Information processing method and device in game, electronic equipment and storage medium

By displaying the relative positions and identification information of teammates in the game and generating communication signals in response to interactive operations, the problem of low efficiency in teammate identification and communication in multiplayer competitive games is solved, and team collaboration capabilities are improved.

CN120815348APending Publication Date: 2025-10-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511020716.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-07-23
Publication Date
2025-10-21

AI Technical Summary

Technical Problem

In multiplayer competitive games, players find it difficult to quickly identify teammates' numbers and obtain their relative positions, which affects team communication and collaboration efficiency and lacks effective non-voice/text communication channels.

Method used

A graphical user interface is provided through the terminal device to display the relative position and identification information of the controlled virtual character and other virtual characters, and generate communication signals in response to interactive operations and send them to other virtual character terminal devices.

Benefits of technology

It enables players to quickly identify teammates' numbers and locations, improves team communication efficiency, reduces voice data transmission volume, and reduces the load on servers and terminal devices.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention provides an information processing method and device in a game, electronic equipment and a storage medium. The method comprises the steps that a graphical user interface is provided through terminal equipment, the graphical user interface displays at least part of a game scene, the game scene comprises a controlled virtual character controlled through the terminal equipment and other virtual characters, and the controlled virtual character and the other virtual characters belong to the same camp; the method comprises the following steps: acquiring relative position information and identification information of other virtual roles and a controlled virtual role; providing an interaction control in the graphical user interface, displaying first identification information of the controlled virtual character at a preset position of the interaction control, and displaying second identification information of other virtual characters according to the relative position information; responding to an interaction operation aiming at the first identification information and / or the second identification information, and generating an alternating current signal; and sending the alternating current signal to terminal equipment corresponding to other virtual roles. The identification information of the controlled virtual character and the identification information of other virtual characters are displayed on the interaction control, so that the character position relation is visually displayed, and a player can quickly recognize the number of the player and the relative position of a teammate; the communication signal is generated by responding to the interaction operation for the identification information, an efficient command mode is provided, and the team communication complexity is remarkably reduced.
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Description

Technical Field

[0001] Embodiments of the present invention relate to the field of games, and more specifically, embodiments of the present invention relate to a method, device, electronic device, and storage medium for processing information in games. Background Art

[0002] This section is intended to provide a background or context to embodiments of the invention that are recited in the claims. No statement herein is admitted to be prior art by inclusion in this section.

[0003] In multiplayer competitive games, players often need to collaborate with multiple teammates to complete tasks. To improve teamwork efficiency, games often provide auxiliary functions, such as displaying teammate numbers and location information. For example, in tactical shooting games, although each player on a team has their own number, players cannot quickly determine their own number and must browse through the team list to find it. This can affect team communication and collaboration in emergency situations. In addition, the related art lacks effective non-voice / text communication channels, which limits the efficiency of team communication and collaboration. Thirdly, players have difficulty quickly obtaining information about their teammates' distance and position relative to themselves, which limits their ability to accurately judge their teammates' positions and provide timely support. Summary of the Invention

[0004] In this context, embodiments of the present invention are intended to provide a method, apparatus, electronic device, and storage medium for processing information in a game, so as to at least partially solve the above-mentioned problems existing in the related art.

[0005] In a first aspect of an embodiment of the present invention, a method for processing information in a game is provided, wherein a graphical user interface is provided through a terminal device, the graphical user interface displays at least part of a game scene, the game scene including a controlled virtual character and other virtual characters controlled by the terminal device, wherein the controlled virtual character and the other virtual characters belong to the same camp, and the method comprises: obtaining relative position information and identification information of the other virtual characters and the controlled virtual character; providing an interactive control in the graphical user interface, displaying first identification information of the controlled virtual character at a preset position of the interactive control, and displaying second identification information of the other virtual characters according to the relative position information; generating a communication signal in response to an interactive operation on the first identification information and / or the second identification information; and sending the communication signal to the terminal device corresponding to the other virtual character.

[0006] In a second aspect of an embodiment of the present invention, an information processing device for a game is provided, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of a game scene, wherein the game scene includes a controlled virtual character and other virtual characters controlled by the terminal device, wherein the controlled virtual character and the other virtual characters belong to the same camp, and the device includes: an information acquisition module, which is used to obtain relative position information and identification information of other virtual characters and the controlled virtual character; an interactive control display module, which is used to provide an interactive control in the graphical user interface, display the first identification information of the controlled virtual character at a preset position of the interactive control, and display the second identification information of the other virtual characters according to the relative position information; a signal generation module, which is used to generate an AC signal in response to an interactive operation on the first identification information and / or the second identification information; and a signal sending module, which is used to send the AC signal to the terminal device corresponding to the other virtual character.

[0007] In a third aspect of the embodiments of the present invention, an electronic device is provided, comprising: a memory storing computer-executable instructions that can be executed by a processor; and a processor for executing the computer-executable instructions to implement the steps in the information processing method in the above-mentioned game.

[0008] In a fourth aspect of the embodiments of the present invention, a computer-readable storage medium is provided, which stores a computer program, and when the program is executed by a processor, the steps of the information processing method in the above game are implemented.

[0009] The present disclosure realizes an intuitive display of the position relationship of the characters by displaying the identification information of the controlled virtual character and the identification information of other virtual characters on the interactive control, so that the player can quickly identify his own number and the relative position of his teammates; by generating communication signals in response to interactive operations based on identification information, an efficient command method is provided, which significantly reduces the complexity of team communication and reduces the amount of voice data transmission, thereby alleviating the server load and resource consumption of terminal devices. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] The above and other objects, features and advantages of the exemplary embodiments of the present invention will become readily apparent by reading the following detailed description with reference to the accompanying drawings, in which several embodiments of the present invention are shown by way of example and not limitation, in which: Figure 1 A schematic diagram of an implementation environment of an information processing method in a game provided by an embodiment of the present disclosure; Figure 2 A flowchart of an information processing method in a game provided by an embodiment of the present disclosure; Figure 3 A schematic diagram of the display effect of an interactive control provided by an embodiment of the present disclosure; Figure 4 This is a schematic diagram of an interactive control display effect according to another embodiment of the present invention; Figure 5 A schematic diagram of an interactive control position display effect of a bird's-eye view scene map provided in an embodiment of the present disclosure; Figure 6 An interactive schematic diagram of generating a set of instructions provided by an embodiment of the present disclosure; Figure 7 An interactive schematic diagram of generating a directed set instruction provided by an embodiment of the present disclosure; Figure 8 An interactive diagram of controlling automatic pathfinding of a controlled virtual character provided by an embodiment of the present disclosure; Figure 9 A schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present disclosure; Figure 10 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure.

[0011] In the drawings, the same or corresponding reference numerals denote the same or corresponding parts. DETAILED DESCRIPTION

[0012] 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.

[0013] 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.

[0014] 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.

[0015] Figure 1 The 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. An application is installed on the terminal device 110, such as a game program. The server 120 generally refers to the background system that provides application services in this exemplary embodiment, and can be a single server or a cluster of multiple servers. For example, 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.

[0016] In one embodiment, the above-mentioned method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the above-mentioned 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 cloud gaming, the game program execution and the game screen presentation are separate. The storage and execution of in-game control and interaction methods are performed on a cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) receives and sends data and presents the game screen. For example, a cloud gaming client can be a display device with data transmission capabilities located near the user, such as a mobile terminal, television, computer, or PDA. The cloud gaming server in the cloud performs information processing. When playing a game, the user operates the cloud gaming client to send operational instructions to the cloud gaming server. The cloud gaming server runs the game according to the operational 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.

[0017] 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.

[0018] According to one embodiment of the present disclosure, a method for implementing information processing in a game is provided, wherein a graphical user interface is provided through a terminal device, and the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled virtual character and other virtual characters controlled by the terminal device, wherein the controlled virtual character and the other virtual characters belong to the same camp. Figure 2 is a flow chart of an information processing method in a game according to an embodiment of the present disclosure, such as Figure 2 As shown, the process includes the following steps: Step S110: Obtain relative position information and identification information of other virtual characters and the controlled virtual character.

[0019] Step S120: providing an interactive control in the graphical user interface, displaying the first identification information of the controlled virtual character at a preset position of the interactive control, and displaying the second identification information of other virtual characters according to the relative position information.

[0020] Step S130 : generating a communication signal in response to an interactive operation on the first identification information and / or the second identification information.

[0021] Step S140: sending the communication signal to the terminal devices corresponding to other virtual characters.

[0022] The method provided in this embodiment allows players to quickly identify their own numbers and improve communication efficiency, intuitively judge the position and distance of teammates, and thus enhance team collaboration; at the same time, it can achieve precise command through non-voice and non-text methods, improve the strategy and interactive experience in the game, and solve the problems of poor communication and non-intuitive information in traditional multiplayer games.

[0023] The above steps are described in detail below.

[0024] In step S110 , the relative position information and identification information of the other virtual characters and the controlled virtual character are obtained.

[0025] Optionally, other virtual characters refer to virtual characters controlled by other players in the game, and they belong to the same faction as the controlled virtual character. The location and identification information of these characters are used to construct the content of the interactive control.

[0026] Optionally, the relative position information represents the spatial relationship of other virtual characters relative to the controlled virtual character, and may include, for example, relative distance and relative orientation, which is used to determine how to display the identifiers of other virtual characters on the interactive control.

[0027] Optionally, identification information is used to uniquely distinguish each virtual character, usually in the form of a digital number or other form of identity marker, to facilitate quick identification and communication between players.

[0028] In step S120, an interactive control is provided in the graphical user interface, the first identification information of the controlled virtual character is displayed at a preset position of the interactive control, and the second identification information of other virtual characters is displayed according to the relative position information.

[0029] Optionally, an interactive control is a visual area within the graphical user interface that centrally displays the relative positions and identification information of avatars. This control can take the form of a joystick, a map thumbnail, or other similar elements, and can interact with the player's actions.

[0030] Optionally, the preset position refers to an area on the interactive control that is fixed for displaying specific information, for example, the center position is used to display the logo of the controlled virtual character, and the area around the center is used to display the logos of other virtual characters.

[0031] Optionally, the relative position information determines the display position of the logos of other virtual characters on the interactive control, ensuring that their spatial relationship is consistent with the actual game scene.

[0032] In step S130 , in response to the interactive operation on the first identification information and / or the second identification information, an AC signal is generated.

[0033] Optionally, interactive actions refer to actions performed by players that interact with icons in interactive controls by touching, clicking, dragging, or other methods. These actions trigger the generation of corresponding command signals. The generated communication signals can be commands in the form of text, voice, or icons, used to instruct teammates to perform specific actions.

[0034] Optionally, the communication signal refers to a data packet used to transmit instructions to other terminal devices, including but not limited to command type (such as assembly, movement), target object and other information, used to guide other virtual characters to perform corresponding actions.

[0035] In step S140, the communication signal is sent to the terminal devices corresponding to other virtual characters.

[0036] Optionally, a terminal device refers to a device that runs a game client, which may be a mobile phone, tablet, desktop computer, wearable device, etc. Each player controls the virtual character controlled by him or her through a terminal device. After the terminal devices corresponding to other virtual characters receive the communication signals sent from the terminal devices corresponding to the controlled virtual characters, they can automatically execute the corresponding operations according to the content of the instructions or be controlled by the players.

[0037] In a specific application of this embodiment, see Figure 3 The game client runs on the terminal device controlled by the player, and the game's graphical user interface is displayed on the terminal screen. The GUI displays an interactive widget with the player's own number (number 1) displayed in the center. Surrounding it are the numbers of teammates (numbered 2-5) based on their relative positions, reflecting their relative positions to the player. For example, the center position indicates the player's current direction (representing the 12 o'clock position on the widget). If teammate number 2 is directly in front of the player and slightly to the left, their number will appear in the area directly above and slightly to the left of the center of the widget. If teammate number 3 is to the left of the player's current direction (9 o'clock), their number will be located to the left of the center of the widget (i.e., the 9 o'clock position on the widget). The numbers of teammates numbered 4 and 5 on the widget also correspond to the player's relative positions to teammates 4 and 5 in the game scene. By displaying the player and teammate numbers on the widget, players can quickly generate different communication commands by clicking, dragging, and other operations on these numbers, thereby achieving efficient team collaboration.

[0038] In an optional embodiment, obtaining the relative position information of other virtual characters and the controlled virtual character further includes: responding to the controlled virtual character's perspective adjustment operation, obtaining the adjusted relative position information of the other virtual characters and the controlled virtual character; displaying the first identification information of the controlled virtual character at the preset position of the interactive control, and displaying the second identification information of the other virtual characters based on the relative position information, including: displaying the first identification information of the controlled virtual character at the preset position of the interactive control, and displaying the second identification information of the other virtual characters based on the adjusted relative position information. In this way, by dynamically adjusting the display of the relative position information, it is ensured that the identification information corresponds to the actual position in the game scene in real time, thereby improving the accuracy of interaction and the efficiency of team collaboration.

[0039] For example, when the player adjusts the viewing angle of the controlled virtual character through the terminal device, the system calculates the new position information of other virtual characters relative to the controlled virtual character in real time and updates the identification position displayed in the interactive control. Figure 3 , when player 1 turns to teammate 3's position, due to the change in the player's current orientation, the teammate's position relative to player 1 also changes accordingly. Originally, teammate 3 was on the left of player 1 (9 o'clock direction). As player 1's perspective changes, teammate 3's relative position relative to player 1 changes to directly in front of player 1 (12 o'clock direction). Correspondingly, the relative positions of teammates 2, 4, and 5 also change accordingly. As the relative positions of teammates relative to the player change, the positions of the teammates' corresponding numbers on the control will also change accordingly. If the center position of the control always corresponds to the player's perspective (that is, the 12 o'clock direction of the player's current orientation), then the position of the teammate's corresponding number on the control after the change is equivalent to changing from Figure 3 The middle position is rotated 90 degrees clockwise, and the adjusted position distribution is as follows Figure 4 shown.

[0040] Optionally, the viewing angle adjustment operation includes but is not limited to touch sliding, gyroscope sensing or key input. The system updates the orientation of the controlled virtual character in real time by capturing these operation data. The calculation of the adjusted relative position information needs to be combined with the new orientation of the controlled virtual character and the absolute position coordinates of other virtual characters, and the new relative orientation and distance are determined by a coordinate system conversion algorithm (such as a rotation matrix). For example, in a three-dimensional game scene, the absolute coordinates can be first converted into a local coordinate system with the controlled virtual character as the origin, and then a rotation transformation is performed according to the Euler angle of the current orientation, and finally the relative orientation and distance values ​​are output.

[0041] Optionally, the preset position of the interactive control is typically the center area, which serves as the reference point for the identification information. The adjusted relative position information drives the dynamic layout of the second identification information on the control, with its position offset proportional to the relative azimuth angle. For example, the 12 o'clock direction of the controlled virtual character corresponds to the top of the control, and the 6 o'clock direction corresponds to the bottom. The layout algorithm can use polar coordinate mapping to evenly map the 360-degree direction to the circular boundary area of ​​the control.

[0042] Optionally, the position of the teammate identifiers displayed in the interactive controls is adjusted synchronously based on the perspective of the controlled character. This means that when the player rotates the character or adjusts the viewing direction, all teammates' identifiers will be repositioned in the direction of the new perspective. For example, if a teammate is initially on the right side of the screen, and the player then turns the view to the right, the teammate's identifier will be closer to the center area, or even directly in front. This dynamic adjustment mechanism ensures that the orientation of the teammate identifiers displayed on the interactive controls is always consistent with the teammate's position relative to the player in the game scene.

[0043] Optionally, dynamic adjustments to the marker information can be combined with animation to enhance perceptibility. For example, as the viewing angle changes, the secondary marker information smoothly moves along an arc to its new position, with the speed of movement proportional to the viewing angle adjustment speed. Furthermore, distance changes can be reflected through a scaling animation. As teammates move away, the marker size gradually shrinks to the target proportions, avoiding visually abrupt changes.

[0044] In an optional embodiment, obtaining the relative position information of other virtual characters and the controlled virtual character includes: obtaining the current orientation information of the controlled virtual character; obtaining the position information of the controlled virtual character and the other virtual characters in the game scene; using the current orientation of the controlled virtual character as a reference direction, determining the relative position information of the other virtual characters and the controlled virtual character based on the position information, wherein the relative position information includes the relative distance information between the other virtual characters and the controlled virtual character, and the relative orientation information of the other virtual characters relative to the position and reference direction of the controlled virtual character. In this way, by establishing a relative coordinate system based on the orientation of the controlled virtual character, the real-time position relationship of teammates in the game scene can be accurately reflected, thereby improving the efficiency of team collaboration.

[0045] For example, as the controlled avatar moves or turns in the game scene, the system continuously obtains its current heading angle and coordinate position, while also collecting the coordinate data of other avatars, and uses vector calculations to calculate relative distances and azimuths. For example, if the controlled avatar is facing due north, a teammate 30 meters northeast of it will be marked as having a 45-degree azimuth and a distance of 30 meters.

[0046] Optionally, the current orientation information refers to the orientation angle of the controlled virtual character in the game scene, such as north, south, east, or west. The purpose of obtaining the current orientation information is to accurately determine the relative positions of other virtual characters in subsequent steps using the current orientation of the controlled virtual character as a reference direction. For example, if the controlled virtual character is facing north, the specific positions of other virtual characters in the north, south, east, or west can be displayed more intuitively. In this way, players can more quickly determine the relative positions of teammates and improve the efficiency of teamwork in the game.

[0047] Optionally, the calculation of the relative position is performed with the current orientation of the controlled character as the reference direction, and the problem of coordinate system transformation needs to be considered. Usually, the game scene uses the world coordinate system, and in order to intuitively display the interactive controls, a local polar coordinate system centered on the controlled character may be used. Therefore, when determining the relative orientation of teammates, it is necessary to convert the teammate coordinates in the world coordinates to a local coordinate system with the controlled character as the origin and its orientation as the reference axis. This process can be completed through a rotation matrix or trigonometric functions. At the same time, since the orientation may change frequently, the system must update the relative position information of all teammates in real time and reflect it in the interactive controls.

[0048] Optionally, the determination of the reference direction needs to consider the coordinate system settings of the game scene. In common 3D games, the direction directly in front of the controlled virtual character is usually 0 degrees, and the angle increases in the clockwise direction to form a 360-degree orientation circle. Relative orientation information can be quantified as a specific angle value or divided into discrete orientation intervals, such as dividing 360 degrees into 12 30-degree sectors, corresponding to the 1 to 12 o'clock directions on the clock.

[0049] Alternatively, relative distance information can be calculated using the Euclidean distance formula in three-dimensional space: taking the square root of the sum of the squares of the differences in the x, y, and z components of two coordinate points. In practice, to account for the complexity of game scenarios, such as terrain and obstructions, relative distance information can also be combined with the reachable distance estimated by the path planning algorithm, rather than simply using straight-line distance. This improvement can more accurately reflect the actual difficulty of movement between teammates, helping players make more informed tactical decisions.

[0050] Optionally, the relative position information should be updated at a frequency synchronized with the game frame rate, typically 30-60Hz, to ensure real-time visual feedback. When the controlled avatar turns rapidly, the system can interpolate and smooth out sudden changes in relative azimuth to avoid jittering of the marker information on the interactive controls. The accuracy of position information depends on the scale of the game world; generally, maintaining meter-level accuracy is sufficient for team collaboration.

[0051] In an optional embodiment, the first identification information of the controlled virtual character is displayed at the preset position of the interactive control, and the second identification information of other virtual characters is displayed based on the relative position information, including: the preset direction of the preset position of the interactive control corresponds to the current orientation of the controlled virtual character; based on the preset direction and relative position information of the preset position of the interactive control, the corresponding display position of the second identification information of the other virtual characters on the interactive control is determined; the first identification information of the controlled virtual character is displayed at the preset position of the interactive control, and the second identification information of the other virtual characters is displayed at the corresponding display position. In this way, by maintaining the consistency between the preset direction of the interactive control and the orientation of the characters, the actual relative position relationship of teammates in the game scene can be accurately mapped, thereby improving the intuitiveness and efficiency of team collaboration.

[0052] For example, in a game scene, when the player controls the character to move or rotate the perspective, the system reads the character's current heading angle and maps that angle to the preset direction of the interactive control. For example, if the character faces north, the top of the interactive control is due north; if the character turns southeast, the top of the interactive control becomes southeast. Subsequently, based on the azimuth and distance of each teammate relative to the controlled character, the specific display position of each teammate in the interactive control is calculated, so that the position of all teammate identifiers is always consistent with the actual spatial relationship. For example, after the character turns 90 degrees clockwise, the teammate identifier originally located on the right side of the control will move to the top position.

[0053] Optionally, the preset direction refers to the reference direction used in the interactive control to indicate the current orientation of the controlled virtual character, and is used to determine the relative orientation of other virtual characters. The setting of the preset direction needs to take into account the spatial structure of the game scene and the player's operating habits to ensure the intuitiveness and consistency of the orientation expression. Usually, in shooting games, the center of the screen corresponds to the line of sight of the controlled virtual character, so the current orientation of the controlled virtual character is taken as the direction directly above the preset position in the operating control. This is consistent with the user's subjective perception, so that the orientation information in the interactive control can be directly mapped to the direction perception in the actual scene.

[0054] Optionally, the synchronized update of the preset direction of the interactive control and the character's orientation involves the issue of coordinate system conversion. Typically, the game scene uses a fixed world coordinate system, while the interactive control constructs a local coordinate system centered on the preset position of the controlled character's identifier. The preset position is usually selected as the geometric center of the interactive control, which serves as the reference point for the identifier information, and the preset direction serves as the reference axis. Therefore, whenever the character's orientation changes, the teammate's world coordinates need to be converted to the local coordinates of the interactive control through a rotation matrix. This process includes: first, obtaining the angle value of the character's current orientation and expressing it as a rotation matrix; then, substituting the world coordinates of each teammate into the matrix for transformation to obtain their relative coordinates in the interactive control; finally, drawing the identifier on the control based on the transformed coordinates. This design eliminates the need for players to memorize complex orientation conversion rules; they can intuitively understand the positions of their teammates by simply observing the distribution of identifiers on the control.

[0055] Optionally, obtaining the current orientation information of the controlled virtual character can be achieved in a variety of ways. For example, the orientation information of the controlled virtual character can be obtained through an API provided by the game engine, or the orientation of the controlled virtual character can be determined based on the player's operation records. Specifically, the game engine can provide the orientation angle of the controlled virtual character, for example, 0 degrees represents north and 90 degrees represents east. The player's operation records can record the player's movement direction and angle, thereby inferring the orientation of the controlled virtual character.

[0056] Optionally, the player and teammate identifiers are displayed on the interactive control in a two-dimensional plane. Therefore, when determining their relative positions, only the horizontal orientation of the controlled virtual character is considered, without regard to the vertical viewing angle of the controlled virtual character. Accordingly, the preset orientation of the interactive control also indicates the horizontal viewing angle of the controlled virtual character.

[0057] Optionally, the visual representation of the preset directions can be customized based on the game style and user preferences. For example, the current heading state can be intuitively indicated by arrows, icons, or color changes.

[0058] In an optional embodiment, displaying the second identification information of the other virtual characters based on the relative position information further includes: displaying the second identification information of the other virtual characters in a first preset display style in the interactive control; the first preset display style is determined based on the relative distance information between the other virtual characters and the controlled virtual character. In this way, the distance information of teammates is intuitively reflected through the difference in visual style, helping players quickly determine the distance between teammates and improve team collaboration efficiency.

[0059] For example, when other virtual characters are far away from the controlled virtual character, their corresponding second identification information is displayed in a smaller size and / or lower transparency; when the distance is closer, it is displayed in a larger size and / or higher transparency, forming an obvious visual contrast.

[0060] Optionally, the first preset display style is a visual representation used to express the distance relationship between the virtual character and the controlled virtual character. This style conveys distance information through appearance changes on the graphical user interface, allowing players to obtain key spatial information without having to check the map. The first preset display style can include a combination of changes in multiple visual attributes. In addition to common size and transparency adjustments, it can also include changes in color saturation, outline thickness, dynamic effects, etc. Closer signs can use high-saturation warm tones, while farther signs use low-saturation cool tones; close signs can add a pulsating glow effect, while distant signs remain static. These combined changes in visual attributes can establish a more three-dimensional distance perception system, helping players quickly locate key teammates in complex game scenes. The gradient of the style change can be set to a linear transition or a segmented step-by-step approach, and the appropriate mapping relationship can be selected according to the game type and scene complexity.

[0061] Optionally, real-time updates of display styles require performance optimization. The system can set a distance change threshold to trigger style updates only when the relative distance changes by more than 5 meters, avoiding frequent UI redraws. Smooth transition animations can be added to the update process, using easing functions to achieve natural visual effects. On mobile devices, adaptation to different screen sizes also needs to be considered to ensure that style changes are clearly visible on various devices. For platforms with limited performance, style properties can be simplified, retaining only the most core distance prompt effects.

[0062] Optionally, the system allows players to customize their style preferences, such as selecting a different color theme or adjusting the distance segment threshold. This flexibility allows players to adapt to different visual preferences and usage scenarios, improving the solution's universality and user experience. Style configuration data can be stored locally or in the cloud, enabling personalized settings to be synchronized across devices.

[0063] In an optional embodiment, the first identification information of the controlled virtual character is displayed at a preset position of the interactive control, and the second identification information of other virtual characters is displayed based on the relative position information, including: the exchange control includes multiple concentric areas, and different concentric areas correspond to different distance intervals relative to the center position; the preset direction of the center position of the interactive control corresponds to the current orientation of the controlled virtual character; based on the preset direction of the center position and the relative position information, the corresponding display position of the second identification information of other virtual characters in the corresponding concentric area on the interactive control is determined; the first identification information of the controlled virtual character is displayed at the center position of the interactive control, and the second identification information of other virtual characters is displayed at the corresponding display position. In this way, the visual expression of distance information is achieved through the concentric area division, and combined with the direction synchronization mechanism, intuitive teammate position perception is provided, thereby improving team collaboration efficiency.

[0064] For example, see Figure 3 and Figure 4 In the game scene, the interactive control consists of multiple concentric circles, each representing a specific distance range. For example, the inner circle represents within 100 meters, the middle circle represents 100-300 meters, and the outer circle represents more than 300 meters. The controlled character is located at the center of the interactive control, and its number is fixedly displayed at the center point. The numbers of other teammates are dynamically assigned to corresponding concentric areas based on their real-time distance and direction to the controlled character. They are then positioned at specific locations within the area to reflect their precise relative position.

[0065] Optionally, concentric zones can be divided using fixed distance intervals or dynamically adjusted. Fixed intervals are simple and intuitive, such as setting 0-50 meters as the inner ring, 50-150 meters as the middle ring, and 150 meters and above as the outer ring. Dynamic adjustment allows for automatic optimization based on the specific gameplay scenario, such as widening the intervals in open maps and narrowing them in complex terrain to improve close-range accuracy. Each zone can be visually distinguished using a different color or texture, with the inner ring using a bold color and the outer ring using a darker hue. Zone boundaries can be designed with a gradient transition effect to avoid jumps at critical distances. The number of zones is typically set to 3-5; too many increases cognitive load, while too few reduces distance resolution accuracy. It's important to note that concentric zones don't have to be strictly circular; they can also be ellipses or other geometric shapes, as long as they effectively convey relative distance information. This design not only helps players quickly determine the approximate location of their teammates but also reduces the risk of information overload in complex terrain or crowded scenarios.

[0066] Optionally, the synchronization mechanism between the preset center position orientation and the character's heading requires real-time acquisition of the controlled virtual character's heading angle and using this angle as the reference orientation for the control's coordinate system. Quaternion rotation or matrix transformation can be used to convert game world coordinates into relative coordinates based on the character's heading. When the character turns, the control rotates by a corresponding angle to keep the preset center position orientation (e.g., directly above) always directly in front of the character. This synchronization requires performance optimization to avoid frequent UI redraws. An interpolation algorithm can be used to smooth the visual transitions during rapid turns.

[0067] Optionally, the determination of the corresponding display position needs to comprehensively consider the two dimensions of direction and distance. The system first determines the concentric area where the mark is located based on the relative distance, and then calculates the specific position in the area based on the relative azimuth. A polar coordinate mapping algorithm can be used to evenly distribute the 360-degree direction on the circumference of each concentric area. The farther the area is, the larger the radius of the circumference, and the spacing between adjacent marks is also increased accordingly to avoid overlap. For situations where multiple teammates are in similar positions, the position can be automatically fine-tuned or an expansion animation can be added to ensure that all marks are clearly identifiable. Position calculations also need to take into account the adaptation of the control size to maintain a reasonable display layout under different screen ratios.

[0068] In an optional embodiment, the first identification information of the controlled virtual character is displayed at a preset position of the interactive control, and the second identification information of other virtual characters is displayed based on the relative position information, including: in response to a preset trigger operation on the interactive control, a bird's-eye view scene map is displayed at the location of the interactive control, the zoom ratio of the bird's-eye view scene map is determined based on the relative distance information between the other virtual characters and the controlled virtual character, and the orientation of the bird's-eye view scene map is kept corresponding to the current orientation of the controlled virtual character; the first identification information is displayed at the current position of the controlled virtual character in the scene map; and the second identification information is displayed at the current position of other virtual characters in the scene map. In this way, through the dynamic scaling and direction-synchronized map display, more comprehensive teammate location information is provided, enhancing the intuitiveness and accuracy of team collaboration.

[0069] For example, see Figure 5 When the user double-clicks an interactive control, the system dynamically switches to a translucent overhead map in the original interactive control area. This map depicts the terrain and teammate positions within a certain range, centered on the controlled character. The map's zoom automatically adjusts based on the maximum distance between teammates, ensuring that all teammates are clearly visible within the limited map area. Furthermore, the map's orientation always aligns with the controlled character's current viewing angle. That is, the top of the map is not fixedly pointing north, but rather rotates synchronously with the character's direction, allowing players to accurately determine their teammates' positions without the need for additional reference.

[0070] Optionally, the top-down map's range is dynamically calculated based on the distance to the furthest teammate, ensuring that all teammate icons are visible. Scaling can use a nonlinear algorithm, displaying closer teammate areas in greater detail and simplifying distant areas. Map rendering uses a semi-transparent overlay to preserve background visibility. Map elements can include key terrain features and obstacle outlines to help players understand the context of their teammates' environments. Map updates are synchronized with the game's frame rate to ensure real-time location information.

[0071] Optionally, the heading synchronization mechanism accurately handles map rotation when the character turns. The system continuously monitors the controlled virtual character's heading angle and uses this angle as the reference orientation for the map display. Map rotation uses a smooth interpolation algorithm to avoid visual jumps during rapid turns. In practice, the map can be viewed as a circular area centered on the character's position, with the top always corresponding to the player's front, and the left and right directions adjusting accordingly. This synchronization mechanism differs from traditional fixed-position minimaps and provides a more intuitive relative position reference. Traditional minimaps typically use a fixed geographic coordinate system (e.g., north is up, south is down). However, with the heading synchronization mechanism, the map's orientation rotates in real time as the player's perspective changes, ensuring that "top" on the map always represents the player's current front. For example, when the player turns to face northeast, "top" on the map will also adjust to northeast, ensuring that teammates' positions on the map accurately reflect their true position relative to the player. Additionally, directional markers can be added to the edge of the map to help players maintain their orientation.

[0072] Optionally, the display of markers on the map needs to consider various visual factors. The first marker information can use a special icon or highlight color to distinguish it from the teammate markers. Teammate markers can use different shapes or colors to distinguish individuals. The size of the marker can reflect the distance information, and farther teammates use smaller icons. Simple animation effects can be added to the markers, such as slight floating, to improve visibility. For overlapping or close markers, they can be automatically expanded or numbered labels can be added. The marker position updates use smooth movement animation to help players track the movement of teammates.

[0073] Optionally, the design of pre-set trigger actions should consider the user experience. Typical trigger methods include double-clicking, long pressing, or specific gestures. Operation feedback can include visual cues (such as button highlighting) and audio cues. After triggering, the transition from the control to the map can also include transition animations, such as fade-in or expansion effects. Map mode can be set to automatically close after a timeout, or exit through the same action.

[0074] In an optional embodiment, generating a communication signal in response to an interactive operation on the first identification information and / or the second identification information includes generating a rally instruction in response to a selection operation on a target identifier in the second identification information, the rally instruction being used to instruct other virtual characters to proceed to the location of the virtual character corresponding to the target identifier. In this way, a simple selection operation can achieve rapid team assembly, improving command efficiency and team collaboration.

[0075] For example, see Figure 6 When the player clicks on the teammate No. 2 icon displayed in the interactive control, the system automatically generates a gathering instruction and sends it to other teammate terminal devices. After receiving the instruction, all teammate terminal devices can control their corresponding virtual characters to move and assemble to the location of teammate No. 2.

[0076] Optionally, the target icon selection operation can support multiple interaction methods. In addition to direct clicks, this can also include long-press confirmation, double-click triggering, or gesture selection. Operation feedback can include visual cues (such as icon highlighting) and audio cues to ensure that the player clearly understands the operation. Area detection for selection operations should take into account the icon size and touch accuracy, appropriately expanding the effective touch range to avoid accidental operations.

[0077] Optionally, the generation of a rally command must include complete command information. The command packet must contain at least the target teammate's ID, target location coordinates, and the command type identifier. The location coordinates can be encoded in the game world coordinate system or relative position to ensure that the recipient can accurately locate the target position.

[0078] Optionally, feedback on the execution of a rally command requires multiple layers of visual cues. On the sender's interface, a confirmation mark can be displayed to indicate the successful command transmission; on the receiver's interface, a location marker and path guidance can be displayed for the rally target. Command execution progress can be indicated by status changes on teammates' icons, such as color gradients or icon transitions. For important commands, a brief text prompt or icon animation can be added to ensure teammates' immediate awareness.

[0079] Optionally, as the player and teammates gather toward the location of the virtual character corresponding to the target identifier, the relative position information of the player and teammates is synchronized in real time, and the teammate identifier displayed on the interactive control is updated based on the change in relative position, so as to reflect the change in the relative position of the player and teammate in real time. The specific implementation method can be found in the corresponding embodiment section above and will not be repeated here.

[0080] In an optional embodiment, generating a communication signal in response to an interactive operation on the first identification information and / or the second identification information includes generating a directional assembly instruction in response to a first touch operation on the third and fourth identification information in the second identification information, the directional assembly instruction being used to instruct the virtual character corresponding to the third identification to go to the location of the virtual character corresponding to the fourth identification. In this way, through directional command between specific team members, more precise team scheduling and tactical coordination can be achieved.

[0081] For example, see Figure 7 When the player drags the No. 2 teammate's logo to the No. 5 teammate's logo in the interactive control, the system generates a directional assembly instruction and sends it to the No. 2 teammate's terminal device. After receiving the instruction, the No. 2 teammate's terminal device will control the No. 2 virtual character to move to the location of the No. 3 teammate.

[0082] Optionally, the first touch operation can be designed as a variety of interactive forms. Typical examples include drag operations, which involve pressing and holding an icon and sliding it to another icon before releasing it. Connection operations can also be used, such as clicking two icons and drawing a line between them. The operation requires clear start and end judgments. For example, the pressing time must exceed a threshold to be considered a valid start, and target area detection is performed when the icon is released. For touch screen devices, it is necessary to handle jitter and false touches of the touch points. Accuracy can be improved by setting movement thresholds and anti-shake algorithms. Operation feedback should include visual cues, such as highlighting icons, displaying connecting lines, etc., as well as tactile feedback (such as vibration) to enhance the sense of operation confirmation.

[0083] Optionally, a directed group command can include information such as the initiator, the source teammate ID, the target teammate ID, the target location coordinates, and a timestamp. The location information can be relative or absolute, depending on the game scenario. The command can also include a priority parameter and an expiration date to handle command conflicts and expiration.

[0084] Optionally, the system can monitor the position changes of teammates in real time and dynamically adjust the display position of teammates' logos on the interactive controls to provide feedback on the execution of instructions.

[0085] Optionally, the design of targeted assembly commands can be expanded to support multiple variations, such as "Follow," "Wait," and "Support." These variations can be represented by preset icons, gestures, or text prompts, giving players more flexible command capabilities in complex combat scenarios. For example, players can long-press the screen while dragging to open an options menu and select "No. 3 will remain on standby after reaching No. 5's position," further refining the command content. This design not only enhances the strategic depth of the game but also increases the potential for collaboration among multiple players.

[0086] In an optional embodiment, providing an interactive control in the graphical user interface includes: switching a directional control in the graphical user interface to an interactive control, or displaying the interactive control in the position of the directional control in the graphical user interface. In this way, by reusing or replacing the position of the existing directional control, the interface layout is kept simple while enabling convenient access to team collaboration functions.

[0087] For example, the original virtual joystick controls in the game can be switched to interactive controls that display teammate information under certain conditions (such as long pressing), or the interactive controls can be directly superimposed on the location of the virtual joystick to maintain the consistency of the operation area.

[0088] Optionally, the directional control is a UI element used to control the direction of movement of the virtual character in the game. It is usually presented in the form of a circular or square joystick. Its main function is to receive the user's input instructions and convert them into the character's movement trajectory. The switching between the directional control and the interactive control can be achieved through a specific operation triggered by the user, such as double-clicking the center of the directional control. In this way, the user can quickly switch to the interactive control when needed to conduct more detailed team command and information exchange. The switched interactive control can retain the basic functions of the directional control while adding the function of displaying teammate numbers and relative positions, making it more convenient for users to command the team.

[0089] Optionally, directional control switching can be designed with a variety of triggering mechanisms. Common methods include long-press switching, double-tap switching, or triggering through specific gestures. Transition animations can be added to the switching process, such as fade-in or zoom effects, to enhance visual continuity. The system needs to save the original directional control state so that the previous operation can be restored after switching back.

[0090] Optionally, the interactive controls can be switched back to directional controls through a specific action. For example, the user can restore directional controls by clicking the center of the interactive controls or swiping the screen in a blank area outside the interactive controls. This allows the user to quickly switch back to directional controls when needed to continue normal gameplay.

[0091] In an optional embodiment, generating a communication signal in response to an interactive operation on the first identification information and / or the second identification information includes: responding to a mode switching instruction to switch to a command mode; and in the command mode, generating a communication signal in response to an interactive operation on the first identification information and / or the second identification information. In this way, by entering a dedicated command mode, players can achieve efficient and intuitive tactical command of team members without relying on voice or text, thereby improving team collaboration efficiency and combat coordination capabilities.

[0092] For example, players can enter command mode by double-clicking the center of the interactive control or their own number icon. In command mode, players can drag or click on the teammate numbers displayed on the interactive control to generate corresponding communication signals, such as instructing a specific teammate to move to another teammate's location or instructing all team members to gather at a specific teammate. These operations can significantly improve the efficiency of teamwork, especially in situations that require rapid response and tactical adjustments.

[0093] Optionally, mode switching commands can be triggered using a variety of interactive methods. Common methods include double-clicking, long pressing, specific gestures, voice commands, or eye movements. Reasonable thresholds should be set for trigger conditions, such as press duration or movement distance, to avoid accidental operations. Visual transition effects, such as gradient animations or zoom effects, can be added to the switching process to enhance the perception of mode transitions.

[0094] Optionally, interactive operations in command mode may include, but are not limited to, clicking, dragging, and swiping. For example, a player can click a teammate's number to generate a command directing that teammate to a specific location; drag a teammate's number to another teammate's number to generate a command directing that teammate to the other teammate's location; and swipe the screen in a blank area to exit command mode. These operations can provide a diverse interactive experience to meet the needs of different scenarios.

[0095] Optionally, communication signals in command mode can include, but are not limited to, text, voice, and icons. For example, a generated assembly command can be displayed on teammates' screens in text form, such as "Everyone gather at position 2," or in icon form, such as an arrow pointing to team member 2's position. Using different communication signal forms can improve the efficiency and accuracy of information transmission, reducing misunderstandings and communication costs.

[0096] Optionally, the interactive controls in command mode can display more information, such as teammates' health status, equipment status, etc. For example, in command mode, the interactive controls can display each teammate's health bar and equipment icon, allowing players to understand their teammates' current status at a glance and make more reasonable command decisions.

[0097] Optionally, in command mode, a bird's-eye view scene map is displayed at the location of the interactive control. The locations of the controlled virtual character and other virtual characters are displayed in the bird's-eye view scene map. The zoom ratio of the bird's-eye view scene map is determined based on the relative distance information between the other virtual characters and the controlled virtual character, and the orientation displayed by the bird's-eye view scene map corresponds to the current orientation of the controlled virtual character. For example, after the player enters command mode by double-clicking the center of the interactive control, the original control area is converted to a bird's-eye view scene map. The bird's-eye view scene map is used to display the position of the player and teammates on the map. The map draws the terrain within a certain range around the player's location. The zoom ratio of the map is automatically adjusted according to the maximum distance between teammates to ensure that all teammates can be clearly seen within the limited map area. At the same time, the direction of the map is always consistent with the player's current viewing direction, that is, the top of the map is not fixed to the north, but rotates synchronously with the player's direction, allowing players to accurately judge the orientation of teammates relative to their current orientation without the need for additional reference.

[0098] In an optional embodiment, in command mode, in response to a second touch operation on a fifth identifier in the first and second identifiers, the controlled virtual character is automatically directed to the location of the virtual character corresponding to the fifth identifier. This allows the player to quickly direct the controlled virtual character to a specific teammate's location through a simple touch operation, improving team collaboration efficiency.

[0099] For example, see Figure 8 After entering the command mode, the player drags his own No. 1 to No. 3 to trigger the system to automatically plan the optimal path and control the player character to automatically move to the position of teammate No. 3. During this period, the player does not need to manually control the movement direction. Optionally, the selection operation for the first identification information and the fifth identification can support multiple interaction methods. In addition to direct clicks, it can also include dragging, long pressing to confirm, double-clicking to trigger, or gesture selection. For example, a player can generate an automatic pathfinding instruction by clicking on his own number and double-clicking on a teammate's number; after clicking on his own number, he can long press on a teammate's number to enter a more detailed setting interface to adjust the parameters of the automatic pathfinding, such as selecting different path planning methods; by dragging his own number to another teammate's number, triggering the generation of a pathfinding instruction for the controlled virtual character to automatically go to the other teammate's location. These operation methods provide a diverse interactive experience to meet the needs of different scenarios.

[0100] Optionally, the automatic pathfinding function combines map data with real-time environmental information to generate an optimal path. For example, the system can dynamically adjust the path based on obstacles, terrain characteristics, and enemy positions on the map, ensuring that the controlled virtual character can reach the target location safely and quickly. It supports multiple pathfinding algorithms, such as A* and Dijkstra, and selects the optimal solution based on the complexity of the scenario. In addition, the system can adjust the path in real time based on the movement speed and direction of teammates, ensuring that the controlled virtual character can move in sync with the target teammate, improving the team's collaborative combat capabilities.

[0101] The automatic pathfinding feature optionally provides multiple path options, allowing players to choose the most appropriate one based on their situation. For example, the system can offer a variety of path options, including straight paths, detours, and hidden paths. Players can choose the most appropriate path based on their current tactical needs and environmental characteristics. Furthermore, the system offers a path preview function, allowing players to preview the specific path before generating automatic pathfinding instructions to ensure that the path meets expectations.

[0102] Optionally, the automatic pathfinding function can incorporate the controlled avatar's status information to generate a more optimal path. For example, the system can generate an optimal path based on the controlled avatar's health status, equipment status, and other information. If the controlled avatar is seriously injured, the system can prioritize safe paths to ensure the controlled avatar reaches the target location safely. If the controlled avatar is equipped with a specific item, the system can prioritize paths that can utilize it, improving the team's combat efficiency. By incorporating the controlled avatar's status information, the system can generate a more reasonable path.

[0103] In an alternative embodiment, in command mode, responding to a third touch operation outside the interactive control area of ​​the graphical user interface exits command mode, and the movement direction of the controlled virtual character is controlled according to the operation direction of the third touch operation. This allows the player to quickly switch from command mode to normal operation mode while still controlling the character's movement according to the touch direction, improving operational flexibility and responsiveness.

[0104] For example, when a player needs to quickly exit command mode and control the movement of their controlled avatar, they can swipe anywhere outside the interactive controls while in command mode. For example, a player can swipe left on the screen, and the system will exit command mode and control the avatar to move left. This operation method not only simplifies the player's switching steps but also improves the intuitiveness and responsiveness of the operation. Especially in emergency situations, players can quickly adjust the character's direction of movement, improving the team's survival rate and collaborative efficiency.

[0105] Optionally, the third touch operation can be designed in various forms. Typical examples include single-finger sliding, multi-finger sliding, or specific gestures. Operation detection needs to consider the touch starting point, movement trajectory, and release position, and set a reasonable trigger threshold. For example, a player can control the controlled virtual character to move left by sliding left in the area outside the interactive control; control the controlled virtual character to move right by sliding right; control the controlled virtual character to move forward by sliding up; and control the controlled virtual character to move backward by sliding down.

[0106] Optionally, the mode exit process needs to handle multiple state transitions. The system needs to reset the command mode interface elements and restore the control layout for normal operation. State transitions should maintain data consistency and save unfinished command instructions or temporary settings. The exit process can add transition animations, such as fade effects, to improve visual coherence.

[0107] Optionally, the movement of the controlled virtual character can be controlled by combining map data and real-time environmental information to generate an optimal movement path. For example, the system can dynamically adjust the movement path of the controlled virtual character based on obstacles, terrain features, and enemy positions on the map, ensuring that the character can move safely and quickly in the direction of the sliding operation. In addition, the system can also adjust the movement speed based on the player's sliding speed to ensure that the character's movement is more natural and smooth. For example, a fast swipe will cause the controlled virtual character to accelerate after exiting command mode; a slow swipe will cause the controlled virtual character to move at a normal pace after exiting command mode.

[0108] Optionally, exiting command mode can be combined with other actions for flexible control. For example, after swiping, the player can hold down the screen to move the controlled virtual character in the specified direction until they release their finger. This combination of actions not only increases operational flexibility but also enhances the player's control over the character's movement, allowing for quick reactions when adjusting position or avoiding enemy attacks.

[0109] Through the technical solution provided by the present disclosure, an interactive control is provided in the graphical user interface, and the identification information of the controlled virtual character is displayed at a preset position of the interactive control. In addition, the identification information of other virtual characters is displayed at the corresponding position in the interactive control according to the relative position information of other virtual characters and the controlled virtual character. This display method allows players to intuitively see their number in the team, and at the same time quickly know the position and distance information of their teammates relative to themselves, which greatly improves the intuitiveness of the positional relationship between virtual characters. In addition, by interactively operating the identification information in the interactive control, communication signals can be conveniently generated and sent to teammates without the need for tedious voice or text input, simplifying the player's operation steps. This design not only reduces the data processing pressure of the terminal device, improves the intuitiveness of the interface information, but also enhances the efficiency of collaboration between teams, enables players to collaborate in teams more conveniently, and reduces the risk of misoperation caused by tedious operations on the terminal device.

[0110] See also Figure 9 Corresponding to the above method embodiment, the embodiment of the present invention provides an information processing device in a game, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene, and the game scene includes a controlled virtual character and other virtual characters controlled by the terminal device, wherein the controlled virtual character and the other virtual characters belong to the same camp. The device includes: an information acquisition module for acquiring relative position information and identification information of other virtual characters and the controlled virtual character; an interactive control display module for providing interactive controls in a graphical user interface, displaying first identification information of the controlled virtual character at a preset position of the interactive controls, and displaying second identification information of other virtual characters based on the relative position information; a signal generation module for generating an AC signal in response to an interactive operation on the first identification information and / or the second identification information; and a signal sending module for sending the AC signal to a terminal device corresponding to the other virtual character.

[0111] In an optional embodiment, the information acquisition module is specifically used to respond to the perspective adjustment operation of the controlled virtual character and obtain the adjusted relative position information of other virtual characters and the controlled virtual character; the interactive control display module is specifically used to display the first identification information of the controlled virtual character at a preset position of the interactive control, and to display the second identification information of other virtual characters according to the adjusted relative position information.

[0112] In an optional embodiment, the information acquisition module includes an orientation acquisition unit for acquiring the current orientation information of the controlled virtual character; a position acquisition unit for acquiring the position information of the controlled virtual character and other virtual characters in the game scene; and a position calculation unit for determining the relative position information of other virtual characters and the controlled virtual character based on the position information, with the current orientation of the controlled virtual character as a reference direction, wherein the relative position information includes the relative distance information between the other virtual characters and the controlled virtual character, and the relative orientation information of the other virtual characters relative to the position and reference direction of the controlled virtual character.

[0113] In an optional embodiment, the interactive control display module includes a direction corresponding unit, which is used to keep the preset direction of the preset position of the interactive control corresponding to the current orientation of the controlled virtual character; a position determination unit, which is used to determine the corresponding display position of the second identification information of other virtual characters on the interactive control based on the preset direction and relative position information of the preset position of the interactive control; and an identification display unit, which is used to display the first identification information of the controlled virtual character at the preset position of the interactive control, and display the second identification information of other virtual characters at the corresponding display position.

[0114] In an optional embodiment, the interactive control display module further includes a style display unit for displaying the second identification information of other virtual characters in the interactive control in a first preset display style; the first preset display style is determined based on the relative distance information between the other virtual characters and the controlled virtual character.

[0115] In an optional embodiment, the interactive control display module includes an area generation unit for making the interactive control include multiple concentric areas, and different concentric areas correspond to different distance intervals relative to the center position; a direction corresponding unit for keeping the preset direction of the center position of the interactive control corresponding to the current orientation of the controlled virtual character; a position determination unit for determining the corresponding display position of the second identification information of other virtual characters in the corresponding concentric areas on the interactive control based on the preset direction and relative position information of the center position; an identification display unit for displaying the first identification information of the controlled virtual character at the center position of the interactive control, and displaying the second identification information of other virtual characters at the corresponding display position.

[0116] In an optional embodiment, the interactive control display module includes a map display unit for responding to a preset trigger operation on the interactive control to display a bird's-eye view scene map at the location of the interactive control, wherein the zoom ratio of the bird's-eye view scene map is determined based on the relative distance information between other virtual characters and the controlled virtual character, and the orientation of the bird's-eye view scene map remains corresponding to the current orientation of the controlled virtual character; a first identification unit for displaying first identification information at the current location of the controlled virtual character in the scene map; and a second identification unit for displaying second identification information at the current location of other virtual characters in the scene map.

[0117] In an optional embodiment, the signal generation module includes a collective instruction unit for generating a collective instruction in response to a selection operation of the target identifier in the second identification information, wherein the collective instruction is used to instruct other virtual characters to go to the location of the virtual character corresponding to the target identifier.

[0118] In an optional embodiment, the signal generation module includes a directional instruction unit for generating a directional set instruction in response to a first touch operation on the third identifier and the fourth identifier in the second identifier information, and the directional set instruction is used to instruct the virtual character corresponding to the third identifier to go to the location of the virtual character corresponding to the fourth identifier.

[0119] In an optional embodiment, the interactive control display module includes a control switching unit for switching the directional control control in the graphical user interface to the interactive control, or displaying the interactive control at the position of the directional control control in the graphical user interface.

[0120] In an optional embodiment, the signal generation module includes a mode switching unit for responding to a mode switching instruction and switching to a command mode; a command control unit for generating an AC signal in response to interactive operations on the first identification information and / or the second identification information in the command mode.

[0121] In an optional embodiment, an automatic routing unit is further included for controlling the controlled virtual character to automatically route to the location of the virtual character corresponding to the fifth identifier in response to a second touch operation on the fifth identifier in the first identifier information and the second identifier information in the command mode.

[0122] In an optional embodiment, a mode exit unit is further included, which is used to respond to a third touch operation on an area outside the interactive control in the graphical user interface in the command mode, exit the command mode, and control the movement direction of the controlled virtual character according to the operation direction of the third touch operation.

[0123] The information processing device in the game provided by the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference can be made to the corresponding content in the aforementioned method embodiment.

[0124] It should be noted that although several units / modules or sub-units / modules of the device are mentioned in the detailed description above, this division is merely exemplary and not mandatory. In fact, according to embodiments of the present invention, the features and functions of two or more units / modules described above may be embodied in one unit / module. Conversely, the features and functions of one unit / module described above may be further divided and embodied by multiple units / modules.

[0125] The embodiment of the present invention further provides an electronic device, such as Figure 10 The electronic device includes a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the information processing method in any game of the embodiments of the present disclosure. The specific implementation method and the resulting technical effects are described in the method embodiments and will not be repeated here.

[0126] Figure 10 1 is a schematic diagram of the structure of an electronic device. The electronic device 1100 includes a processor 1101 having one or more processing cores, a memory 1102 having one or more computer-readable storage media, and a computer program stored on the memory 1102 and executable on the processor. The processor 1101 is electrically connected to the memory 1102. Those skilled in the art will appreciate that the electronic device structure shown in the figure does not limit the electronic device and may include more or fewer components than shown, or combine certain components, or arrange the components differently.

[0127] The processor 1101 is the control center of the electronic device 1100. It uses various interfaces and lines to connect the various parts of the entire electronic device 1100. By running or loading software programs and / or modules stored in the memory 1102 and calling data stored in the memory 1102, it executes various functions of the electronic device 1100 and processes data, thereby monitoring the electronic device 1100 as a whole.

[0128] Optionally, the electronic device 1100 further includes: a touch screen 1103, a radio frequency circuit 1104, an audio circuit 1105, an input unit 1106, and a power supply 1107. The processor 1101 is electrically connected to the touch screen 1103, the radio frequency circuit 1104, the audio circuit 1105, the input unit 1106, and the power supply 1107, respectively. Those skilled in the art will appreciate that Figure 10 The electronic device structure shown in the figure does not constitute a limitation to the electronic device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0129] Embodiments of the present invention further provide a computer-readable storage medium storing a computer program configured to execute, when executed by a processor, the information processing method in any game according to the embodiments of the present disclosure. The specific implementation method and the resulting technical effects are described in the method embodiments and are not further detailed here.

[0130] If the 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 invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, terminal device, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0131] In the description of the present invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate and simplify the description of the present invention. They are not intended to indicate or imply that the devices or components referred to must have, be constructed, or operate in a specific orientation, and therefore should not be construed as limitations on the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0132] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed by the present invention, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention shall be subject to the scope of protection of the claims.

Claims

1. A method for processing information in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled virtual character and other virtual characters controlled by the terminal device, wherein the controlled virtual character and other virtual characters belong to the same camp, and the method includes: Acquiring relative position information and identification information of the other virtual characters and the controlled virtual character; Providing an interactive control in the graphical user interface, displaying first identification information of the controlled virtual character at a preset position of the interactive control, and displaying second identification information of other virtual characters according to the relative position information; generating a communication signal in response to an interactive operation on the first identification information and / or the second identification information; The communication signal is sent to terminal devices corresponding to other virtual characters.

2. The method according to claim 1, characterized in that The step of obtaining the relative position information of the other virtual characters and the controlled virtual character further includes: In response to the controlled virtual character's viewing angle adjustment operation, obtaining adjusted relative position information between the other virtual characters and the controlled virtual character; The method of displaying the first identification information of the controlled virtual character at a preset position of the interactive control, and displaying the second identification information of other virtual characters according to the relative position information, includes: The first identification information of the controlled virtual character is displayed at a preset position of the interactive control, and the second identification information of other virtual characters is displayed according to the adjusted relative position information.

3. The method according to claim 1, characterized in that The obtaining of relative position information between the other virtual characters and the controlled virtual character includes: Obtaining current orientation information of the controlled virtual character; Obtaining position information of the controlled virtual character and the other virtual characters in the game scene; Taking the current orientation of the controlled virtual character as a reference direction, the relative position information of the other virtual characters and the controlled virtual character is determined based on the position information, and the relative position information includes the relative distance information between the other virtual characters and the controlled virtual character, and the relative orientation information of the other virtual characters relative to the position of the controlled virtual character and the reference direction.

4. The method according to claim 3, characterized in that The method of displaying the first identification information of the controlled virtual character at a preset position of the interactive control, and displaying the second identification information of other virtual characters according to the relative position information, includes: The preset direction of the preset position of the interactive control remains corresponding to the current orientation of the controlled virtual character; Determining a corresponding display position of the second identification information of the other virtual character on the interactive control based on the preset direction of the preset position of the interactive control and the relative position information; The first identification information of the controlled virtual character is displayed at a preset position of the interactive control, and the second identification information of other virtual characters is displayed at the corresponding display position.

5. The method according to claim 3, characterized in that The displaying of the second identification information of other virtual characters according to the relative position information further includes: Displaying the second identification information of the other virtual character in the interactive control in a first preset display style; The first preset display style is determined based on relative distance information between the other virtual characters and the controlled virtual character.

6. The method according to claim 3, characterized in that The method of displaying the first identification information of the controlled virtual character at a preset position of the interactive control, and displaying the second identification information of other virtual characters according to the relative position information, includes: The interactive control includes a plurality of concentric areas, and different concentric areas correspond to different distance intervals relative to the center position; The preset direction of the center position of the interactive control remains corresponding to the current orientation of the controlled virtual character; Determining corresponding display positions of second identification information of other virtual characters in corresponding concentric areas on the interactive control based on the preset direction of the center position and the relative position information; The first identification information of the controlled virtual character is displayed at the center position of the interactive control, and the second identification information of other virtual characters is displayed at the corresponding display position.

7. The method according to claim 1, characterized in that The method of displaying the first identification information of the controlled virtual character at a preset position of the interactive control, and displaying the second identification information of other virtual characters according to the relative position information, includes: In response to a preset trigger operation on the interactive control, displaying a bird's-eye view scene map at the location of the interactive control, wherein a zoom ratio of the bird's-eye view scene map is determined based on relative distance information between the other virtual characters and the controlled virtual character, and an orientation of the bird's-eye view scene map is kept corresponding to a current orientation of the controlled virtual character; Displaying the first identification information at the current position of the controlled virtual character in the scene map; The second identification information is displayed at the current position of the other virtual character in the scene map.

8. The method according to claim 1, characterized in that The generating of the communication signal in response to the interactive operation on the first identification information and / or the second identification information includes: A collection instruction is generated in response to a selection operation of the target identifier in the second identification information, where the collection instruction is used to instruct other virtual characters to go to a location where the virtual character corresponding to the target identifier is located.

9. The method according to claim 1, characterized in that The generating of the communication signal in response to the interactive operation on the first identification information and / or the second identification information includes: A directional collection instruction is generated in response to a first touch operation on the third identifier and the fourth identifier in the second identifier information, wherein the directional collection instruction is used to instruct the virtual character corresponding to the third identifier to go to a location where the virtual character corresponding to the fourth identifier is located.

10. The method according to claim 1, characterized in that Providing an interactive control in the graphical user interface includes: The directional control in the graphical user interface is switched to the interactive control, or the interactive control is displayed at the position of the directional control in the graphical user interface.

11. The method according to claim 1, wherein The generating of the communication signal in response to the interactive operation on the first identification information and / or the second identification information includes: Respond to the mode switching command and switch to the command mode; In the command mode, a communication signal is generated in response to an interactive operation on the first identification information and / or the second identification information.

12. The method according to claim 11, characterized in that The method further comprises: In the command mode, in response to a second touch operation on a fifth identifier in the first and second identifier information, the controlled virtual character is controlled to automatically find a path to a location of the virtual character corresponding to the fifth identifier.

13. The method according to claim 11 or 12, characterized in that The method further comprises: In the command mode, in response to a third touch operation on an area outside the interactive control in the graphical user interface, the command mode is exited, and the movement direction of the controlled virtual character is controlled according to the operation direction of the third touch operation.

14. An information processing device in a game, characterized in that A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled virtual character and other virtual characters controlled by the terminal device, wherein the controlled virtual character and other virtual characters belong to the same camp, and the apparatus includes: An information acquisition module, configured to acquire relative position information and identification information of the other virtual characters and the controlled virtual character; An interactive control display module, configured to provide an interactive control in the graphical user interface, display the first identification information of the controlled virtual character at a preset position of the interactive control, and display the second identification information of other virtual characters according to the relative position information; a signal generating module, configured to generate an AC signal in response to an interactive operation on the first identification information and / or the second identification information; The signal sending module is used to send the AC signal to the terminal devices corresponding to other virtual characters.

15. An electronic device, characterized in that: include: a memory storing computer-executable instructions that can be executed by a processor; A processor, configured to execute the computer-executable instructions to implement the method according to any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that A computer program is stored, and when the program is executed by a processor, the method according to any one of claims 1 to 13 is implemented.