Game information processing method, program product and electronic equipment
By switching to the perspective of teammates in multiplayer competitive games and mapping their skill controls, generating and sending command information, the problem of inefficient team collaboration under uncontrollable conditions is solved, and more intuitive teammate skill command and collaboration improvement are achieved.
Patent Information
- Application Number
- CN202510821939.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-06-18
- Publication Date
- 2025-09-16
AI Technical Summary
In multiplayer competitive games, when the virtual characters controlled by players are in an uncontrollable state, team collaboration efficiency is low, and existing text or voice communication methods are difficult to convey information in a timely and accurate manner.
By displaying the teammate's character identification on the first terminal, switching to the target teammate's perspective and mapping its skill controls, command information is generated and sent to the second terminal, and the second terminal displays a guidance identification so that the teammate can execute the skill.
It enables more intuitive and convenient command of teammates' skill release in uncontrollable states, improves team collaboration efficiency, and enhances players' sense of participation and interaction when they are dead.
Smart Images

Figure CN120643924A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of computer technology, and in particular to a game information processing method, a program product, and an electronic device. Background Art
[0002] This section is intended to provide a background or context to the embodiments of the present disclosure that are recited in the claims. No statement herein is admitted to be prior art by virtue of its inclusion in this section.
[0003] In some multiplayer competitive games, when a player's virtual character becomes uncontrollable, their team is at a disadvantage. During this phase, the player's ability to provide assistance to the team is limited, primarily through text messaging or voice communication, such as instructing teammates to use specific skills to attack or explore bushes. However, these methods are not only inconvenient, but also often hinder timely and accurate communication due to the player's surroundings, hindering the effectiveness of team collaboration.
[0004] Therefore, there is an urgent need for a more intuitive and convenient command method to enhance team collaboration. Summary of the Invention
[0005] The present disclosure provides a game information processing method, a program product, and an electronic device to at least partially solve the above-mentioned problems existing in the related art.
[0006] According to a first aspect of the present disclosure, a method for processing game information is provided, providing a graphical user interface through a first terminal, comprising: displaying at least one teammate character identifier on the graphical user interface of the first terminal; in response to a selection operation for a target teammate character identifier when a controlled virtual character is in an uncontrollable state, displaying a game screen corresponding to a target perspective and a mapping skill control on the graphical user interface of the first terminal, the target perspective being the perspective of the target teammate virtual character, and the mapping skill control being a mapping control of the skill control corresponding to the target teammate virtual character; in response to a trigger operation acting on the mapping skill control, determining a target skill corresponding to the mapping skill control, and generating command information for releasing the target skill; and sending the command information to a second terminal, so that the graphical user interface of the second terminal displays a guide identifier associated with the command information.
[0007] According to a second aspect of the present disclosure, a computer program product is provided, comprising a computer program, wherein when the computer program is executed by a processor, the method of the first aspect and possible implementations thereof are implemented.
[0008] According to a third aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the above-mentioned first aspect and its possible implementation methods by executing the executable instructions.
[0009] In at least one embodiment of the present disclosure, a method for processing information of a game is provided through a first terminal. The method includes: displaying at least one teammate character identifier on the graphical user interface of the first terminal; in response to a selection operation for a target teammate character identifier when the controlled virtual character is in an uncontrollable state, displaying a game screen corresponding to a target perspective and a mapping skill control on the graphical user interface of the first terminal, wherein the target perspective is the perspective of the target teammate virtual character, and the mapping skill control is a mapping control of a skill control corresponding to the target teammate virtual character; in response to a trigger operation acting on the mapping skill control, determining a target skill corresponding to the mapping skill control, and generating command information for releasing the target skill; sending the command information to a second terminal so that the graphical user interface of the second terminal displays a guide identifier associated with the command information. In this way, the teammate skill release can be directed more intuitively and conveniently, thereby improving the efficiency of teamwork.
[0010] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] The above and other objects, features and advantages of the exemplary embodiments of the present disclosure will become readily understood by reading the detailed description below with reference to the accompanying drawings, in which several embodiments of the present disclosure are shown by way of example and not limitation, wherein:
[0012] Figure 1 A schematic diagram schematically shows a system architecture in an embodiment of the present disclosure.
[0013] Figure 2 A flowchart of an information processing method for a game in an embodiment of the present disclosure is schematically shown.
[0014] FIG3 schematically shows an interface diagram of the first terminal in an embodiment of the present disclosure.
[0015] Figure 4 The interface diagram of the second terminal in the embodiment of the present disclosure is schematically shown.
[0016] Figure 5 A schematic structural diagram of an electronic device provided by an embodiment of the present disclosure is shown schematically.
[0017] In the drawings, the same or corresponding reference numerals denote the same or corresponding parts. DETAILED DESCRIPTION
[0018] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0019] In order to enable those skilled in the art to better understand the solutions of the present disclosure, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of the embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of the present disclosure.
[0020] It should be noted that the terms "first", "second", etc. in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that the numbers used in this way can be interchanged where appropriate, so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0021] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art will appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or that other methods, components, devices, steps, etc. may be used to replace one or more specific details.
[0022] Figure 1The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console and other devices, which have a display function and can display a graphical user interface. The graphical user interface may include an operating system interface or an application interface, etc. The terminal device 110 is installed with an application, such as a game program. The server 120 generally refers to the background system that provides the game service in this exemplary embodiment, which may be a single server or a cluster of multiple servers. Exemplarily, a game server program is deployed on the server 120 for executing game data processing on the server side. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in one of the exemplary embodiments of the present disclosure can be executed by any one or more of the terminal device 110 and the server 120.
[0023] In one embodiment, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the above system architecture. Various cloud applications, such as cloud gaming, can be run within the cloud interaction system. Taking cloud gaming as an example, cloud gaming can be a gaming method based on cloud computing. In the cloud gaming operating mode, the main body of the game program and the main body of the game screen presentation are separated. The storage and operation of the in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game, the user operates the cloud gaming client to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud gaming client via the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0024] In one embodiment, the above method can be implemented solely by the terminal device 110. For example, without deploying the server 120, the terminal device 110 can run an application in a standalone environment to implement the game function and execute the above method.
[0025] According to one embodiment of the present disclosure, a method for processing information in a game is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.
[0026] According to an information processing method in a game according to one embodiment of the present disclosure, Figure 2 As shown, the method may include the following steps:
[0027] Step S1: displaying at least one teammate role identifier on a graphical user interface of a first terminal;
[0028] Step S2, in response to a selection operation for a target teammate character identifier when the controlled virtual character is in an uncontrollable state, displaying a game screen corresponding to a target perspective and a mapped skill control on a graphical user interface of the first terminal, where the target perspective is the perspective of the target teammate virtual character, and the mapped skill control is a mapping control of a skill control corresponding to the target teammate virtual character;
[0029] Step S3, in response to a trigger operation acting on the mapped skill control, determining a target skill corresponding to the mapped skill control, and generating command information for releasing the target skill;
[0030] Step S4: sending the command information to the second terminal so that the graphical user interface of the second terminal displays a guidance logo associated with the command information.
[0031] The method provided in this embodiment allows players to observe their teammates' game perspectives and send commands to them even when their own character is uncontrollable. Teammates can intuitively receive these skill release suggestions, improving collaboration efficiency among players. This command mechanism also adds a new dimension of interaction to the game, allowing players to participate in the battle even when dead, improving team collaboration efficiency and addressing the inefficiency of traditional text communication and the limited voice communication environment in computer game interactions.
[0032] The above steps are described in detail below.
[0033] In step S1 , at least one teammate role identifier is displayed on a graphical user interface of a first terminal.
[0034] The first terminal is a terminal device that controls the controlled virtual character, the controlled virtual character is the character controlled by the player in the game, and the teammate character identifier is a graphical interface element used to identify the teammate virtual character in the game. The teammate character identifier can be presented in various forms, including but not limited to avatar icons, character name labels, character status indicators, etc., and is used to display teammate information in the graphical user interface and provide interactive entrances related to teammates. Figure 3a As shown, in the game, player E forms a team with teammates A, B, C and D to fight against the enemy, and the teammate role identifiers of teammates A, B, C and D are displayed in the graphical user interface 300 of the first terminal.
[0035] In step S2, in response to a selection operation for the target teammate character identifier when the controlled virtual character is in an uncontrollable state, the graphical user interface of the first terminal displays the game screen corresponding to the target perspective and the mapping skill control, the target perspective is the perspective of the target teammate virtual character, and the mapping skill control is the mapping control of the skill control corresponding to the target teammate virtual character.
[0036] Among them, the uncontrollable state is a state in which the player's controlled virtual character cannot be controlled in the game. The uncontrollable state can be a game state in which the player temporarily loses the ability to control his own character. This state may be triggered by a variety of game mechanisms, indicating that the player character is temporarily unable to perform basic operations such as movement and attack.
[0037] In an optional embodiment, the uncontrollable state may be a state of waiting for resurrection after the controlled virtual character dies. Figure 3a As shown, in a game, when the virtual character controlled by the player is defeated by the enemy and dies, the player needs to wait for a certain period of time before being resurrected and regaining control of the character. During this waiting time, the character is in an uncontrollable state.
[0038] In an optional embodiment, the uncontrollable state may also include a state where the controlled virtual character is affected by a control skill. For example, when the character is hit by an enemy control skill such as stun, imprisonment, or silence, the character is unable to perform some or all operations for a period of time. This state is also considered an uncontrollable state.
[0039] In an alternative embodiment, the uncontrollable state may also be a temporary operational restriction caused by the game mechanics. For example, in some games, when a specific scene changes, a plot plays, or a system event is triggered, the player may temporarily be unable to control the character. In this state, the character is also in an uncontrollable state.
[0040] The selection operation is the interactive operation performed by the user on the target teammate role ID. The teammate ID includes operable and inoperable states, such as Figure 3aAs shown, if teammate A is in an uncontrollable state, the teammate character ID of teammate A will be grayed out, indicating that it is in an inoperable state and will take 35 seconds to return to an operational state. The teammate character IDs of teammates B, C, and D are in an operational state. After performing a selection operation on teammate B's teammate character ID, this teammate character ID will be used as the target teammate character ID. Selection operation refers to the act of selecting a teammate character ID displayed in the game interface through a specific interactive method. This operation can be achieved by clicking, sliding, long pressing, and / or other operations.
[0041] In an optional implementation, the selection operation may be a single-click operation.
[0042] In an alternative embodiment, the selection operation can be a confirmation operation followed by a long press. For example, the player needs to long press the teammate's character icon for 1 second, and then select the "View Perspective" option in the pop-up confirmation menu. This operation method can avoid accidental touches and increase the certainty of the operation.
[0043] In an optional embodiment, the selection operation can also be a combination of key operations. For example, the player can first hold down a function key (such as the Alt key) and then click on the teammate's character icon to complete the selection. This operation method can be clearly distinguished from other game operations to avoid interfering with the normal game process.
[0044] The target perspective is the in-game perspective of the teammate's avatar that the player chooses to view. The target perspective refers to the game world image as seen from the position and orientation of the target teammate's avatar. It reflects the teammate's current gaming environment and the range of game information they can perceive.
[0045] In an alternative embodiment, the target perspective can be the same first-person or third-person perspective as the target teammate's avatar. For example, in a third-person perspective game, after switching to the target perspective, the back of the target teammate's avatar will be displayed in the center of the screen, and the camera will follow the avatar's movements and turns, allowing the player to see the same game scene as the teammate.
[0046] In an optional embodiment, the target perspective can also display game information about the target teammate's virtual character. For example, while displaying the target perspective, the interface may also display the teammate's health, energy, cooldown time, and other status information to help the observer more comprehensively understand the teammate's combat status.
[0047] The mapped skill controls are interactive controls displayed on the first terminal that correspond to the target teammate's virtual character's skills. These controls are virtual control elements displayed in the current player's graphical user interface that correspond to the target teammate's virtual character's skill operation interface. These controls correspond to the teammate's original skill controls, but they function as commands rather than directly releasing skills.
[0048] In an optional embodiment, the mapped skill controls can be consistent in appearance with the original skill controls of the target teammate's avatar. For example, the mapped skill controls can use the same skill icons, layout, and visual effects as those in the teammate interface so that the player can intuitively identify each skill.
[0049] In an optional embodiment, the mapped skill control can also display the real-time status of the target teammate's virtual character's skills. For example, the mapped skill control can display information such as the skill's cooldown status, available status, and energy consumption, allowing players to make command decisions based on the actual availability of the skill.
[0050] In step S3, in response to a trigger operation acting on the mapped skill control, a target skill corresponding to the mapped skill control is determined, and command information for releasing the target skill is generated.
[0051] A trigger action is an interactive action performed by the user on a mapped skill control to generate command information. A trigger action involves the player interacting with the mapped skill control in a specific way to select and specify skill release parameters. These actions can be performed through clicks, swipes, long presses, and / or other actions. For example, a click action allows the player to indicate the direction or location of a skill release by clicking and dragging the mapped skill control to the target location.
[0052] In an alternative embodiment, the triggering operation can be a combination of a click and a drag-and-release operation. For example, the player can first click the mapped skill control, then drag it to the direction or location where the skill is desired to be released, and finally release the finger to complete the triggering operation. This method is suitable for indicating directional or regional skills.
[0053] In an alternative embodiment, the triggering operation can be a long press followed by a parameter selection operation. For example, after a player long presses a mapped skill control, additional parameter selection interfaces may appear on the screen, such as skill strength adjustment and target selection, allowing the player to precisely set the detailed parameters for skill release.
[0054] In an optional embodiment, the triggering operation can also be a multi-step operation sequence. For example, for some complex combo skills, the player may need to first click on skill A to activate it, and then click on skill B in the activated state to complete the combo command. This multi-step operation can support more complex skill command requirements.
[0055] The target skill is the skill of a teammate's avatar selected by the triggering operation. The target skill refers to the specific game skill that the player selects by triggering the mapped skill control and wishes the teammate's avatar to unleash. For example, the target skill could be an attack skill, a support skill, a movement skill, or other skills that require the player to actively trigger.
[0056] In an optional embodiment, the target skill may include parameter information for skill release. For example, for directional skills, the target skill information may include the direction angle of the skill release; for regional skills, the target coordinates of the skill release; and for single-target skills, the target object identifier of the skill.
[0057] In an optional embodiment, the target skill can also include a priority or urgency indicator for the skill release. For example, the command information can be marked with the importance of the skill command, such as "recommended," "important," or "urgent," to help teammates determine whether to execute the skill command in a timely manner.
[0058] The command information is a data packet containing a target skill release suggestion. Command information refers to structured data generated from the first terminal and sent to the second terminal containing the skill release suggestion. It includes the target skill identifier and related release parameters, and is used to convey skill usage suggestions to teammates.
[0059] In an optional embodiment, the command information may include both the target skill identifier and release parameters. For example, the command information may include specific parameters such as the skill ID corresponding to the user's triggering operation, the release direction angle, the release location coordinates, and the target object ID. These parameters can accurately describe the details of the skill release.
[0060] In an optional embodiment, the command information may include the identifier of the target skill, but not the release parameters. The release parameters are automatically determined by the system based on the target skill. For example, after a user presses the skill control for a target skill, the teammate's interface will highlight the skill control to prompt the teammate to click it. The skill release parameters, such as the direction or location of the skill, are calculated by the system based on the skill utility of the target skill after the skill control is clicked.
[0061] In an optional embodiment, the command information may include the identity information of the player issuing the command. For example, the command information may include the player ID, nickname, or character ID of the player issuing the command, so that teammates receiving the command can know the source of the command and enhance trust in teamwork.
[0062] In an optional embodiment, the command information may also include supplementary text or voice prompts. For example, a player can send a short text instruction along with a skill command, such as "Watch out behind" or "Focus on this target," to enrich the command content.
[0063] In step S4, the command information is sent to the second terminal, so that the graphical user interface of the second terminal displays a guidance mark associated with the command information.
[0064] The second terminal is the terminal device that controls the target teammate's avatar. A second terminal refers to an electronic device used by another player to control the target teammate's avatar. It can be a hardware platform that receives and displays command information. The second terminal can be a portable device such as a smartphone or tablet, a personal computer, a game console, or other dedicated gaming device.
[0065] The guidance indicator is a visual prompt element related to the command information displayed on the second terminal interface. The guidance indicator refers to a visual graphical element displayed on the teammate interface receiving the command information to intuitively express the skill release suggestion. It can intuitively convey relevant information about the skill release to teammates.
[0066] In an optional embodiment, the guidance indicator can be a highlight effect of the skill control. For example, when a command message is received, the corresponding skill control on the teammate interface may flash, change color, or enlarge visually to remind teammates to pay attention to the skill.
[0067] In an alternative embodiment, the guidance indicator can be a directional or area indicator for skill release. For example, for directional skills, an arrow pointing from the character in the suggested direction may be displayed; for area skills, a special aperture or mark may be displayed at the suggested release location.
[0068] In a specific application, such as Figure 3a From the perspective of player E, the graphical user interface 300 of the first terminal displays the game screen of the virtual battle and the corresponding skill controls such as deceleration, shield, and control. When player E's controlled virtual character dies, the player sees the four teammate character icons displayed at the top of the interface and clicks on the target teammate character icon of teammate B, as shown in the figure below. Figure 3bAs shown, the graphical user interface 300 of the first terminal switches to display the game screen corresponding to the perspective of teammate B, and the mapping skill controls such as sprinting, sealing, and artifacts corresponding to the character of teammate B. Figure 3c As shown, the player observes that the enemy hero is hiding in the bushes, so he presses and drags the seal control, indicating that he is telling his teammates to release the seal skill in the direction of the drag. When the system detects that the player's finger has left the screen, Figure 4 As shown, teammate B's graphical user interface 400 highlights the guidance icons corresponding to teammate E's command information, such as the operation guidance icon 401 of the sealing skill, the guidance icon 402 of the skill release position, etc., so that teammates can intuitively understand the player's intentions and improve team collaboration efficiency.
[0069] In an optional embodiment, displaying the game screen and target skill controls corresponding to the target perspective includes: replacing the skill controls of the controlled virtual character with mapped skill controls that match the skill configuration of the target teammate's virtual character; and adjusting the scene perspective to the observation perspective based on the target teammate's virtual character. This can more intuitively display the teammate's skill configuration and perspective, making it easier for the player to command.
[0070] Optionally, by replacing the skill controls of the controlled virtual character with mapped skill controls that are consistent with the skill configuration of the target teammate's virtual character, the player can directly see the teammate's skill configuration on their own interface, allowing for more intuitive command. For example, when a player selects a teammate's avatar, their own skill bar will immediately change to that teammate's skill bar, allowing the player to clearly see which skills are available to the teammate. In addition, adjusting the scene perspective to an observation perspective based on the target teammate's virtual character allows players to better understand the current status and surrounding environment of their teammates, allowing them to give more accurate command suggestions. This perspective switching not only improves the accuracy of command, but also enhances the player's sense of immersion and participation.
[0071] Optionally, in addition to replacing the skill controls of the controlled virtual character with mapped skill controls that are consistent with the skill configuration of the target teammate's virtual character, information such as the teammate's health and skill cooldown time can also be displayed on the interface to further enhance the accuracy of the command. For example, when a player needs to command a teammate to use a certain skill, the health and cooldown time information on the interface can be used to determine whether the teammate has the conditions to use the skill. In addition, the equipment and status effects of teammates can also be displayed on the interface to help players more comprehensively understand the current status of teammates, so as to give more accurate command suggestions. This rich display of information not only improves the accuracy of the command, but also enhances the player's decision-making ability.
[0072] Optionally, the skill controls of the controlled virtual character can be replaced with mapped skill controls that are consistent with the skill configuration of the target teammate's virtual character. This can be combined with voice or text prompts to further enhance the effectiveness of the command. For example, when the player operates on the interface, they can also use voice or text prompts to inform teammates of their specific command intentions. In this way, teammates can not only understand the command information through the guidance signs on the interface, but can also further confirm the command intentions through voice or text, thereby executing the command more accurately. This multimodal command method not only improves the efficiency of command, but also enhances communication and collaboration between players.
[0073] In an optional embodiment, displaying the game screen and target skill controls corresponding to the target perspective includes: displaying a map window on the graphical user interface of the first terminal, wherein the map window displays the game screen corresponding to the observation perspective based on the target teammate's virtual character, and skill controls mapped to the skill configuration of the target teammate's virtual character. In this way, the map window can more intuitively display the target teammate's perspective and skill configuration, improving the accuracy and convenience of command.
[0074] Optionally, the map window can be displayed as a separate window embedded in the graphical user interface of the first terminal, displaying a thumbnail of the scene corresponding to the observation point of the target teammate's virtual character. The observation point of the target teammate's virtual character displayed in the map window can be updated in real time, ensuring that the user has access to the latest battlefield information. In addition, the map window can also display some auxiliary information, such as teammate health and skill cooldown time. This information can help users more comprehensively understand the status of teammates and make more reasonable command decisions.
[0075] Optionally, mapped skill controls that match the skill configuration of the target teammate's virtual character can be displayed in the map window as icons. The position and arrangement of these icons can be consistent with the teammate's actual skill bar, so that users can quickly identify and operate them. The icons of mapped skill controls can have visual effects such as highlighting and flashing to highlight the currently operable skills and improve the user's operating experience. In addition, the icons of mapped skill controls can also display the cooldown time of the skills, helping users determine which skills can be used immediately and which skills need to wait for the cooldown.
[0076] Optionally, the size and position of the map window can be customized by the user to suit different usage scenarios and user preferences. For example, the user can select the size of the map window in the settings so that it occupies the top or bottom half of the screen, or choose to fix it to a corner of the screen.
[0077] The target teammate's avatar displayed in the map window can be viewed from either a first-person or third-person perspective. Users can choose the appropriate perspective mode based on their preference. The first-person perspective provides a more immersive experience, making the user feel closer to their teammates' perspective; while the third-person perspective offers a wider field of view, helping users better understand the overall battlefield situation.
[0078] Optionally, the mapping skill control displayed in the map window can support multiple operation methods, such as clicking, dragging, sliding, etc. The user can select a skill by clicking the mapping skill control, specify the skill release direction or position by dragging, and adjust the skill release parameters by sliding.
[0079] In an optional embodiment, in response to a trigger operation on the target skill control, determining the target skill corresponding to the mapped skill control, and generating command information for releasing the target skill include: responding to a touch operation on the mapped skill control, determining the target skill corresponding to the mapped skill control, determining the skill direction parameter of the target skill based on the direction of the touch operation, and / or determining the skill position parameter of the target skill based on the touch release position coordinates. In this way, the direction and position parameters of the touch operation can be used to more accurately generate command information, allowing teammates to more accurately understand the command intent, thereby improving the efficiency and accuracy of the command.
[0080] Optionally, the touch operation can be a touch interaction behavior made by the user on the target skill control, and the touch operation can be implemented by clicking, sliding, long pressing and / or other operation methods. The touch operation involves a starting position and a release position, which are used to determine the direction and target position information of the player's intention. For example, when the player selects the perspective of the target teammate character on the graphical user interface of the first terminal, he can start touching on the mapped skill control (determine the starting position), then slide in a certain direction and release at the target position (determine the release position). The system will capture the entire touch trajectory and extract the starting position and release position information for subsequent calculation of skill direction parameters or position parameters.
[0081] Optionally, the skill direction parameter can be the vector direction of the skill release in the game's virtual scene, used to guide the skill release direction. For example, when a player wants to command a teammate to release a directional skill (such as a linear skill), by dragging from the center outward on the mapped skill control and releasing it in a certain direction, the system will calculate the corresponding skill direction parameter based on the direction of the line connecting the starting point and the release point. This direction will be displayed on the teammate's interface as a guide, indicating which direction the teammate should release the skill.
[0082] Optionally, the skill position parameter can be the specific coordinates of the skill target in the game's virtual scene, used to specify the skill's effective location. For example, when a player wants to command a teammate to release an area-of-effect skill (such as an area-of-effect skill), by dragging the mapped skill control to a specific location in the virtual scene and releasing it, the system will convert the screen coordinates of the touch release location into coordinates in the virtual scene as the skill position parameter. This location information will be displayed on the teammate's interface through a guide icon, indicating where the teammate should release the skill.
[0083] In an optional embodiment, the direction of a touch operation is obtained by mapping the direction of the line connecting the touch start position and the touch release position to the virtual scene coordinate system, and the skill position parameter is obtained by converting the screen coordinates of the touch release position to the virtual scene ground coordinates. This can accurately convert the player's touch operation on the two-dimensional screen into direction and position information in the three-dimensional virtual scene, improving the accuracy and intuitiveness of information transmission during the command process.
[0084] Optionally, mapping the connection direction to the virtual scene coordinate system can be done by converting the direction in the two-dimensional screen coordinate system into the direction in the three-dimensional virtual scene. For example, after obtaining the touch start position (x1, y1) and release position (x2, y2) on the screen, the system first calculates the direction vector (x2-x1, y2-y1) in the screen coordinate system. Then, based on information such as the current camera perspective and the character's orientation, this two-dimensional vector is converted into a three-dimensional direction vector in the virtual scene world coordinate system, ensuring that the direction instructions made by the player on the screen are correctly reflected in the game space.
[0085] Alternatively, screen coordinates can be a two-dimensional pixel coordinate system on the device's display, typically with the upper-left corner of the screen as the origin. For example, on a screen with a resolution of 1920×1080, the pixel coordinate range is 0-1919 horizontally and 0-1079 vertically. When a player touches a point on the screen, the system captures a specific pixel coordinate value, such as (960,540) representing the center of the screen.
[0086] Optionally, virtual scene ground coordinates can be position coordinates on the ground plane in a three-dimensional game world, typically used to determine the precise position of game entities in virtual space. For example, a virtual scene in a game might use an XZ plane as the ground, with the Y axis representing altitude. When determining the release position of a skill, the system converts the two-dimensional touch point on the screen into a three-dimensional coordinate point on the ground in the game world, such as (200, 0, 350) representing a position at 200 on the X axis, 350 on the Z axis, and 0 on the Y axis (ground altitude).
[0087] Optionally, the coordinate conversion process involves ray detection technology, which calculates the intersection of a virtual ray with the ground plane of the virtual scene by emitting a virtual ray from the camera viewpoint to the touch point. For example, when the player clicks or releases the touch on the screen, the system will emit a ray from the camera position to the viewport direction corresponding to the touch point on the screen based on the current camera position and direction. The coordinates of this intersection are the converted virtual field line. The coordinates of the intersection of this ray with the ground plane in the game world are then calculated, and the scene ground coordinates are used to determine the target position of the skill.
[0088] In an optional embodiment, the guidance indicators associated with the command information may include at least one of the following: a highlighted status indicator for the skill control corresponding to the target skill; a skill direction indicator line extending from the target teammate's virtual character in a specified direction; and a location indicator marking the skill release location in the virtual scene. In this way, through the use of various guidance indicators, the specific information of the skill release can be more intuitively conveyed to teammates, improving the accuracy and efficiency of command.
[0089] Optionally, the guidance indicator can highlight the skill control corresponding to the target skill. This highlighting can significantly attract teammates' attention, allowing them to quickly identify the skill they need to use. For example, when a player is observing a teammate, clicking and dragging a skill control will highlight the corresponding skill control on their teammate's interface, indicating that the skill is available. This highlighting is not only intuitive but also reduces teammates' reaction time, improving command efficiency.
[0090] Alternatively, the guidance indicator can be a skill direction line extending from the target teammate's avatar in the specified direction. This line clearly indicates the direction in which the skill should be released, allowing teammates to more accurately execute commands. For example, when a player is observing a teammate, clicking and dragging a skill control will display a line extending from the teammate's avatar in the specified direction on the teammate's interface, prompting the teammate to release the skill in that direction. This directional line is not only intuitive but also reduces teammate errors and improves command accuracy.
[0091] Optionally, the guidance marker can also be a location marker in the virtual scene that marks the skill release location. This location marker clearly indicates the skill release location to teammates, allowing them to more accurately execute commands. For example, when a player is observing a teammate, after clicking and dragging a skill control, a location marker will appear on the teammate's interface in the virtual scene, prompting the teammate to release the skill at that location. This location marker is not only intuitive but also reduces teammate errors and improves the accuracy of command.
[0092] Optionally, these guidance marks can be used individually or in combination to provide more comprehensive command information. For example, when a player is observing a teammate, they can use highlight prompts, direction indicators, and position marks simultaneously to enable their teammates to more fully understand the command intention.
[0093] In an optional embodiment, the guidance indicator is also associated with the display of the commander's identity, and the method further includes: in response to a confirmation operation of the identity in the graphical user interface of the second terminal, executing a skill release action that matches the command information. In this way, by displaying the commander's identity, teammates can quickly identify the commander and directly execute the command information with a single click through the confirmation operation, thereby improving the accuracy and efficiency of the command.
[0094] Optionally, the guidance indicator not only includes the highlighted status of the skill control, the skill direction indicator line, and the skill release position indicator, but also displays the commander's identity. The commander's identity can be a portrait, nickname, or other identifiable information. This way, when teammates receive command information, they can clearly know who issued the command, thereby increasing the credibility and authority of the command.
[0095] Optionally, when teammates see the commander's identity icon in the graphical user interface of the second terminal, they can confirm the command information by clicking or touching it. This confirmation operation can be a single click, double click, or long press. After confirmation, the second terminal automatically executes the skill release action that matches the command information. This eliminates the need for teammates to manually operate skill controls, allowing them to quickly respond to commands and improve teamwork efficiency. For example, in a tense battle, teammates can quickly confirm the command information and immediately execute skills, seizing the optimal moment to gain a combat advantage.
[0096] Optional, such as Figure 4 As shown, the commander's identity 403 can be displayed next to the highlighted prompt of the skill control. In this way, when teammates encounter more complicated guidance signs, they can directly click on the commander's identity to release the corresponding skills, reducing the difficulty of operation.
[0097] Optionally, once teammates confirm the command, the second terminal will immediately execute the skill release action that matches the command. For example, if the command instructs a teammate to release a skill in a certain direction, the skill will be released immediately in that direction after the teammate confirms it, thereby improving the team's collaborative combat capabilities.
[0098] In an optional embodiment, executing a skill release action includes: calling the skill release logic module for the target skill; injecting skill direction parameters or skill position parameters as input variables; and triggering the skill effect calculation and animation playback process. By calling the skill release logic module and injecting parameters, teammates' skill release actions can be ensured to execute accurately, thereby improving command efficiency and accuracy.
[0099] Optionally, the specific steps for executing a skill release action include calling the skill release logic module for the target skill. The skill release logic module is a key component of the game engine responsible for handling skill releases. It contains all the logic for skill releases, including the skill's effects, cooldown, resource consumption, and so on. By calling this module, the logical consistency and accuracy of skill releases can be ensured. Injecting skill direction parameters or skill position parameters as input variables ensures that the specific direction and position of the skill release are completely consistent with the information provided by the commander. These parameters are determined by the direction and position of the touch operation, ensuring the accuracy of the command. Finally, triggering the skill effect calculation and animation playback process ensures that the skill release effect and animation are correctly displayed in the game scene, providing players with intuitive visual feedback.
[0100] In an optional embodiment, the method further includes: responding to a teammate switching instruction, updating the target teammate's character identifier; and reloading the corresponding mapped skill controls and target perspective according to the updated target teammate's character identifier. In this way, the player can more flexibly switch between different teammate perspectives to better command teammates in battle.
[0101] Optionally, in response to a teammate switching command, the target teammate's character identification is updated. This can be understood as when the player is waiting for resurrection, by clicking or selecting a different teammate's avatar, the system will update the currently selected teammate's character identification. For example, when the player is observing teammate A, if he needs to switch to teammate B's perspective, he can do so by clicking on teammate B's avatar. After updating the target teammate's character identification, the system will reload the mapped skill controls and target perspective corresponding to the teammate's character, ensuring that the player can quickly and accurately switch to the new teammate's perspective for more effective command. In this way, players can switch between different teammate perspectives more flexibly to better command their teammates in battle.
[0102] Optionally, reloading the corresponding mapped skill controls and target perspective can include regenerating teammates' skill controls and adjusting the perspective. For example, when the player switches from teammate A to teammate B, the system will regenerate teammate B's skill controls and adjust the perspective to be centered on the character controlled by teammate B.
[0103] Optionally, in addition to switching perspectives by clicking on a teammate's portrait, the system can also provide other ways to switch perspectives. For example, players can switch between different teammate perspectives by swiping the screen, using shortcut keys, or using voice commands. This way, players can choose the most convenient way to switch perspectives based on their operating habits, further enhancing the gaming experience.
[0104] Optionally, the system can provide a teammate status display function. When the player switches to a teammate's perspective, the system will display the teammate's current status, such as health, skill cooldown, equipment, etc. In this way, the player can have a more comprehensive understanding of the status of teammates and make more reasonable command decisions.
[0105] In an optional embodiment, in response to the uncontrollable state ending, the game screen corresponding to the target perspective and the mapped skill controls are canceled. In this way, when the player's virtual character is resurrected, it can automatically switch back to its own interface, avoiding the need for the player to manually switch interfaces after resurrection, and improving the smoothness of the gaming experience.
[0106] Optionally, when the player's virtual character returns to a controllable state from an uncontrollable state (such as waiting for resurrection after death), the system will automatically cancel the display of the target teammate's perspective and mapped skill controls, and restore the display of the player's own perspective and skill controls. This design ensures that the player can enter the combat state immediately after resurrection without the need for additional operations. For example, in a MOBA game, the player can observe the perspective of his teammates and command his teammates while waiting for resurrection, but when the resurrection time arrives, the system will automatically switch the interface back to the player's own perspective so that the player can quickly engage in battle. In this way, players can focus more on the progress of the game, improving the consistency and immersion of the game.
[0107] Optionally, the game screen and skill control mapping corresponding to the target perspective are automatically removed without manual player intervention. This design reduces the player's operational burden and allows them to quickly adapt to the current combat environment after resurrection.
[0108] Optionally, the end of the uncontrollable state can occur in a variety of situations, such as the resurrection of the virtual character, the end of the game, the player using special props, etc. In these cases, the system will automatically cancel the display of the target teammate's perspective and mapped skill controls, and restore the display of the player's own perspective and skill controls.
[0109] Optionally, the system can also provide some prompt information while canceling the display of the game screen corresponding to the target perspective and mapping skill controls, to help players quickly adapt to the current combat environment. For example, the system can display a brief prompt when the player is resurrected, informing the player that they have been resurrected and switching back to their own interface, so that the player can enter the combat state more quickly. In addition, the system can also automatically play a short animation upon resurrection, showing the resurrection process of the player's virtual character, increasing the visual effects and immersion of the game. In this way, players can adapt to the current combat environment more quickly after resurrection, improving the smoothness of the game and the player experience.
[0110] Optionally, after canceling the display of the game screen and mapped skill controls corresponding to the target perspective, the system can automatically check the current combat environment and provide some auxiliary information to help players better fight. For example, when the player is resurrected, the system can automatically detect the current combat status and display the position and status of the enemy virtual character to help players quickly understand the current combat situation. In addition, the system can also automatically adjust the player's perspective to face the current combat direction upon resurrection, helping players enter the combat state more quickly. This way, players can adapt to the current combat environment more quickly after resurrection, improving the smoothness of the game and the player experience.
[0111] The exemplary embodiments of the present disclosure further provide a computer program product, which includes a computer program, and implements the above method when the computer program is executed by a processor.
[0112] In one embodiment, a computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The computer-readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk drive (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing the computer program, such as a read-only memory, NAND flash memory, and the like.
[0113] In one embodiment, the computer program product may be an intangible product containing a computer program. For example, the computer program product may be implemented as a virtual digital product, such as a digital file such as an executable file or installation package storing the computer program.
[0114] The code of the computer program can be written in one or more programming languages. Programming languages include C, Java, C++, etc. The program code can be executed entirely on the user computing device, partially on the user computing device, or as a separate software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device via any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., via an Internet connection provided by a carrier).
[0115] Computer programs can be carried or transmitted through electrical, magnetic, optical, electromagnetic, infrared and other signals. Electronic devices can convert signals carrying computer programs into digital signals, and then run the computer programs. When the computer program is running on an electronic device, its code is used to enable the electronic device to execute (more specifically, it can enable the processor of the electronic device to execute) the method steps of various exemplary embodiments of the present disclosure, for example: an information processing method, providing a graphical user interface through a first terminal, the graphical user interface displays a scene map and multiple virtual objects, the method comprising: responding to a trigger operation for a target virtual object among multiple virtual objects, displaying the team identifications of multiple virtual teams currently initiating an expedition to the target virtual object; responding to a selection operation for a first target virtual team identification among multiple virtual team identifications, adjusting the scene map display ratio to display the team overview marching line corresponding to the first target virtual team.
[0116] The exemplary embodiments of the present disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as a computer program. The processor executes the executable instructions to perform the method steps of various exemplary embodiments of the present disclosure. The electronic device may also include a display for displaying a graphical user interface.
[0117] Reference below Figure 5 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 5 The electronic device 600 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0118] like Figure 5 As shown, the electronic device 600 may include a processor 610 , a memory 620 , a bus 630 , an I / O (input / output) interface 640 , a network adapter 650 , and a display 660 .
[0119] The memory 620 may include volatile memory, such as RAM 621 and cache unit 622, and may also include non-volatile memory, such as ROM 623. The memory 620 may also include one or more program modules 624. Such program modules 624 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, the program modules 624 may include the modules in the aforementioned devices.
[0120] The processor 610 may include one or more processing units, for example: the processor 610 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit) and other processing units.
[0121] The processor 610 can be used to execute the executable instructions stored in the memory 620 to execute the above-mentioned method of the present disclosure, such as executing the following method steps: an information processing method, providing a graphical user interface through a first terminal, the graphical user interface displaying a scene map and multiple virtual objects, the method including: responding to a trigger operation for a target virtual object among multiple virtual objects, displaying the team identifications of multiple virtual teams currently initiating an expedition to the target virtual object; responding to a selection operation for a first target virtual team identification among multiple virtual team identifications, adjusting the scene map display ratio to display the team overview marching line corresponding to the first target virtual team.
[0122] The bus 630 is used to realize the connection between different components of the electronic device 600 and may include a data bus, an address bus, and a control bus.
[0123] The electronic device 600 can communicate with one or more external devices 700 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 640 .
[0124] The electronic device 600 can communicate with one or more networks via the network adapter 650. For example, the network adapter 650 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. The network adapter 650 can communicate with other modules of the electronic device 600 via the bus 630.
[0125] The electronic device 600 can display a graphical user interface through the display 660, such as displaying a virtual scene, a virtual character, etc.
[0126] although Figure 5 Not shown, other hardware and / or software modules may also be provided in the electronic device 600, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0127] As can be seen from the above, the technical solutions of the present disclosure can be implemented as methods, devices, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation that combines hardware and software aspects, such as "circuit", "module" or "system".
[0128] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are merely exemplary, and the scope and spirit of the present disclosure are indicated by the claims, which should cover any variations, uses or adaptive changes of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the field of the present technology that are not disclosed in the present disclosure.
Claims
1. A method for processing game information, characterized in that: Providing the graphical user interface through the first terminal includes: displaying at least one teammate role identifier on a graphical user interface of the first terminal; In response to a selection operation on a target teammate character identifier when the controlled virtual character is in an uncontrollable state, displaying a game screen corresponding to a target perspective and a mapped skill control on a graphical user interface of the first terminal, wherein the target perspective is the perspective of the target teammate virtual character, and the mapped skill control is a mapping control of a skill control corresponding to the target teammate virtual character; In response to a trigger operation acting on the mapped skill control, determining a target skill corresponding to the mapped skill control, and generating command information including instructions for releasing the target skill; The command information is sent to the second terminal, so that a graphical user interface of the second terminal displays a guide logo associated with the command information.
2. The method according to claim 1, characterized in that The uncontrollable state includes the state of waiting for resurrection after the controlled virtual character dies.
3. The method according to claim 1, characterized in that The game screen and target skill controls corresponding to the target viewing angle are displayed, including: Replacing the skill controls of the controlled virtual character with mapped skill controls that are consistent with the skill configuration of the target teammate virtual character; Adjust the scene perspective to the observation perspective based on the target teammate's virtual character.
4. The method according to claim 1, wherein The game screen and target skill controls corresponding to the display target perspective include: A map window is displayed on the graphical user interface of the first terminal, wherein the map window displays a game screen corresponding to an observation perspective based on the target teammate virtual character, and a mapping skill control consistent with the skill configuration of the target teammate virtual character.
5. The method according to claim 1, wherein The step of responding to a triggering operation on the target skill control, determining a target skill corresponding to the mapped skill control, and generating command information for releasing the target skill includes: In response to a touch operation on the mapping skill control, a target skill corresponding to the mapping skill control is determined, skill direction parameters of the target skill are determined according to the direction of the touch operation, and / or skill position parameters of the target skill are determined according to the touch release position coordinates.
6. The method according to claim 5, characterized in that The direction of the touch operation is obtained by mapping the direction of the line connecting the touch start position and the touch release position to the virtual scene coordinate system, and the skill position parameter is obtained by converting the screen coordinates of the touch release position into the virtual scene ground coordinates.
7. The method according to claim 1, characterized in that The display of the guidance mark associated with the command information includes at least one of the following: A highlighted status prompt for the skill control corresponding to the target skill; A skill direction indicator line extending from the target teammate's virtual character to a specified direction; A location marker that marks the skill release location in the virtual scene.
8. The method according to claim 7, characterized in that The guide mark is also associated with and displays the commander's identity mark, and the method further includes: In response to a confirmation operation on the identity identifier in the graphical user interface of the second terminal, a skill release action matching the command information is executed.
9. The method according to claim 8, characterized in that The skill release action includes: Calling the skill release logic module of the target skill; Injecting the skill direction parameter or skill position parameter as an input variable; Triggers the skill effect calculation and animation playback process.
10. The method according to claim 1, characterized in that The method further comprises: Respond to teammate switching instructions and update the target teammate's role ID; Reloads the corresponding mapped skill controls and target perspectives based on the updated target teammate character ID.
11. The method according to claim 1, wherein In response to the uncontrollable state ending, the game screen corresponding to the target perspective and the mapped skill controls are canceled.
12. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 11 is implemented.
13. An electronic device, characterized in that: include: processor; a memory for storing executable instructions of the processor; The processor is configured to perform the method according to any one of claims 1 to 11 by executing the executable instructions.