; in response to a first operation satisfying a specified condition, switching the first control from the triggerable state to a non-triggerable state; the first operation is an operation that acts on the associated operation area and does not trigger the first control; when the first control is in the non-triggerable state, in response to a second operation on the first control, determining a target selection object of the second operation according to a scene position corresponding to the operation position of the second operation in the game scene. In this solution, when the condition that the operation on the associated operation area surrounding the first control but not triggering the first control is satisfied, it is determined that the player's operation intention is to try to operate the game scene displayed near the first control rather than the first control. At this time, the first control switches from the triggerable state to the non-triggerable state. In this state, if the player operates the area where the first control is located or the nearby area, the first control is directly penetrated and the game scene is directly operated, reducing the accidental touch of the first control, enhancing the automatic trigger anti-accidental touch protection effect according to the player's operation intention, reducing the operation difficulty of the player for the game scene, thereby improving the operation efficiency of the player for the game scene, and alleviating the technical problem of low operation efficiency for the game scene.
[0017] To make the above objects, features, and advantages of the present disclosure more obvious and understandable, the following specifically enumerates preferred embodiments and, in conjunction with the accompanying drawings, provides detailed descriptions as follows. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required for use in the description of the specific embodiments or the prior art. Obviously, the following drawings are some embodiments of the present disclosure. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on these drawings.
[0019] Figure 1 Shows a schematic diagram of an application scenario provided by an embodiment of the present disclosure;
[0020] Figure 2 Shows a schematic diagram of the structure of a mobile phone provided by an embodiment of the present disclosure;
[0021] Figure 3 Shows a schematic diagram of a usage scenario of a touch terminal provided by an embodiment of the present disclosure;
[0022] Figure 4Schematic flowchart of a method for processing data in a game provided by an embodiment of the present disclosure;
[0023] Figure 5 Schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;
[0024] Figure 6 Schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0025] Figure 7 Schematic structural diagram of a device for processing data in a game provided by an embodiment of the present disclosure;
[0026] Figure 8 Schematic structural diagram of an electronic device provided by an embodiment of the present disclosure. Detailed implementation manners
[0027] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings. Apparently, the described embodiments are some but not all of the embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art based on the embodiments in the present disclosure without creative efforts shall fall within the scope of protection of the present disclosure.
[0028] As used in the embodiments of the present disclosure, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not limited to the listed steps or units, but optionally further includes other steps or units not listed, or optionally further includes other steps or units inherent to these processes, methods, products, or devices.
[0029] Currently, in games, there is often a situation where interface controls in the graphical user interface block the game scene, thereby affecting the player's ability to click on scene targets. Especially for games that require clicking on scene targets for virtual character movement or selection operations, the occlusion of interface controls will affect the player's selection of scene targets and easily cause accidental touches.
[0030] In the prior art, players can hide the interface controls in the global graphical user interface by manually clicking on options to achieve the purpose of clicking on the game scene corresponding to the area blocked by the interface controls. However, this solution requires manual operation by the player, and each operation hides all the interface controls. After hiding, manual operation is required again to restore the display of the interface controls, resulting in cumbersome manual operations.
[0031] Players can also customize the positions of interface controls in the graphical user interface. This way can move the interface controls that block the game scene, but the same operation is rather cumbersome. Moreover, no matter where the interface controls are moved, there is always a possibility of blocking the game scene, and it is still possible to accidentally touch the interface controls, increasing the operation difficulty for players with respect to the game scene and resulting in low operation efficiency of players for the game scene.
[0032] Based on this, the embodiments of the present disclosure provide a method, an apparatus, an electronic device, and a readable storage medium for processing data in a game, and through this method, the technical problem of low operation efficiency for the game scene can be alleviated.
[0033] In the method for processing data in a game in one embodiment of the present disclosure, it can run on a local terminal device or a server. When the method for processing data in a 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 client devices.
[0034] In an optional implementation manner, various cloud applications can run under the cloud interaction system, for example: 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 running of the method for processing data in the game are completed on the cloud game server, and the role of the client device is for data reception, sending, and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, 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 client device decodes and outputs the game screen.
[0035] In an optional implementation manner, taking a game as an example, the local terminal device stores a 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 way for the local terminal device to provide the graphical user interface to the player can include various types. 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.
[0036] In a possible implementation manner, an embodiment of the present disclosure provides a method for processing data in a game. A graphical user interface is provided through a terminal device, where the terminal device may be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system.
[0037] For example, as Figure 1 shown, Figure 1 is a schematic diagram of an application scenario provided by an embodiment of the present disclosure. The application scenario may include a touch terminal (e.g., mobile phone 102) and a server 101. The touch terminal may communicate with the server 101 through a wired network or a wireless network. The touch terminal is used to run a virtual desktop, and through the virtual desktop, it can interact with the server 101 to control the content in the server 101.
[0038] The touch terminal in this embodiment is described by taking the mobile phone 102 as an example. The mobile phone 102 includes components such as a Radio Frequency (RF) circuit 110, a memory 120, a touch screen 130, and a processor 140. Those skilled in the art can understand that Figure 2 the mobile phone structure shown in does not constitute a limitation on the mobile phone. It may include more or fewer components than shown, or combine certain components, or split certain components, or have different component arrangements. Those skilled in the art can understand that the touch screen 130 belongs to the User Interface (UI), and the mobile phone 102 may include more or fewer user interfaces than shown.
[0039] The RF circuit 110 can also communicate with the network and other devices through wireless communication. The wireless communication can use any communication standard or protocol, including but not limited to Global System of Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.
[0040] The memory 120 can be used to store software programs and modules. By running the software programs and modules stored in the memory 120, the processor 140 executes various functional applications and data processing of the mobile phone 102. The memory 120 mainly includes a program storage area and a data storage area. Among them, the program storage area can store an operating system, application programs required for at least one function, etc.; the data storage area can store data created according to the use of the mobile phone 102, etc. In addition, the memory 120 can include high-speed random access memory, and can also include non-volatile memory, such as at least one magnetic disk storage device, a flash memory device, or other non-volatile solid-state storage devices.
[0041] The touch screen 130 can be used to display a graphical user interface and receive user operations on the graphical user interface. Specifically, the touch screen 130 can include a display panel and a touch panel. Among them, the display panel can be configured in the form of a liquid crystal display (LCD for short), an organic light-emitting diode (OLED for short), etc. The touch panel can collect contact or non-contact operations of the user on or near it (for example, as Figure 3 shown, the user uses any suitable object or accessory such as a finger 103, a stylus, etc. to operate on or near the touch panel), and generates a preset operation instruction. In addition, the touch panel can include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch orientation and posture of the user, and detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into information that the processor can process, and then sends it to the processor 140, and can receive the command sent by the processor 140 and execute it. In addition, various types such as resistive, capacitive, infrared, and surface acoustic wave can be used to implement the touch panel, and any technology developed in the future can also be used to implement the touch panel. Further, the touch panel can cover the display panel. The user can operate on or near the touch panel covering the display panel according to the graphical user interface displayed on the display panel. After the touch panel detects the operation on or near it, it is transmitted to the processor 140 to determine the user input. Subsequently, the processor 140 provides a corresponding visual output on the display panel in response to the user input. In addition, the touch panel and the display panel can be implemented as two independent components or integrated.
[0042] The processor 140 is the control center of the mobile phone 102, connects various parts of the entire mobile phone using various interfaces and lines, executes various functions of the mobile phone 102 and processes data by running or executing the software programs and / or modules stored in the memory 120, and by calling the data stored in the memory 120, so as to monitor the mobile phone as a whole.
[0043] Of course, the above-mentioned terminal device providing the graphical user interface may also be other non-touch terminal devices other than the touch terminal. For example, a personal computer (PC), and the player can operate the controls and game scenes displayed in the graphical user interface by operating (such as clicking and moving) the mouse.
[0044] The embodiments of the present disclosure will be further introduced below with reference to the accompanying drawings.
[0045] Figure 4 It is a schematic flowchart of a method for processing data in a game provided by an embodiment of the present disclosure.
[0046] Among them, this method can be applied to an electronic terminal that can present a graphical user interface. As Figure 4 shown, this method includes:
[0047] Step S410, display at least part of the game scene of the game and the first control in a triggerable state in the graphical user interface provided by the terminal device.
[0048] Among them, the first control corresponds to an associated operation area in the graphical user interface, and the associated operation area includes and surrounds the first control. In practical applications, the associated operation area may be an area that is a little larger than the size of the first control and includes the first control.
[0049] For example, as Figure 5 shown, there are four first controls displayed in the graphical user interface, namely the first control 501, the first control 502, the first control 503, and the first control 504. The associated operation area 505 surrounds the first control 501, the first control 502, the first control 503, and the first control 504, and the size of the associated operation area 505 is larger than that of all the first controls. Another example, as Figure 6 shown, there are three first controls displayed in the graphical user interface, namely the first control 601, the first control 602, and the first control 603. The associated operation area 604 surrounds the first control 601 and the size of the associated operation area 604 is larger than that of the first control 601. The associated operation area 605 surrounds the first control 602 and the size of the associated operation area 602 is larger than that of the first control 602. The associated operation area 606 surrounds the first control 603 and the size of the associated operation area 606 is larger than that of the first control 603.
[0050] The shape of the above-mentioned associated operation area can also be customized according to the actual application scenario. For example: as Figure 5 shown, the shape of the associated operation area 505 may be different from the shape of its corresponding first control 501; as Figure 6As shown, the shape of the associated operation area 604 may also be the same as the shape of the corresponding first control 601 .
[0051] In an optional embodiment, the associated operation area and the first control can be a relatively large area on the graphical user interface, or a relatively small area on the graphical user interface. The associated operation area and the first control can be square, rectangular, frame-shaped, or other shapes (e.g., circular). The first control can be displayed in the upper left, upper right, or other position in the graphical user interface, and this exemplary embodiment is not limited thereto.
[0052] It should be noted that the aforementioned associated operation area is different from the control trigger area of the control itself, but is an associated area specifically designated for the present application scheme. In addition, the aforementioned associated operation area can be hidden or displayed in the graphical user interface. For example, the associated operation area is displayed when the following non-triggerable state is triggered, or the associated operation area is always displayed in a non-prominent manner such as a dotted line, and then highlighted when the following non-triggerable state is triggered.
[0053] In the embodiment of the present application, the number of the above-mentioned first controls can be one or more, and the embodiment of the present application does not impose any restrictions. As an example, the number of first controls is multiple, and if the interface distance between multiple first controls is less than a specified distance, then the multiple first controls correspond to an associated operation area in the graphical user interface, and the associated operation area includes and surrounds all the first controls. By setting an overall associated operation area corresponding to multiple first controls that are relatively densely located, the setting of the associated operation area is more reasonable and efficient.
[0054] For example, Figure 5 As shown, four first controls that are relatively concentrated and densely located, namely the first control 501 , the first control 502 , the first control 503 and the first control 504 , correspond as a whole to an associated operation area 505 .
[0055] As another example, if the interface distance between multiple first controls is greater than or equal to a specified distance, each first control corresponds to an associated operation area in the graphical user interface, and each associated operation area contains and surrounds the corresponding first control. By setting an associated operation area for each first control, the setting of the associated operation area is more control-specific.
[0056] For example, Figure 6As shown, the positional distance between the first control 601 and the first control 603 is relatively far. The first control 601 corresponds to an associated operation area 604, and the first control 603 corresponds to another associated operation area, namely the associated operation area 606. The positional distance between the first control 602 and the first control 603 is relatively far. The first control 602 corresponds to an associated operation area 605, and the first control 603 corresponds to another associated operation area, namely the associated operation area 606.
[0057] In an alternative embodiment, if there is an overlap between at least two target associated operation areas corresponding to at least two target first controls, then the at least two target associated operation areas are merged into a set associated operation area, and the set associated operation area includes and surrounds all the target first controls.
[0058] For example, as Figure 6 shown, there is an overlap between the associated operation area 604 corresponding to the first control 601 and the associated operation area 605 corresponding to the first control 602 (i.e., at least two target associated operation areas corresponding to at least two target first controls), then the associated operation area 604 and the associated operation area 605 are merged into a set associated operation area 607 that includes and surrounds the associated operation area 604 and the associated operation area 605.
[0059] By merging the overlapping associated operation areas together to form a set associated operation area when there is an overlap in the associated operation areas, and the first controls within the set associated operation area jointly respond to the switching of the following states, it can make the setting of the associated operation area more flexible and more adaptable to operations.
[0060] Step S420, in response to the first operation satisfying the specified condition, switch the first control from the triggerable state to the non-triggerable state.
[0061] Wherein, the first operation is an operation that acts on the associated operation area and does not trigger the first control. In an alternative embodiment, the operation mode of the first operation that satisfies the specified condition may include various operation modes such as a click operation, a continuous click operation, a sliding operation that conforms to a specified trajectory, a long press operation that reaches a specified duration, etc., so that the operation mode of the first operation for activating the state switch is more flexible. As an example, the specified condition includes at least one of the following: the number of operations is greater than the specified number within a unit time, the operation frequency is greater than the specified frequency, the operation duration is greater than the specified duration, and the operation trajectory conforms to the specified trajectory.
[0062] For example, when it is detected that the operation occurring within the associated operation area is an interactive operation with the number of clicks exceeding a specified number within a specified short duration (such as within one second) and the function related to the first control is not triggered, it is determined that the player may be attempting to click on the target game scene displayed near the first control. At this time, the first control is switched from the triggerable state to the non-triggerable state.
[0063] In practical applications, the first operation can trigger an operation on the game scene simultaneously, or it can be an operation that does not trigger any action, such as neither triggering the operation of the first control nor triggering the operation on the game scene.
[0064] As an example, if the operation position of the first operation corresponds to an unwalkable area in the game scene, the first operation is an invalid operation that neither triggers the function related to the first control nor triggers the operation on the game scene. That is, the first operation only triggers the switch from the triggerable state to the non-triggerable state and does not trigger any other actions simultaneously.
[0065] As another example, if the operation position of the first operation corresponds to a walkable area in the game scene, the first operation, like a regular operation on the game scene, while triggering the first control to switch from the triggerable state to the non-triggerable state, also triggers some other regular actions on the game scene, such as triggering the virtual character to move to the walkable area, triggering the selection of the target game scene, triggering the perspective drag for the game scene, etc. Exemplarily, the method may further include the following steps: in response to the first operation, determine the first selection object of the first operation according to the scene position corresponding to the operation position of the first operation in the game scene.
[0066] For example, as Figure 5 shown, the first operation triggers the selection of a scene target such as the tree 506 in the game scene, determines that the tree 506 is the first selection object of the first operation, and simultaneously triggers the first control to switch from the triggerable state to the non-triggerable state.
[0067] By triggering other actions on the game scene while the first operation triggers the first control to switch from the triggerable state to the non-triggerable state, the operation effect of the first operation is made more flexible and comprehensive, and the action result of the first operation is made more efficient.
[0068] In an alternative embodiment, the first control in the non-triggerable state can change its display state, so as to promptly and effectively prompt the player that the first control has been switched to the non-triggerable state. As an example, after switching the first control from the triggerable state to the non-triggerable state, it further includes: changing the first display mode of the first control in the graphical user interface to a second display mode; the display prominence degree of the second display mode is less than that of the first display mode. Exemplarily, the first control in the non-triggerable state is displayed with a certain transparency, such as semi-transparent display, light-color display, etc., so as to promptly and effectively prompt the player that the first control is in the non-triggerable state.
[0069] Step S430, when the first control is in the non-triggerable state, in response to a second operation on the first control, determine the target selection object of the second operation according to the corresponding scene position in the game scene of the operation position of the second operation.
[0070] After the first control is switched to the non-triggerable state, any position within the associated operation area (such as the control trigger area of the first control itself) will not respond to the operation of the first control, but directly penetrate the first control and respond to the interactive operation of selecting the target game scene in the game scene.
[0071] For example, as Figure 5 shown, when the player wants to select a scene target such as a tree 506 in the game scene, when both the first control 501 and the first control 502 are in the non-triggerable state, it can avoid accidental touch of the first control 501 or the first control 502 caused by the first control 501 and the first control 502 blocking the tree 506, enabling the player to conveniently and quickly select the tree 506 in the game scene.
[0072] As an alternative embodiment, the state bit identifier corresponding to the triggerable state of the first control is the first identifier, and the state bit identifier corresponding to the non-triggerable state of the first control is the second identifier; switching the first control from the triggerable state to the non-triggerable state includes: changing the state bit identifier of the first control from the first identifier to the second identifier. The above step S430 may specifically include the following steps: in response to a second operation on the first control, determine whether the current state bit identifier of the first control is the first identifier or the second identifier; if the current state bit identifier of the first control is the second identifier, it is determined that the first control has not been triggered, and the target selection object of the second operation is determined according to the corresponding scene position in the game scene of the operation position of the second operation. By this way of identifying the state bit identifier, the current state recognition of the first control is made faster, more accurate and more efficient.
[0073] In another alternative embodiment, after determining that the status bit identifier of the current first control is the first identifier or the second identifier, the following steps may further be included: If the status bit identifier of the current first control is the first identifier, trigger the control function of the first control according to the second operation. By this way of identifying the status bit identifier, it is possible to avoid missing the response to the function trigger operation of the first control.
[0074] For example, the actual operation of switching to the non-triggerable state is that the status bit identifier of the first control switches from 0 (i.e., the first identifier corresponding to the triggerable state) which is normally responsive to 1 (i.e., the second identifier corresponding to the non-triggerable state) which is no longer responsive. When the first control is operated again, first determine whether the status bit identifier of the first control is 0 or 1, that is, determine whether it is currently in the non-triggerable state. If it is 0, the first control responds normally; if it is 1, the first control does not respond.
[0075] In the embodiments of the present disclosure, when the condition that the associated operation area surrounding the first control is operated but the first control is not triggered is satisfied, it is determined that the player's operation intention is to attempt to operate the game scene displayed near the first control rather than to operate the first control. At this time, the first control switches from the triggerable state to the non-triggerable state. In this state, if the player operates the area where the first control is located or the nearby area, it directly penetrates the first control and directly operates the game scene, reducing the accidental touch of the first control, enhancing the automatic trigger of the anti-accidental touch protection effect according to the player's operation intention, reducing the operation difficulty of the player for the game scene, thereby improving the operation efficiency of the player for the game scene and making the player's operation experience smoother.
[0076] In some embodiments, the first control can actively recover from the non-triggerable state to the triggerable state to make the state transition of the first control more flexible. As an example, after switching the first control from the triggerable state to the non-triggerable state, it further includes: displaying a second control in the graphical user interface; in response to a third operation on the second control and / or the duration for which the first control is in the non-triggerable state this time is greater than a specified duration, switching the first control from the non-triggerable state back to the triggerable state.
[0077] For example, the first control in the non-triggerable state can correspondingly display a reset operation control (i.e., the second control). If the player actively clicks the reset operation control or reaches the countdown time, the first control will exit the non-triggerable state, that is, return to the normal state.
[0078] Among them, the reset operation control can be displayed at any position corresponding to the first control in the graphical user interface. For example, Figure 5As shown in the figure, an associated operation area 505 including a first control 501, a first control 502, a first control 503, and a first control 504 corresponds to a reset operation control 507. The reset operation control 507 is displayed on the edge of the associated operation area 505. Of course, the reset operation control can also be displayed at any other position.
[0079] In an alternative embodiment, the control identifier of the second control indicates timing data corresponding to the difference between the duration for which the first control is in the non-triggerable state this time and a specified duration. By displaying the countdown, the player can be timely prompted about the countdown situation of the first control being in the non-triggerable state this time. For example, as Figure 5 shown in the figure, when the difference between the duration for which the first control is in the non-triggerable state this time (i.e., the duration starting from the time when the first control switches to the non-triggerable state this time) and the specified duration is five seconds, a countdown of 5S is displayed in the reset operation control 507.
[0080] Figure 7 A schematic structural diagram of a device for processing data in a game is provided. The device can be applied to an electronic terminal capable of presenting a graphical user interface. As Figure 7 shown in the figure, the device 700 for processing data in a game includes:
[0081] A display module 701, configured to display at least a part of the game scene of the game and a first control in a triggerable state in a graphical user interface provided by the terminal device; the first control corresponds to an associated operation area in the graphical user interface, and the associated operation area includes and surrounds the first control;
[0082] A switching module 702, configured to switch the first control from the triggerable state to the non-triggerable state in response to a first operation satisfying a specified condition; the first operation is an operation that acts on the associated operation area and does not trigger the first control;
[0083] A first determination module 703, configured to, when the first control is in the non-triggerable state, in response to a second operation on the first control, determine a target selection object of the second operation according to a scene position corresponding to the operation position of the second operation in the game scene.
[0084] In the above manner, when the condition that the player operates the associated operation area surrounding the first control but does not trigger the first control is met, it is determined that the player's operation intention is to attempt to operate the game scene displayed near the first control rather than operate the first control. At this time, the first control switches from the triggerable state to the non-triggerable state. In this state, if the player operates the area where the first control is located or the nearby area, it directly penetrates the first control and directly operates the game scene, reducing the accidental touch of the first control, enhancing the automatic trigger of the anti-accidental-touch protection effect according to the player's operation intention, reducing the operation difficulty of the player for the game scene, and thus improving the operation efficiency of the player for the game scene.
[0085] In a feasible implementation, the device further includes: a switching module, configured to display a second control in the graphical user interface after switching the first control from the triggerable state to the non-triggerable state; and in response to a third operation on the second control and / or the duration of the first control being in the non-triggerable state this time being greater than a specified duration, switching the first control back from the non-triggerable state to the triggerable state.
[0086] In a feasible implementation, the control identifier of the second control indicates the timing data corresponding to the difference between the duration of the first control being in the non-triggerable state this time and the specified duration.
[0087] In a feasible implementation, the specified condition includes at least one of the following: the number of operations is greater than a specified number within a unit time, the operation frequency is greater than a specified frequency, the operation duration is greater than a specified duration, and the operation trajectory conforms to a specified trajectory.
[0088] In a feasible implementation, the device further includes: a second determination module, configured to, in response to the first operation, determine a first selection object of the first operation according to the scene position corresponding to the operation position of the first operation in the game scene.
[0089] In a feasible implementation, the device further includes: a change module, configured to change the first display mode of the first control in the graphical user interface to a second display mode after switching the first control from the triggerable state to the non-triggerable state; and the display prominence degree of the second display mode is less than the display prominence degree of the first display mode.
[0090] In a feasible implementation, the number of the first controls is multiple. If the interface distance between multiple first controls is less than a specified distance, then multiple first controls correspond to one associated operation area in the graphical user interface, and the associated operation area includes and surrounds all the first controls.
[0091] In a feasible implementation, if the interface distance between multiple said first controls is greater than or equal to the specified distance, each of said first controls corresponds to one of said associated operation areas in the graphical user interface, and each of said associated operation areas contains and encloses a corresponding one of said first controls.
[0092] In a feasible implementation, if an overlap occurs between at least two target associated operation areas corresponding to at least two target first controls, the at least two target associated operation areas are merged into a set associated operation area, and the set associated operation area contains and encloses all of the target first controls.
[0093] In a feasible implementation, the status bit identifier corresponding to the triggerable state of the first control is a first identifier, and the status bit identifier corresponding to the non-triggerable state of the first control is a second identifier; the switching module is specifically configured to: change the status bit identifier of the first control from the first identifier to the second identifier;
[0094] The first determination module is specifically configured to: in response to a second operation on the first control, determine whether the status bit identifier of the current first control is the first identifier or the second identifier; if the status bit identifier of the current first control is the second identifier, determine that the first control has not been triggered, and determine the target selection object of the second operation according to the scene position corresponding to the operation position of the second operation in the game scene.
[0095] In a feasible implementation, the apparatus further includes: a trigger module, configured to, after determining that the status bit identifier of the current first control is the first identifier or the second identifier, if the status bit identifier of the current first control is the first identifier, trigger the control function of the first control according to the second operation.
[0096] The game data processing apparatus provided by the embodiments of the present disclosure has the same technical features as the game data processing method provided by the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.
[0097] Figure 8The schematic structural diagram of an electronic device provided by an embodiment of the present disclosure is shown, including: a memory 801, a processor 802, and a bus 803. The memory 801 stores machine-readable instructions executable by the processor 802. When the electronic device runs a method for processing data in a game as in the embodiment, the processor 802 communicates with the memory 801 through the bus 803. The processor 802 executes the machine-readable instructions, and the preamble part of the method item of the processor 802 is to perform the following steps:
[0098] Display at least a part of the game scene of the game and a first control in a triggerable state in the graphical user interface provided by the terminal device; the first control corresponds to an associated operation area in the graphical user interface, and the associated operation area contains and surrounds the first control;
[0099] In response to the first operation satisfying a specified condition, switch the first control from the triggerable state to an untriggerable state; the first operation is an operation that acts on the associated operation area and does not trigger the first control;
[0100] When the first control is in the untriggerable state, in response to a second operation on the first control, determine a target selection object of the second operation according to the scene position corresponding to the operation position of the second operation in the game scene.
[0101] In a feasible implementation, after switching the first control from the triggerable state to the untriggerable state, the processor is further configured to: display a second control in the graphical user interface; in response to a third operation on the second control and / or the duration of the first control being in the untriggerable state this time being greater than a specified duration, switch the first control back from the untriggerable state to the triggerable state.
[0102] In a feasible implementation, the control identifier of the second control indicates timing data corresponding to the difference between the duration of the first control being in the untriggerable state this time and the specified duration.
[0103] In a feasible implementation, the specified condition includes at least one of the following: the number of operations is greater than a specified number within a unit time, the operation frequency is greater than a specified frequency, the operation duration is greater than a specified duration, and the operation trajectory conforms to a specified trajectory.
[0104] In a feasible implementation, the processor is further configured to: in response to the first operation, determine a first selection object of the first operation according to the scene position corresponding to the operation position of the first operation in the game scene.
[0105] In a feasible implementation, after switching the first control from the triggerable state to the non-triggerable state, the processor is further configured to: change a first display mode of the first control in the graphical user interface to a second display mode; the display prominence degree of the second display mode is less than that of the first display mode.
[0106] In a feasible implementation, the number of the first controls is multiple. If the interface distance between multiple first controls is less than a specified distance, then multiple first controls correspond to one associated operation area in the graphical user interface, and the associated operation area includes and encloses all the first controls.
[0107] In a feasible implementation, if the interface distance between multiple first controls is greater than or equal to the specified distance, then each first control corresponds to one associated operation area in the graphical user interface, and each associated operation area includes and encloses a corresponding first control.
[0108] In a feasible implementation, if an overlap occurs between at least two target associated operation areas corresponding to at least two target first controls, then the at least two target associated operation areas are merged into a set associated operation area, and the set associated operation area includes and encloses all the target first controls.
[0109] In a feasible implementation, a status bit identifier of the first control corresponding to the triggerable state is a first identifier, and a status bit identifier of the first control corresponding to the non-triggerable state is a second identifier; in a feasible implementation, when the processor executes switching the first control from the triggerable state to the non-triggerable state, it is specifically configured to: change the status bit identifier of the first control from the first identifier to the second identifier;
[0110] In a feasible implementation, when the processor executes, when the first control is in the non-triggerable state, in response to a second operation on the first control, and determines a target selection object of the second operation according to a scene position corresponding to the operation position of the second operation in the game scene, it is specifically configured to: in response to the second operation on the first control, determine whether the current status bit identifier of the first control is the first identifier or the second identifier; if the current status bit identifier of the first control is the second identifier, then determine that the first control is not triggered, and determine the target selection object of the second operation according to the scene position corresponding to the operation position of the second operation in the game scene.
[0111] In a feasible implementation, after determining that the status bit identifier of the first control is the first identifier or the second identifier, the processor is further configured to: if the status bit identifier of the first control is the first identifier, trigger the control function of the first control according to the second operation.
[0112] In the above manner, when the condition that the player operates in the associated operation area surrounding the first control but does not trigger the first control is satisfied, it is determined that the player's operation intention is to attempt to operate the game scene displayed near the first control rather than the first control. At this time, the first control switches from the triggerable state to the non-triggerable state. In this state, if the player operates in the area where the first control is located or in the nearby area, the first control is directly penetrated and the game scene is directly operated, reducing the accidental touch of the first control, enhancing the automatic trigger of the anti-accidental touch protection effect according to the player's operation intention, reducing the operation difficulty of the player for the game scene, and thus improving the operation efficiency of the player for the game scene.
[0113] In practical applications, the memory 801 may include a high-speed random access memory (Random Access Memory, abbreviated as RAM), and may also include non-volatile memory, such as at least one disk memory. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 804 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used.
[0114] The bus 803 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of convenience of representation, Figure 8 only a bidirectional arrow is used to represent it in the figure, but it does not mean that there is only one bus or one type of bus.
[0115] Among them, the memory 801 is used to store a program. After receiving the execution instruction, the processor 802 executes the program. The method executed by the device defined by the process disclosed in any embodiment of the present disclosure above can be applied to the processor 802 or implemented by the processor 802.
[0116] The processor 802 may be an integrated circuit chip with signal processing capabilities. In the implementation process, the steps of the above method can be completed by the integrated logic circuit of the hardware in the processor 802 or the instructions in the form of software. The above-mentioned processor 802 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can 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 method disclosed in combination with the embodiments of the present disclosure can 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 801, and the processor 802 reads the information in the memory 801 and combines its hardware to complete the steps of the above method.
[0117] The embodiments of the present disclosure also provide a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the processor executes the following steps:
[0118] Display at least a part of the game scene of the game and a first control in a triggerable state in the graphical user interface provided by the terminal device; the first control corresponds to an associated operation area in the graphical user interface, and the associated operation area contains and surrounds the first control;
[0119] In response to the first operation meeting the specified conditions, switch the first control from the triggerable state to the non-triggerable state; the first operation is an operation that acts on the associated operation area and does not trigger the first control;
[0120] When the first control is in the non-triggerable state, in response to a second operation on the first control, determine a target selection object of the second operation according to the scene position corresponding to the operation position of the second operation in the game scene.
[0121] In a feasible implementation, after switching the first control from the triggerable state to the non-triggerable state, the processor is further configured to: display a second control in the graphical user interface; and switch the first control back from the non-triggerable state to the triggerable state in response to a third operation on the second control and / or when the duration for which the first control has been in the non-triggerable state this time is greater than a specified duration.
[0122] In a feasible implementation, the control identifier of the second control indicates timing data corresponding to the difference between the duration for which the first control has been in the non-triggerable state this time and the specified duration.
[0123] In a feasible implementation, the specified condition includes at least one of the following: the number of operations is greater than a specified number within a unit time, the operation frequency is greater than a specified frequency, the operation duration is greater than a specified duration, and the operation trajectory conforms to a specified trajectory.
[0124] In a feasible implementation, the processor is further configured to: in response to the first operation, determine a first selected object of the first operation according to the scene position corresponding to the operation position of the first operation in the game scene.
[0125] In a feasible implementation, after switching the first control from the triggerable state to the non-triggerable state, the processor is further configured to: change the first display mode of the first control in the graphical user interface to a second display mode; and the display prominence degree of the second display mode is less than that of the first display mode.
[0126] In a feasible implementation, the number of the first controls is multiple. If the interface distance between the multiple first controls is less than a specified distance, the multiple first controls correspond to one associated operation area in the graphical user interface, and the associated operation area includes and encloses all the first controls.
[0127] In a feasible implementation, if the interface distance between the multiple first controls is greater than or equal to the specified distance, each of the first controls corresponds to one associated operation area in the graphical user interface, and each associated operation area includes and encloses the corresponding first control.
[0128] In a feasible implementation, if an overlap occurs between at least two target associated operation areas corresponding to at least two target first controls, the at least two target associated operation areas are merged into a set associated operation area, and the set associated operation area includes and encloses all the target first controls.
[0129] In a feasible implementation, the status bit identifier of the first control corresponding to the triggerable state is the first identifier, and the status bit identifier of the first control corresponding to the non-triggerable state is the second identifier; in a feasible implementation, when the processor executes the operation of switching the first control from the triggerable state to the non-triggerable state, it is specifically configured to: change the status bit identifier of the first control from the first identifier to the second identifier;
[0130] In a feasible implementation, when the processor executes, while the first control is in the non-triggerable state, in response to a second operation on the first control, and determines the target selection object of the second operation according to the scene position corresponding to the operation position of the second operation in the game scene, it is specifically configured to: in response to the second operation on the first control, determine whether the current status bit identifier of the first control is the first identifier or the second identifier; if the current status bit identifier of the first control is the second identifier, it is determined that the first control is not triggered, and the target selection object of the second operation is determined according to the scene position corresponding to the operation position of the second operation in the game scene.
[0131] In a feasible implementation, after determining whether the current status bit identifier of the first control is the first identifier or the second identifier, the processor is further configured to: if the current status bit identifier of the first control is the first identifier, trigger the control function of the first control according to the second operation.
[0132] By the above method, when the condition that the operation on the associated operation area surrounding the first control but not triggering the first control is satisfied, it is determined that the player's operation intention is to attempt to operate the game scene displayed near the first control rather than the first control. At this time, the first control switches from the triggerable state to the non-triggerable state. In this state, if the player operates the area where the first control is located or the nearby area, the first control is directly penetrated and the game scene is directly operated, reducing the accidental touch of the first control, enhancing the automatic trigger of the anti-accidental touch protection effect according to the player's operation intention, reducing the operation difficulty of the player for the game scene, and thus improving the operation efficiency of the player for the game scene.
[0133] In the embodiments of the present disclosure, when the computer program is run by the processor, it may also execute other machine-readable instructions to execute the methods described in other embodiments. For the specific method steps and principles of execution, refer to the description of the embodiments, and details are not described herein again.
[0134] In the embodiments provided in the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. 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 another 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 couplings or direct couplings or communication connections between each other can be through some communication interfaces. The indirect couplings or communication connections of the devices or units can be in electrical, mechanical or other forms.
[0135] For another example, the flowcharts and block diagrams in the accompanying drawings show the possible architectures, functions and operations of devices, methods and computer program products according to multiple embodiments of the present disclosure. In this regard, each block in the flowchart or block diagram may represent a module, a program segment or a part of code, and the part of the module, the program segment or the code contains one or more executable instructions for implementing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order from that marked in the accompanying drawings. For example, two consecutive blocks can actually be executed substantially in parallel, and they can sometimes be executed in the reverse order, depending on the functions involved. It should also be noted that each block in the block diagram and / or flowchart, as well as the combination of blocks in the block diagram and / or flowchart, can be implemented by a dedicated hardware-based system for performing the specified functions or actions, or can be implemented by a combination of dedicated hardware and computer instructions.
[0136] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they can be located in one place, or can be 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.
[0137] In addition, the various functional units in the embodiments provided in the present disclosure 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.
[0138] When the above-mentioned functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method for processing data in the game described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as USB flash drives, mobile hard disks, read-only memories (ROM for short), random access memories (RAM for short), magnetic disks, or optical discs.
[0139] It should be noted that: similar reference numerals and letters denote similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. In addition, the terms "first", "second", "third", etc. are only used for descriptive distinction and cannot be understood as indicating or implying relative importance.
[0140] Finally, it should be noted that: the above-mentioned embodiments are only specific implementation manners of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions recorded in the foregoing embodiments, or can easily conceive of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes, or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present disclosure. All should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be subject to the protection scope of the claims.
Claims
1. A method for processing data in a game, characterized in that, The method includes: displaying at least part of the game scene of the game and a first control in a triggerable state in a graphical user interface provided by a terminal device; the first control corresponds to an associated operation area in the graphical user interface, and the associated operation area includes and surrounds the first control; in response to a first operation satisfying a specified condition, switching the first control from the triggerable state to a non-triggerable state; the first operation is an operation that acts on the associated operation area and does not trigger the first control; when the first control is in the non-triggerable state, in response to a second operation on the first control, determining a target selection object of the second operation according to a scene position corresponding to the operation position of the second operation in the game scene.
2. The method according to claim 1, wherein After switching the first control from the triggerable state to the non-triggerable state, it further includes: displaying a second control in the graphical user interface; in response to a third operation on the second control and / or the duration of the first control being in the non-triggerable state this time being greater than a specified duration, switching the first control back from the non-triggerable state to the triggerable state.
3. The method according to claim 2, characterized in that, The control identifier of the second control indicates timing data corresponding to the difference between the duration of the first control being in the non-triggerable state this time and the specified duration.
4. The method according to claim 1, wherein The specified condition includes at least one of the following: the number of operations is greater than a specified number within a unit time, the operation frequency is greater than a specified frequency, the operation duration is greater than a specified duration, and the operation trajectory conforms to a specified trajectory.
5. The method according to claim 1, characterized in that, The method further includes: in response to the first operation, determining a first selection object of the first operation according to a scene position corresponding to the operation position of the first operation in the game scene.
6. The method according to claim 1, wherein After switching the first control from the triggerable state to the non-triggerable state, it further includes: changing a first display mode of the first control in the graphical user interface to a second display mode; the display prominence degree of the second display mode is less than that of the first display mode.
7. The method according to claim 1, wherein The number of the first controls is multiple. If the interface distance between multiple first controls is less than a specified distance, then multiple first controls correspond to one associated operation area in the graphical user interface, and the associated operation area includes and surrounds all the first controls.
8. The method according to claim 7, characterized in that, If the interface distance between multiple first controls is greater than or equal to the specified distance, then each first control corresponds to one associated operation area in the graphical user interface, and each associated operation area includes and surrounds a corresponding first control.
9. The method according to claim 8, characterized in that, If at least two target associated operation areas corresponding to at least two target first controls overlap, then merging the at least two target associated operation areas into a set associated operation area, and the set associated operation area includes and surrounds all the target first controls.
10. The method according to claim 1, characterized in that, The status bit identifier corresponding to the triggerable state of the first control is the first identifier, and the status bit identifier corresponding to the non-triggerable state of the first control is the second identifier; the operation of switching the first control from the triggerable state to the non-triggerable state includes: changing the status bit identifier of the first control from the first identifier to the second identifier; When the first control is in the non-triggerable state, in response to a second operation on the first control, determining a target selection object of the second operation according to a scene position corresponding to the operation position of the second operation in the game scene, includes: In response to a second operation on the first control, determining whether the current status bit identifier of the first control is the first identifier or the second identifier; If the current status bit identifier of the first control is the second identifier, it is determined that the first control is not triggered, and a target selection object of the second operation is determined according to a scene position corresponding to the operation position of the second operation in the game scene.
11. The method according to claim 10, wherein After determining whether the current status bit identifier of the first control is the first identifier or the second identifier, it further includes: If the current status bit identifier of the first control is the first identifier, the control function of the first control is triggered according to the second operation.
12. A data processing device in a game, characterized in that, The device includes: A display module, configured to display at least a part of the game scene of the game and a first control in a triggerable state in a graphical user interface provided by a terminal device; the first control corresponds to an associated operation area in the graphical user interface, and the associated operation area includes and surrounds the first control; A switching module, configured to switch the first control from the triggerable state to the non-triggerable state in response to a first operation satisfying a specified condition; the first operation is an operation acting on the associated operation area and not triggering the first control; A determination module, configured to determine a target selection object of a second operation according to a scene position corresponding to the operation position of the second operation in the game scene when the first control is in the non-triggerable state and in response to the second operation on the first control.
13. An electronic terminal, comprising a memory and a processor, wherein a computer program capable of running on the processor is stored in the memory, characterized in that When the processor executes the computer program, the steps of the method according to any one of the above claims 1 to 11 are implemented.
14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and run by a processor, the computer-executable instructions cause the processor to run the method according to any one of the above claims 1 to 11.
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