Information processing method and device, electronic equipment and storage medium
By using a graphical user interface target control in a multiplayer online tactical game to enable continuous movement and event response of virtual objects, the problem of cumbersome virtual object movement control is solved, improving the game's operational efficiency and continuity.
Patent Information
- Application Number
- CN202511383033.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-09-25
- Publication Date
- 2026-01-02
AI Technical Summary
In existing multiplayer online tactical games, the movement control of virtual objects is cumbersome and cannot respond flexibly to game events, resulting in frequent player operations and a disjointed gaming experience.
The graphical user interface provides target controls, allowing players to trigger virtual objects to enter a continuous movement state. When a target event is detected, the movement is paused to perform specific game actions until preset conditions are met, at which point continuous movement resumes.
It reduces the number of player actions, improves the game's interactive experience and continuity, and enriches the gameplay and strategy.
Smart Images

Figure CN121243773A_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present disclosure relates to the field of games, and in particular, to an information processing method and device, electronic equipment and storage medium. BACKGROUND
[0002] In a multiplayer online tactical game, a player usually controls a virtual character to move, fight and interact in a game scene, so as to achieve diversified game experience. In the related art, a game usually provides a basic movement control mechanism, and a player controls a character to move through a virtual joystick or by clicking a screen, but such a movement control mechanism is relatively single, and when a player needs to move a long distance, the player needs to continuously operate a control interface, and in the process of movement, if other events occur or other operations need to be performed, the character will stop moving, and the player needs to re-perform a movement operation. SUMMARY
[0003] The present disclosure aims to provide an information processing method, device, electronic equipment and storage medium to solve the technical problem that virtual object movement control in a game is complicated and cannot flexibly respond to game events.
[0004] In a first aspect, the present disclosure provides an information processing method, which provides a graphical user interface through a terminal device, and the graphical user interface at least partially includes a game scene. The method comprises: in response to a triggering operation on a target control of the graphical user interface, controlling a target virtual object to enter a target state, wherein the target virtual object is a virtual object corresponding to the terminal device; in the target state, controlling the target virtual object to continuously move in the game scene; in response to a target event being triggered while the target virtual object is in the target state, controlling the target virtual object to stop continuous movement and controlling the target virtual object to perform a target game behavior corresponding to the target event; and in response to the target game behavior satisfying a first preset condition, controlling the target virtual object to continue continuous movement.
[0005] In a second aspect, the present disclosure provides an information processing device, which comprises: a state module configured to control a target virtual object to enter a target state in response to a triggering operation on a target control of a graphical user interface; and a control module configured to, in response to a target event being triggered while the target virtual object is in the target state, control the target virtual object to stop continuous movement and control the target virtual object to perform a target game behavior corresponding to the target event; and the state module is further configured to, in response to the target game behavior satisfying a first preset condition, control the target virtual object to continue continuous movement.
[0006] In a third aspect, the present disclosure provides an electronic device, comprising a processor and a memory, the memory storing machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to perform the steps in the information processing method according to any one of the above aspects.
[0007] In a fourth aspect, the present disclosure provides a computer readable storage medium, the computer readable storage medium storing computer executable instructions, and the computer executable instructions, when invoked and executed by a processor, cause the processor to perform the steps in the information processing method according to any one of the above aspects.
[0008] The present disclosure provides an information processing method, device, electronic device and storage medium. By the method provided in the embodiment, the virtual object can enter a continuous movement state only by triggering a target control by the player, the number of repeated operations of the player is reduced, and the interactive experience is improved. Meanwhile, the game event can be flexibly responded to during the continuous movement of the virtual object, and the movement state is automatically restored after the event ends, which enriches the gameplay and strategy of the game.
[0009] Other features and advantages of the present disclosure will be described in the following description, or can be learned or determined from the description without any doubt, or can be known by implementing the above-mentioned technologies of the present disclosure.
[0010] In order to make the above-mentioned purposes, features and advantages of the present disclosure more obvious and easy to understand, the following preferred embodiments are specifically described in detail below, and the accompanying drawings are described as follows. BRIEF DESCRIPTION OF DRAWINGS
[0011] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings needed to be used in the specific embodiments or the prior art description. Obviously, the drawings in the following description are some embodiments of the present disclosure, and those skilled in the art can obtain other drawings according to these drawings without any creative labor.
[0012] Figure 1 A flowchart of an information processing method provided by an embodiment of the present disclosure; Figure 2 A schematic diagram of a game interface when a virtual object is in a non-target state provided by an embodiment of the present disclosure; Figure 3 A schematic diagram of a game interface when a virtual object is in a target state provided by an embodiment of the present disclosure; Figure 4 A schematic diagram of a game interface when a virtual object is in a target state provided by another embodiment of the present disclosure; Figure 5A structural schematic diagram of an apparatus provided in an embodiment of the present disclosure; Figure 6 A structural schematic diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0013] To make the objectives, technical solutions and advantages of the embodiments of the present disclosure clearer, the following will be combined with the accompanying drawings for the embodiments of the present disclosure to clearly and completely describe the technical solutions of the embodiments of the present disclosure. Obviously, the described embodiments are some but not all of the embodiments of the present disclosure. The components of the embodiments of the present disclosure described and shown in the accompanying drawings can be arranged and designed in various different configurations.
[0014] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed present disclosure, but only represents selected embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by those of ordinary skill in the art without creative work are within the scope of protection of the present disclosure.
[0015] The information processing method in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the information processing method runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0016] In an optional embodiment, various cloud applications can run under the cloud interaction system, for example, cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the information processing method are completed on the cloud game server. The client device is used for receiving and sending data and presenting game pictures. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud game server in the cloud end performs information processing. When playing games, the player operates the client device to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.
[0017] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is configured to present a game picture. The local terminal device is configured to interact with a player through a graphical user interface, i.e., a conventional game program is downloaded and installed through an electronic device and is run. The local terminal device can provide the graphical user interface to the player in various ways, for example, the graphical user interface can be rendered and displayed on a display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen configured to present a graphical user interface including a game picture, and a processor configured to run the game, generate the graphical user interface, and control display of the graphical user interface on the display screen.
[0018] An information processing method is provided in the embodiment. Figure 1 A flowchart of the information processing method according to the embodiment of the disclosure is shown in Figure 1 The flowchart includes the following steps: In step S110, in response to a triggering operation on a target control of the graphical user interface, a target virtual object corresponding to the terminal device is controlled to enter a target state, and in the target state, the target virtual object is controlled to continuously move in a game scene.
[0019] In step S120, in response to a triggering of a target event, the target virtual object is controlled to stop the continuous movement and perform a target game behavior corresponding to the target event, when the target virtual object is in the target state.
[0020] In step S130, in response to the target game behavior satisfying a first preset condition, the target virtual object is controlled to continue the continuous movement.
[0021] The method provided in the embodiment allows the user to automatically continuously move the virtual object through a simple triggering operation, reduces the operation burden of the user, and improves the interactive experience of the game. Meanwhile, the system can automatically handle the triggering of the target event and restore the continuous movement after the event is completed, increases the coherence and fluency of the game, and enriches the game content.
[0022] The above steps are described in detail below.
[0023] The terminal device provides a graphical user interface, and the graphical user interface at least partially includes a game scene.
[0024] Specifically, the terminal device can provide a graphical user interface for the user, and the interface includes a game scene, and the user can interact with the game on the graphical user interface. When the user performs a triggering operation on a target control in the graphical user interface, the system responds to the operation, controls a target virtual object to enter a specific target state, and continuously moves in a game scene.
[0025] The graphical user interface can be a visual interface displayed on the terminal device for user interaction with the game. It typically serves the purpose of presenting game content and receiving user operation instructions.
[0026] In this embodiment, the terminal device provides a portrait-oriented graphical user interface, i.e., the terminal device needs to be in a portrait state when the player operates the game, as shown in Figure 2 .
[0027] In other embodiments, the terminal device provides a landscape-oriented graphical user interface.
[0028] The game scene can be a virtual game environment displayed in the graphical user interface. It typically serves the purpose of providing players with game experience and interactive space.
[0029] In an optional embodiment, the game scene can be an open-world type three-dimensional environment, including elements such as terrain, buildings, vegetation, and NPC characters. For example, in an open-world adventure game, the game scene is a large map containing towns, forests, mountains, and rivers, where players can freely explore and interact with the environment and NPCs.
[0030] In an optional embodiment, the game scene can be a linear game environment designed by levels, each level having specific themes and challenges. For example, in a platform jumping game, the game scene is a series of levels with specific themes, such as ice and snow world, volcanic region, jungle area, etc., each level having a unique visual style and game mechanism.
[0031] The target control can be an interactive element in the graphical user interface that triggers specific functions. It typically serves the purpose of receiving user input and executing corresponding functions.
[0032] In an optional embodiment, the target control can be an acceleration button on the interface, which, when clicked, enables the character to enter a continuous movement state. For example, there is a button with an "accelerate" icon on the right side of the interface. When the player clicks on the button, the button will become highlighted, and the controlled character will enter an automatic running state without the need for the player to continuously operate the direction keys.
[0033] In an optional embodiment, the target control can be a character state switching switch that can switch between different movement modes. For example, there is a movement mode switching button on the right side of the interface. The player can switch between "walking mode" and "running mode" by clicking on the button. After selecting "running mode", the character will enter a continuous movement state.
[0034] It should be noted that the target control can be one or more of the above, or other, while realizing the function embodied, to provide the effect required by the present application. The target control can vary according to the game scene, in some scenes it is a state switching switch, and in other scenes it is an acceleration button.
[0035] Among them, the trigger operation can be an interactive action performed by the user on the target control. It usually has the function of activating the control and triggering the system response.
[0036] In an optional implementation, the trigger operation can be a click operation, a sliding operation, a long press operation and / or other operations.
[0037] In an optional implementation, the trigger operation can be a sequence of operations based on time conditions. In this embodiment, the trigger operation can be applied to the target control, or other controls, for example, in a role-playing game, the player needs to click the move button and hold it for 1 second, then slide up without releasing, this combination of operation sequence will trigger the character to enter the continuous movement state, at this time the interface will display the prompt "automatic movement has started".
[0038] It should be noted that the trigger operation can be only one of the above embodiments, or can be multiple at the same time. For example, the game can support both click operation and combination key trigger at the same time, and the player can choose to use according to his own habits; or the game can support different trigger operations in different scenes, in some scenes it needs to be clicked simply, and in other scenes it needs a specific gesture.
[0039] Among them, the target virtual object can be a virtual character or entity in the game controlled by the terminal device. It usually has the function of representing the player performing various operations and interactions in the game world.
[0040] In an optional implementation, the target virtual object can be one of a plurality of switchable characters. For example, as shown in Figure 2 The upper left corner of the interface includes a first virtual object identifier and a second virtual object identifier, and the player can switch between the two characters according to the needs of different scenes, each character has unique skills and characteristics, and when the acceleration operation is triggered, one of the target characters will enter the continuous movement state.
[0041] In an optional implementation, the target virtual object can be a non-human entity controlled by the player, such as a vehicle or a mechanical device. For example, in a racing game, the target virtual object is a racing car selected by the player, which has specific speed, acceleration and handling performance parameters, when the player triggers the automatic driving function, the racing car will enter the continuous forward state and automatically drive along the track.
[0042] The target state can be a special running state that the target virtual object enters. It usually has the effect of changing the behavior mode and response mechanism of the virtual object. The target state can be a state identifier added to the virtual object. When the system detects that the virtual object has the state identifier, it controls the virtual object to run according to the corresponding running mode. The target state can also be a state that indicates that the virtual object is in a specific running mode and / or control mechanism, that is, the target state does not control the determination of the running mode and / or control mechanism of the virtual object.
[0043] The continuous movement can be a state in which the virtual object keeps moving without additional input. It usually has the effect of reducing the burden of continuous operation of the player and providing a smooth game experience. For example, after the player clicks the acceleration button, the character will continuously move in the current facing direction until the player cancels the state or encounters an obstacle or other events that can interrupt the state.
[0044] In an optional embodiment, the continuous movement can be an automatically moving movement with adjustable direction. For example, as shown in Figure 4 After the character enters the continuous movement state, it will automatically move forward, but the player can still adjust the movement direction through the joystick control or the direction key. The character will change the moving direction according to the input, but the player does not need to continuously press the button to keep the movement state.
[0045] It should be noted that the continuous movement can be only one of the above embodiments, or can be multiple of the above embodiments at the same time. For example, a game can support both continuous movement with fixed direction and continuous movement with adjustable direction at the same time.
[0046] As shown in Figure 2 and 3 In a specific application, the player explores a vast grassland in an open-world role-playing game. The player controls the virtual object to move according to the movement direction of the joystick control by dragging or clicking the joystick control. When the player clicks the "surfing" button (target control) on the interface, the player-controlled female warrior character (target virtual object) is switched to automatic surfing (target state). In this state, the female warrior starts to continuously move in the direction in which the player's camera is facing, without the need to continue operating the joystick control.
[0047] In step S120, specifically, when the target virtual object is in the target state (such as the automatic continuous movement state), if the system detects that the target event is triggered, it will control the target virtual object to pause the continuous movement and perform a specific game behavior corresponding to the target event.
[0048] The target event can be a condition or opportunity in the game that triggers a specific behavior. It usually has the effect of interrupting the current state and triggering a new behavior.
[0049] In an optional embodiment, the target event can be a click operation, a swipe operation, a long-press operation, and / or other operations. For example, in the case of using a click operation, the target event can be the operation of the player clicking the attack button, and when the character is in a continuous movement state, the system detects this target event when the player clicks the attack button, immediately pauses the continuous movement of the character, and performs the attack action.
[0050] In an optional embodiment, the target event can be a collision trigger event, such as the character contacting a specific object or area in the game world. For example, when a character in a continuous movement state contacts an interactive object (such as a treasure chest, NPC, or mechanism), the system detects this collision event and automatically stops the continuous movement of the character and triggers the interaction behavior with the object, such as opening the treasure chest or starting a conversation.
[0051] In an optional embodiment, the target event can be a system-automatically-triggered scenario or battle event. For example, when the character enters a specific area in a continuous movement state, the system can automatically trigger a scenario or encounter battle, at which time the continuous movement of the character is forcibly stopped and switched to a scenario playback interface or a battle interface.
[0052] It should be noted that the target event can be only one of the above embodiments, or can be multiple of the above embodiments at the same time. For example, the game can simultaneously contain player-initiated operation events and system-automatically-triggered environmental events; or some events may need to meet both collision conditions and player operations to trigger, such as clicking the interaction button in a specific area.
[0053] In an embodiment of the information processing method provided in the present application, further comprising: Step S710, the target event includes at least one of: receiving a target operation through the graphical user interface; a game event triggered by the target virtual object interacting with the game scene; a game event triggered according to the game progress.
[0054] Specifically, the target event refers to the trigger condition that can cause the target virtual object to stop continuous movement and perform a specific game behavior when the target virtual object is in a target state. These target events can come from different trigger sources, including user operation, game environment interaction, and game progress itself.
[0055] Among them, the target event can be a target operation received through the graphical user interface. The target operation refers to the interactive input of the user through the graphical user interface, which is used to instruct the game system to perform a specific operation or behavior.
[0056] In an optional implementation, the target operation can be an instruction input triggered by the user on the game interface through clicking, long pressing, swiping, or a combination of operations, etc. For example, the user can issue an attack instruction by clicking an attack button on the interface when the character is in a high-speed moving state, at which time the game system can recognize this target operation and pause the continuous moving state of the character and execute an attack action instead.
[0057] In an optional implementation, the target operation can also include an operation instruction on a specific interactive object in the scene, such as picking up an item, talking to an NPC, or opening a treasure chest, etc. For example, when the player clicks on a treasure chest icon in the game scene while the character is in a high-speed moving state, the system recognizes this operation as a target operation and controls the character to pause moving and execute an animation and logic of opening the treasure chest.
[0058] Among them, the target event can be a game event triggered by the target virtual object interacting with the game scene. The game event triggered by the game scene interaction refers to an event automatically triggered when the target virtual object collides with, overlaps, or otherwise physically contacts environmental elements in the game world.
[0059] In an optional implementation, the game event triggered by the game scene interaction can include collision detection of the character with a specific area or object in the scene. For example, when the character collides with a trap area during high-speed movement, the system automatically triggers a game event of trap activation, the character stops continuous movement and executes a reaction action related to the trap, such as being injured, dodging, or being trapped, and after the mechanism ends, the character resumes the accelerated state to continue exploration.
[0060] In an optional implementation, the game event triggered by the game scene interaction can include an event that automatically occurs when the character enters a specific trigger area. For example, when the character enters a story plot trigger area during high-speed movement, the system automatically activates the corresponding plot event, the character stops moving and participates in the plot performance, such as an NPC automatically approaching and starting a conversation or an environment changing.
[0061] In an optional implementation, the game event triggered by the game scene interaction can also include a complex interaction triggered based on a combination of character state and environmental conditions. For example, when the character moves at high speed on a wet and slippery surface on a rainy day, the system can trigger a slip event, causing the character to temporarily lose control and execute a sequence of falling and getting up actions.
[0062] Among them, the target event can be a game event triggered according to the game progress. The game event triggered according to the game progress refers to an event automatically triggered based on game state variables such as internal timeline, task progress, plot stage, etc.
[0063] In an alternative embodiment, the game event triggered by the game progress can include a timing event based on the in-game time system. For example, when the in-game clock reaches a certain time point, the system can trigger a day and night alternation event, causing the character to temporarily stop and observe the environmental changes, such as the darkening sky, the lighting of the street, or the change of the activity of the wild animals, even if the character is in a high-speed moving state.
[0064] In an alternative embodiment, the game event triggered by the game progress can include a significant node event based on the task progress or the plot stage. For example, when the player completes a key step of a certain task, the system can trigger a task update event, causing the character to stop moving and the interface to display the task update information, and possibly playing a related plot performance, even if the character is in a high-speed moving state.
[0065] In an alternative embodiment, the game event triggered by the game progress can also include a sudden event generated based on the player behavior statistics or the in-game random event system. For example, when the system detects that the player has moved at a high speed for a short time and the distance exceeds a certain threshold, it can trigger a character fatigue event, causing the character to have to stop for a short rest before continuing to move at a high speed.
[0066] In an alternative embodiment, the target game behavior can be a specific in-game action or process performed in response to the target event.
[0067] For example, the target game behavior can be a combat action performed by the character, and when the player clicks the attack button during the continuous movement of the character, the character will stop moving and perform an attack animation to cause damage to the surrounding enemies.
[0068] In an alternative embodiment, the target game behavior can be an interactive action, such as a conversation with an NPC or an operation of an item.
[0069] In an alternative embodiment, the target game behavior can be a special skill casting or a plot performance.
[0070] In a specific application, the player's character is in an automatic moving state, and suddenly the player clicks the attack button to open it. After the system detects this target event (clicking the attack button), it immediately controls the character to stop the continuous movement and perform the target game behavior of opening the treasure chest. In this process, although the continuous movement of the character is interrupted, the "automatic running" (target control) button remains active, indicating that this interruption is only temporary.
[0071] In step S130, specifically, when the target virtual object starts to perform the target game behavior corresponding to the target event, and the target game behavior meets the first preset condition, the system controls the target virtual object to resume the previous continuous moving state and continue to move continuously in the game scene.
[0072] The first preset condition can be a specific condition or rule for determining the completion state of the target game behavior. It generally determines when the target virtual object should resume the continuous movement state.
[0073] In an optional embodiment, the first preset condition can be a time-based completion condition, i.e., the target game behavior automatically satisfies the first preset condition after a certain duration. For example, when the character performs an action of collecting resources, the system counts the time, and when the collecting action lasts for 3 seconds, the system determines that the target game behavior satisfies the first preset condition, and the character automatically resumes the continuous movement state.
[0074] In an optional embodiment, the first preset condition can be an animation completion-based condition, i.e., it is satisfied when the related animation of the target game behavior is played to the end. For example, when the character performs an attack action, the system waits for the complete animation of the attack action to end, and then determines that the target game behavior satisfies the first preset condition, causing the character to resume the continuous movement state.
[0075] In an optional embodiment, the first preset condition can be an interaction result-based condition, i.e., it is satisfied when the target game behavior achieves a specific result. For example, when the character is in conversation with an NPC, only when all conversation options are completed or the player chooses to end the conversation options, the system determines that the target game behavior satisfies the first preset condition, and the character can resume the continuous movement state.
[0076] It should be noted that the first preset condition can be only one of the above embodiments, or can be multiple of the above embodiments. For example, a target game behavior can need to satisfy both the time condition and the animation completion condition, only when the action lasts for a certain duration and the related animation is played to the end, it is determined that the first preset condition is satisfied; or the system can set different preset conditions for different types of target game behaviors, a combat behavior can be determined based on animation completion, while a conversation behavior can be determined based on interaction result.
[0077] In a specific application, when the player character is continuously moving using the acceleration function, it encounters an interactive treasure chest. After the system detects this target event, it controls the character to stop continuous movement and perform the animation of opening the treasure chest (target game behavior). After the character completes the treasure chest opening animation and obtains the item (satisfies the first preset condition), the system automatically controls the character to resume the previous continuous movement state.
[0078] In an information processing method provided in an embodiment of the present application, the step of controlling the target virtual object to enter the target state comprises: Step S210, in the case that the target virtual object is not the same as the current virtual object controlled by the terminal device, control to cancel display of the current virtual object and display the target virtual object in the game scene; Step S220, control the target virtual object to enter the target state.
[0079] The method provided by the embodiment enables the player to automatically switch to the specified target virtual object and enter the accelerated state when the control is triggered, enhances the continuity and fluency of the game, and avoids the cumbersome operation of manually switching the character and then activating the special state.
[0080] The above scheme will be described in detail below.
[0081] In step S210, specifically, in the game scene, the terminal device usually controls a current virtual object, when it is needed to switch to another target virtual object, it is first determined whether the target virtual object is the same as the currently controlled virtual object, if not, the character switching operation needs to be performed, that is, the current virtual object is canceled and the new target virtual object is displayed in the game scene.
[0082] In an optional embodiment, the target virtual object can be any one of a plurality of preset game characters, for example, characters with different genders, occupations or abilities, such as characters of different occupations such as warriors, magicians and archers, or characters of different genders such as male protagonists and female protagonists.
[0083] Among them, the current virtual object controlled by the terminal device is the virtual object currently controlled by the terminal device or the virtual object that will be controlled by the terminal device without switching to the target virtual object according to the default rule. It usually has the characteristic of being currently controlled by the player, and is the game character actually controlled by the player before switching.
[0084] In an optional embodiment, the current virtual object can be the character that the player last selected to control in the current game session, which will remain in the controlled state until the player explicitly switches to another character.
[0085] In an optional embodiment, the current virtual object can be a character automatically assigned to the player for control according to the game plot or task. In some specific plot or task scenes, the system will automatically assign control to a specific character according to the design needs to meet the needs of narration or gameplay.
[0086] In an alternative implementation, the current virtual object can be a character that is currently in combat or controlled by the player in a multi-character combat system. In some games that provide a character team system, players can form a team of multiple characters, but usually only one character is active in the game scene, i.e., the current virtual object.
[0087] The differences could be due to the target virtual object having a different role identity (ID) than the current virtual object, for example, two virtual objects with different names. Or they could have different other attribute information, such as appearance, health, level, etc.
[0088] In step S220, specifically, after the display of the target virtual object is completed, the system will control the object to enter the target state, such as controlling automatic movement, accelerated movement state, combat state, or other special ability activation state.
[0089] like Figure 2 As shown, in a specific application, when the player clicks the "Speed Up" button (target control) on the game interface, the system switches the character (if necessary) and controls the target virtual object to enter a state of continuous accelerated movement. In this state, the character's movement speed increases from the normal 5 meters per second to 8 meters per second, the character animation switches to a sprint animation, and a vehicle (surfboard) is displayed at the character's feet. At the same time, the system activates the automatic movement mode, causing the character to automatically move forward in the current direction.
[0090] In an information processing method provided in one embodiment of this application, the target virtual object is determined by at least one of the following methods: Determine the target virtual object based on game status information; The target virtual object currently controlled by the terminal device is determined as the target virtual object; The target virtual object is determined based on the target virtual object pre-configured in the target control.
[0091] The method provided in this implementation allows the system to automatically determine the most suitable virtual target object when a player triggers a target state, improving the game's control experience. The game intelligently determines the target virtual object based on the needs of the current scene, simplifying the player's operation process and making game interaction smoother.
[0092] The above plan will be explained in detail below.
[0093] Specifically, the game provides multiple virtual objects for players to control, but a terminal device can only control one virtual object at a time.
[0094] Regarding determining the target virtual object based on game status information Specifically, the system can automatically determine the target virtual object that is most suitable for the current scenario or task according to the state information of the current game.
[0095] The game state information can be a set of data describing the current game environment, progress, plot, or scenario characteristics.
[0096] In an optional implementation, the game state information can include the current game plot stage, and the system automatically selects a specific target virtual object according to different plot nodes. For example, in a specific plot paragraph, the game can require that a task must be completed using the female protagonist, at which time the system automatically sets the female protagonist as the target virtual object.
[0097] In an optional implementation, the game state information can include the environmental characteristics of the current game scenario, and the system selects the most suitable virtual object according to the environmental characteristics. For example, in a water area scenario, the system can automatically select a character with swimming ability as the target virtual object.
[0098] In an optional implementation, the game state information can include special requirements of the current task, and the system selects a virtual object with specific abilities according to the task requirements. For example, if the current task requires flying ability, the system will automatically select a character or vehicle with flying ability as the target virtual object.
[0099] It should be noted that the game state information can be only one of the above implementations, or can be multiple of the above implementations. For example, the system can determine the target virtual object according to only the plot stage, or can consider multiple state information such as the plot stage, scenario environment, and task requirements, and select the most suitable target virtual object after comprehensive evaluation.
[0100] Regarding determining the target virtual object currently controlled by the terminal device as the target virtual object Specifically, the system can directly use the virtual object currently controlled by the player as the target virtual object, maintaining the continuity of control.
[0101] The virtual object currently controlled by the terminal device can be a game character selected and operated by the player before triggering the target control. The specific implementation of the foregoing regarding the virtual object currently controlled by the terminal device is also applicable to the current implementation.
[0102] Regarding determining the target virtual object according to the target virtual object pre-configured by the target control Specifically, the system can determine the corresponding target virtual object according to the pre-configuration of the target control (for example, the acceleration button).
[0103] The target virtual object pre-configured by the target control can be a default virtual character associated with a specific function button in the game system. It usually has the function of simplifying the game operation process, enabling the player to quickly switch to a specific character and activate its special ability through a single button.
[0104] In an optional embodiment, the target virtual object pre-configured by the target control can be a specific character fixedly bound to the acceleration button. For example, the game can specifically bind the acceleration button to the character with the fastest moving speed, regardless of the currently controlled character, and clicking the acceleration button will switch to the specific character and enter the acceleration state.
[0105] In an optional embodiment, the target virtual object pre-configured by the target control can be determined according to the player's custom configuration in the game settings. For example, the player can specify in the game settings which character should be used when clicking the acceleration button and / or continuously moving, and the system will determine the target virtual object according to this setting.
[0106] In an optional embodiment, the target virtual object pre-configured by the target control can be dynamically changed according to different game modes. For example, in the racing mode, the acceleration button can be bound to a speed-type character; while in the battle mode, the acceleration button can be bound to a warrior character with a charge ability.
[0107] It should be noted that the target virtual object pre-configured by the target control can be only one of the above embodiments, or can be multiple of the above embodiments. For example, the acceleration button can be bound to a fixed character, or the binding object can be dynamically adjusted according to the player's settings and game mode, providing the most suitable acceleration experience for different scenarios.
[0108] In an embodiment of the present application, a method for processing information is provided, wherein the target virtual object is determined according to game state information, and the method comprises: Step S1310, checking whether the game state information is configured with a third preset condition, wherein the game state information comprises at least one of the following: game progress, game plot, game copy, game scene; Step S1320, when the third preset condition exists, determining a specified target virtual object as the target virtual object according to the third preset condition; Step S1330, when the third preset condition does not exist, determining the target virtual object according to a preset configuration rule.
[0109] By the method provided by the embodiment, the selection manner of the target virtual object is determined by detecting whether the preset condition exists in the game state information, so that the game system can intelligently determine the target virtual object according to the game state information, and the computer field problem of single character selection mechanism and lack of scene adaptability in traditional games is solved.
[0110] The above scheme will be described in detail below.
[0111] In step S1310, specifically, the game system checks the state information in the current game environment, and judges whether the third preset condition configured in advance exists, which can be set based on game progress, game plot, game copy or game scene and the like. For example, the third preset condition can be a condition rule based on plot requirements, and a specific plot node requires using a specific character to promote story development. For example, when the player triggers the "female protagonist's memory" plot, the system will set "the female protagonist must be used in the memory plot" as the third preset condition.
[0112] In step S1320, specifically, when the system detects that the third preset condition is indeed configured in the game state information, the appropriate target virtual object is selected according to the rule specified by the condition, without considering other default selection logic.
[0113] Among them, the specified target virtual object refers to a specific virtual character selected according to the third preset condition. It usually has the function of meeting the requirements of a specific game scene or plot.
[0114] In an optional embodiment, the specified target virtual object can be a specific character specified according to the plot character requirement, such as a female protagonist or a male protagonist.
[0115] In an optional embodiment, the specified target virtual object can be a character with special ability specified according to the scene characteristics, such as a character with the ability of flight or underwater breathing. For example, when the third preset condition specifies that the female protagonist with light characteristics is used in the cliff climbing scene, the system will set the female protagonist as the specified target virtual object.
[0116] In an optional embodiment, the specified target virtual object can be a character with specific combat ability specified according to the copy requirement, such as a character with strong long-range attack or melee attack ability. For example, when the third preset condition specifies that the archer character is used in the long-range combat scene, the system will set the archer character as the specified target virtual object.
[0117] In a specific application, a player enters a "ancient city ruins" copy in the game, which is configured with a specific third preset condition "must use a female protagonist with puzzle-solving ability". After the system detects this condition, no matter which role the player uses before, the female protagonist will be set as the target virtual object according to the condition, ensuring that the player can successfully complete the puzzle-solving task of the copy.
[0118] In step S1330, specifically, if the system check result shows that no third preset condition is configured in the current game state information, the system will adopt a pre-set default configuration rule to determine the target virtual object.
[0119] The preset configuration rule refers to the default strategy used by the system to select the target virtual object without special requirements.
[0120] In an optional embodiment, the preset configuration rule can be a rule to keep the current role unchanged, that is, to use the virtual object currently controlled by the player by default.
[0121] In an optional embodiment, the preset configuration rule can be a rule to fixedly select a specific role, such as always selecting the male protagonist as the target virtual object in the accelerated state by default.
[0122] In an exemplary application of the present embodiment, a player is playing a role-playing game, and the game provides two controllable roles, a male protagonist and a female protagonist. When the player enters a special scene and clicks the acceleration button on the interface, the system first checks the current game state information and finds that the scene is configured with a third preset condition "must use a female protagonist with decryption ability". The system sets the female protagonist as the target virtual object according to this condition, even if the player is currently controlling the male protagonist. The female protagonist appears in the scene and enters the accelerated state to move automatically at a faster speed.
[0123] In the information processing method provided in an embodiment of the present application, the method further includes: In step S310, in the target state, in response to a trigger operation on the joystick control on the graphical user interface, the target virtual object is controlled to move continuously according to a moving direction corresponding to the trigger operation.
[0124] Through the method provided in the present embodiment, the game system can respond to the user's operation on the joystick control, adjust the moving direction of the role in real time when the role is already in the target state, provide direction control ability while keeping the role moving continuously, and effectively enhance the controllability of the game role in the accelerated state.
[0125] The above scheme will be described in detail below.
[0126] In step S310, specifically, in the game system, when the target virtual object has entered the target state (such as the acceleration state and / or the continuous movement state), the system still keeps monitoring the joystick control on the graphical user interface, so that the player can change the moving direction of the target virtual object by operating the joystick control, thereby realizing flexible control of the moving direction while maintaining the target state (the acceleration state).
[0127] The joystick control can be a virtual operation component provided in the game graphical user interface for controlling the moving direction of the virtual object. The joystick control can realize the interaction between the user and the game through clicking operation, sliding operation, long-pressing operation, and / or other operations. For example, in the sliding operation, the user can control the target virtual object to continuously move according to the sliding direction by sliding the finger on the joystick control.
[0128] The joystick control generally has the function of controlling the movement of the character and changing the moving direction. In the case where the virtual object is in the target state, the moving control function corresponding to the target state is given priority, and the moving control function of the joystick control is disabled, and only the function of changing the moving direction is retained. In the case where the virtual object is not in the target state, the moving and moving direction of the virtual object are controlled according to the joystick control. In the process of continuously dragging the joystick control by the player, the virtual object moves, and if the player stops dragging the joystick control, the virtual object stops moving.
[0129] In an optional embodiment, the joystick control can be a virtual joystick displayed in the lower left corner or the lower right corner of the game interface, which includes a fixed base area and a movable joystick head. When the user touches the joystick head and drags it, the joystick head will move with the user's finger, but will not exceed the boundary of the base area. The system determines the moving direction of the target virtual object according to the offset direction of the joystick head relative to the center point of the base. For example, when the user drags the joystick head upwards, the target virtual object will move in the upward direction of the game scene; when the user drags the joystick head to the right and upwards, the target virtual object will move in the right and upward direction.
[0130] In an optional embodiment, the joystick control can be a dynamically appearing virtual joystick, that is, after the user touches any position on the screen, the system generates a temporary joystick control at the touch point.
[0131] The trigger operation can be a user interaction operation performed on the joystick control on the graphical user interface. The trigger operation can be realized through clicking operation, sliding operation, long-pressing operation, and / or other operations. For example, in the sliding operation, the user can generate the trigger operation by sliding the finger on the joystick control, and the system detects and responds to the trigger operation to control the movement of the target virtual object.
[0132] In an alternative embodiment, the trigger operation can be a drag operation, in which the user touches the center point (or the head of the joystick) of the joystick control and drags in a certain direction, forming a vector from the starting point to the current touch point. The system determines the direction in which the target virtual object should move by calculating the direction angle of this vector (for example, the angle relative to the screen coordinate system). The duration of the drag operation determines the duration of the direction control, that is, the user continues to drag the joystick, and the system continues to respond and update the moving direction of the target virtual object.
[0133] In an alternative embodiment, the trigger operation can be a click-and-release operation combination, that is, the user first clicks a certain point in the joystick control area, and the system immediately calculates the direction of the line connecting the point and the center of the joystick, and adjusts the moving direction of the target virtual object to this direction. When the user releases the touch, the system will keep this moving direction unchanged until the user performs the next trigger operation. This implementation is suitable for game scenarios that require rapid direction changes but do not require frequent fine-tuning of the direction.
[0134] It should be noted that the trigger operation can be only one of the above embodiments, or can be multiple of the above embodiments at the same time. For example, the game system can only implement the drag operation as the only way to trigger the joystick control; or it can support the drag operation, the click-and-release operation, and the high-precision operation of double-clicking and then dragging, allowing different players to choose the most suitable operation mode according to their personal habits and scene requirements.
[0135] In an alternative embodiment, the trigger operation can be a drag operation, in which the user touches the center point (or the head of the joystick) of the joystick control and drags in a certain direction, forming a vector from the starting point to the current touch point. The system determines the direction in which the target virtual object should move by calculating the direction angle of this vector (for example, the angle relative to the screen coordinate system). The duration of the drag operation determines the duration of the direction control, that is, the user continues to drag the joystick, and the system continues to respond and update the moving direction of the target virtual object.
[0136] In a specific application, the player-controlled character enters a target state (continuous movement state) by clicking the target control on the right side of the interface. In this state, when the player needs to adjust the moving direction of the character, the player can touch and drag the joystick control below the screen to make the character move according to the adjusted direction on the basis of continuous movement.
[0137] In an embodiment of the information processing method provided in the present application, the method further includes: Step S410, in the case where the target virtual object is in the target state, controlling the target control to be switched from the first display state to the second display state; Step S420, in the process of controlling the target virtual object to stop continuous movement and controlling the target virtual object to perform the target game behavior corresponding to the target event, maintaining the second display state of the target control.
[0138] The method provided in this embodiment enables dynamic management of the visual state of the target control, maintaining consistent interface feedback when the target virtual object is in a continuous moving state and when the target game behavior is executed, thus preserving the user's intuitive perception of the current state.
[0139] The above plan will be explained in detail below.
[0140] In step S410, specifically, after the target virtual object enters the target state, the system needs to adjust the display state of the target control accordingly so as to intuitively reflect the current state change of the target virtual object on the interface.
[0141] The first and second display states are distinguished by different visual representations, such as color changes, icon changes, size changes, brightness variations, or combined effects. For example... Figure 2 and Figure 3 As shown, when the target control is triggered, it displays the text "Start" and the background color is white. After the target control is triggered, the text displayed on the target control changes from "Start" to "Stop" and the background color of the control is adjusted to gray.
[0142] In step S420, specifically, even if the target virtual object temporarily stops moving due to the triggering of a target event and executes the corresponding target game behavior, the system will maintain the second display state of the target control unchanged, to indicate that the target state is only temporarily interrupted rather than completely terminated. For example, if the player's character is in a continuous running state (target state), and the player clicks the attack button, the character will stop and perform an attack action, but the target control will remain highlighted, indicating that the character will continue to accelerate after the attack is completed.
[0143] After the target control virtual object is triggered to enter the target state, the system will set a status label for the target control or virtual object. The display state of the target control is controlled according to the status label. When the target virtual object temporarily stops moving due to the triggering of the target event, the status label of the target control or virtual object will still be maintained, and the display state of the target control will continue to be controlled according to the status label.
[0144] like Figure 2 As shown in an exemplary application of this embodiment, the game interface includes a target control located on the right side, initially displayed as a blue unselected state (first display state). After the player clicks the control, the target virtual object enters a continuously moving target state, and the target control turns orange and highlighted (second display state). When the character encounters an enemy during acceleration and automatically triggers combat, the character stops moving and performs combat actions, but the target control remains orange and highlighted. After the combat ends, the character automatically resumes movement.
[0145] In an embodiment of the information processing method provided in the present application, the step of controlling the target virtual object to enter the target state comprises: In step S510, the first movement speed of the target virtual object is adjusted to a target movement speed corresponding to the target state, wherein the target movement speed is different from the first movement speed. In step S520, the target virtual object is controlled to move continuously at the target movement speed.
[0146] The method provided in the present embodiment enables the player to control the target virtual object to switch from the normal movement state to the continuous movement state and adjust the movement speed through a simple triggering operation, thereby enriching the operation mode of the game.
[0147] The above scheme will be described in detail below.
[0148] In step S510, specifically, in the game scene, the target virtual object has a default first movement speed in the initial state, and when the user triggers the target control, the system adjusts the movement speed of the target virtual object from the first movement speed to a target movement speed corresponding to the target state.
[0149] The first movement speed can be the normal movement speed of the target virtual object in the non-target state. The first movement speed usually has a reference movement rate as the default state of the virtual object in the game, providing the player with a basic movement control experience.
[0150] In an optional embodiment, the first movement speed can be the normal walking speed of the target virtual object in the game, which is the basic speed used by the player to control the virtual object to normally explore the game scene.
[0151] In an optional embodiment, the first movement speed can be a movement speed dynamically determined based on the character attributes, which can be different according to the equipment, skills or state effects of the character.
[0152] In an optional embodiment, the first movement speed can also be adaptively adjusted according to the game scene type, providing different default movement rates in different scene environments.
[0153] The target movement speed can be a movement speed faster or slower than the first movement speed.
[0154] In an optional embodiment, the target movement speed can be a fixed movement speed, which is greater than the first movement speed.
[0155] In an optional implementation, the target moving speed can be dynamically determined according to the attribute or equipment of the target virtual object or determined according to a fixed multiple of the first moving speed, so as to provide different acceleration effects for different types of characters.
[0156] In an optional implementation, the target moving speed can also dynamically change with the extension of the target state duration, so as to realize gradual adjustment of the acceleration effect.
[0157] In step S520, specifically, after adjusting the moving speed of the target virtual object, the system controls the target virtual object to continuously move in the game scene at the adjusted target moving speed without the need for the player to continuously operate the joystick or other controllers.
[0158] In an information processing method provided in an embodiment of the present application, the step of controlling the target virtual object to continuously move at the target moving speed comprises: In step S610, the current facing direction of the target virtual object is obtained. In step S620, the target virtual object is controlled to automatically move along the current facing direction.
[0159] Through the method provided in the embodiment, the system can determine the automatic moving direction according to the current orientation of the target virtual object, and the automatic moving function of the virtual object in the game scene is realized.
[0160] The above scheme will be described in detail below.
[0161] In step S610, specifically, the system obtains the current facing direction data of the target virtual object in the game scene, which is usually represented as an angle value or a direction vector.
[0162] The current facing direction can be the orientation angle or direction vector of the target virtual object in the game scene or the orientation data of the virtual camera.
[0163] In an optional implementation, the current facing direction can be the last moving direction of the target virtual object before entering the target state. When responding to the triggering operation on the target control, the system records the current moving direction of the target virtual object and takes the direction as the facing direction of the target virtual object after entering the target state.
[0164] In an optional implementation, the current facing direction can be direction data calculated according to the model orientation of the target virtual object. The system can extract orientation information from the model data of the target virtual object and convert the information into a value representing the moving direction. For example, the system detects that the character model is facing southeast, and therefore obtains the angle value or vector coordinates of the southeast direction as the direction parameter of the automatic movement of the character.
[0165] In step S620, specifically, the system controls the target virtual object to automatically move at the target moving speed along the direction according to the acquired current facing direction data, without the need for the player to continuously provide moving instructions.
[0166] The automatic movement can be a process in which the system autonomously controls the target virtual object to move in the game scene. Generally, it has the effect of reducing the operation burden of the player and providing a continuous moving experience.
[0167] In an optional implementation, the automatic movement can include obstacle avoidance processing of the moving path of the target virtual object. When controlling the target virtual object to move along the current facing direction, the system can detect obstacles within a certain range in front of the target virtual object and make fine adjustments to avoid collisions when necessary.
[0168] In a specific application, after the player-controlled wizard character triggers the "Wind Rush" skill (corresponding to the target control), the wizard character enters an acceleration state, and the system increases the moving speed of the wizard character from the normal 4 units per second to 11 units per second, while starting the continuous moving function. At this time, the wizard character starts to automatically run along the direction last specified by the player. The player does not need to continuously push the joystick, but can still change the moving direction of the wizard by operating the joystick.
[0169] In an embodiment of the information processing method provided in the present application, in response to triggering a target event, the step of controlling the target virtual object to stop continuous movement and controlling the target virtual object to perform a target game behavior corresponding to the target event includes: Step S810, continuously monitoring the interaction event between the target virtual object and the game scene during the target state; Step S820, when it is detected that the interaction event meets a second preset condition, determining that the target event is triggered; Step S830, in response to triggering the target event, controlling the target virtual object to stop continuous movement and controlling the target virtual object to perform a target game behavior corresponding to the target event.
[0170] Through the method provided in the embodiment, the system can automatically identify the interaction event with the game scene during the continuous movement of the target virtual object, and pause the continuous movement state to perform the corresponding game behavior according to the preset condition, which not only ensures that important interactions in the game are not missed, but also maintains the continuity of the accelerated movement.
[0171] The above scheme will be described in detail below.
[0172] In step S810, specifically, in the case that the target event is a game event triggered by the target virtual object interacting with the game scene, when the target virtual object enters the target state, the system monitors the interaction events that may occur between the target virtual object and various elements in the game scene in real time during the continuous movement of the target virtual object.
[0173] In step S820, specifically, the system compares the detected interaction event with the second preset condition, and determines that the target event is triggered when the interaction event meets the second preset condition.
[0174] The second preset condition can be a condition set for judging whether the interaction event needs to trigger the target event. Generally, it has the function of screening and filtering the interaction event, and ensures that only important or necessary interaction events can interrupt the continuous movement state of the target virtual object.
[0175] In an optional embodiment, the second preset condition can include a priority evaluation condition of the interaction event, and the system sets different priorities for different types of interaction events. Only the interaction event that meets a specific priority threshold can trigger the target event. For example, in the game, the system can set the dialogue event of the main task NPC as a high priority, and set the ordinary collection item as a low priority. When a high-priority interaction event is detected, it is determined that the target event is triggered, and a low-priority interaction event does not interrupt the acceleration state.
[0176] In an optional embodiment, the second preset condition can include a type matching condition of the interaction event. Only a specific type of interaction event can trigger the target event. For example, in the game, the system can set that only the interaction event of the NPC dialogue type can trigger the target event, and the interaction event of entering an ordinary area does not trigger the target event, thereby allowing the target virtual object to pass through some unimportant areas in the acceleration state.
[0177] It should be noted that the second preset condition can be only one of the above embodiments, or can be multiple of the above embodiments at the same time. For example, the system can consider the priority and type of the interaction event to determine whether to trigger the target event, or only consider whether the interaction event is a mandatory event to make a judgment.
[0178] In step S830, specifically, after determining that the target event is triggered, the system first controls the target virtual object to stop the current continuous movement state, and then controls the target virtual object to perform a specific game behavior corresponding to the target event.
[0179] In an embodiment of the information processing method provided in the present application, the step of controlling the target virtual object to stop the continuous movement comprises: Step S910, controlling the target virtual object to exit the target state; Step S920, restoring the moving speed of the target virtual object to at least one of the following: normal moving speed, stop moving, and moving speed corresponding to the target event.
[0180] The above scheme will be described in detail below.
[0181] In step S910, specifically, when it is necessary to control the target virtual object to stop continuous movement, the target virtual object first needs to be exited from the target state to cancel the continuous movement effect brought by the target state.
[0182] In step S920, specifically, after the target virtual object exits the target state, its moving speed needs to be adjusted to a speed suitable for the current game situation, including restoring to normal moving speed, completely stopping moving, or selecting a corresponding moving speed according to the triggered target event.
[0183] In an optional embodiment, the moving speed of the target virtual object is restored to normal moving speed, i.e., restored to the default moving speed before entering the target state, so that the player can normally control the movement of the target virtual object through the joystick control.
[0184] In an optional embodiment, the moving speed of the target virtual object is adjusted to stop moving, i.e., the moving speed is zero, and the target virtual object remains in a stationary state. For example, when the female protagonist performs a target event of dialogue with an important NPC, the system sets the moving speed of the female protagonist to zero, so that she stops in front of the NPC to perform dialogue interaction, ensuring the stability of the dialogue scene.
[0185] In an optional embodiment, the moving speed of the target virtual object is adjusted to a moving speed corresponding to the target event, and the most suitable moving speed is selected according to the currently triggered game event. For example, when the target virtual object triggers a battle event, the system adjusts its moving speed to a specific speed in the battle mode, which may be between normal moving and accelerated state to adapt to the flexible maneuverability required in the battle; if it is a dialogue with an NPC, it can stop in place or make a small position movement in place to make the dialogue action of the virtual object and the NPC more natural.
[0186] In an exemplary application of the embodiment, when the character is continuously moving in the target state, the system automatically detects the target event when the character approaches a jumping platform area, controls the character to exit the target state, cancels the automatic forward mode of the character, and restores the moving speed of the character to the normal moving speed according to the characteristics of the jumping challenge, so that the player can accurately control the position and movement of the character through the joystick, and better cope with the upcoming jumping challenge. The automatic state adjustment mechanism makes the transition between different scenes more natural and smooth, and improves the game experience of the player.
[0187] In an embodiment of the information processing method provided in the present application, the control of the target virtual object to continue the continuous movement comprises: In step S910, the target virtual object is controlled to re-enter the target state.
[0188] The method provided by the embodiment enables the game system to intelligently manage the moving state of the character and automatically restore the previous target state (such as automatic movement or automatic fast movement) after temporary interruption.
[0189] In step S910, specifically, when the target game behavior meets the first preset condition, the system controls the target virtual object to re-enter the target state, so that the target virtual object can continue to move continuously.
[0190] The target state can be a special running state of the target virtual object in the game. It usually has the function of changing the default behavior mode and attributes of the target virtual object.
[0191] In an optional embodiment, the target state can be a special acceleration state, in which the moving speed of the target virtual object is increased from the normal speed to a faster speed, so that the character can move faster in the game scene.
[0192] In an optional embodiment, the target state can include special movement logic, for example, in the state, the target virtual object can automatically move continuously in the current direction without the need for the player to continuously operate the direction control.
[0193] In an exemplary application of the embodiment, when the player-controlled character (target virtual object) automatically runs in the acceleration state and encounters an interactive point that needs to collect resources, the system detects this situation, temporarily interrupts the acceleration state, controls the character to stop moving and perform the collection action. When the collection action is completed, the system determines that the collection behavior meets the condition for resuming acceleration (the first preset condition), and then automatically controls the character to re-enter the acceleration state and continue to move at high speed in the original direction, without the need for the player to click the acceleration button again, so that the entire game experience is more smooth and natural.
[0194] In an embodiment of the information processing method provided in the present application, the method further comprises: In step S1010, in response to a role switching instruction triggered by a role switching control located on the graphical user interface, the target virtual object is switched to a virtual object corresponding to the role switching instruction. In step S1020, the virtual object corresponding to the role switching instruction is controlled to be in a non-target state.
[0195] Through the method provided in the present embodiment, the user can conveniently switch different virtual roles in the game through the role switching control, and the virtual role after switching is ensured to be in a normal state rather than an accelerated state, thereby avoiding operation errors and inconvenience that may be caused by immediately entering the accelerated state after switching the role.
[0196] The above scheme will be described in detail below.
[0197] In step S1010, specifically, when the user issues a role switching instruction through the role switching control on the graphical user interface during the game process, the game system will respond to the instruction and switch the target virtual object currently controlled to a virtual object corresponding to the role switching instruction, thereby realizing switching between roles.
[0198] The role switching control can be an interactive element on the game interface specially used for switching different roles. Generally, it has the function of allowing the player to select and switch between multiple virtual roles controllable in the game. For example, through a clicking operation, the player can click the role switching control on the graphical user interface to trigger the role switching instruction.
[0199] In an optional embodiment, the role switching control can be a button control displayed at a fixed position on the game interface. The button control can display the avatar or icon of the current switchable role, and the user can trigger the role switching instruction by clicking the button. For example, as shown in Figure 2 the lower right corner of the game interface, a button is provided, and the avatar of the virtual object currently controlled is displayed on the button. The player can select the role to be controlled by clicking the button, and can switch the roles one by one in a preset switching order when switching.
[0200] In an optional embodiment, the role switching control can be a role selection wheel activated by a specific gesture (for example, a sliding gesture). After the user selects the target role on the wheel, the role switching instruction can be triggered by releasing the finger. For example, the player can perform a specific sliding gesture (such as sliding from the edge of the screen to the center) on the game interface to activate a circular wheel-type role selector. All available roles are displayed on the wheel, and the player releases the finger after sliding to the target role. The system switches to the selected role.
[0201] In an optional embodiment, the character switching control can be a character bar at the bottom of the game interface, displaying all the switchable character thumbnails, and the user can switch to the corresponding character by clicking any thumbnail. For example, a semi-transparent character selection bar can be designed at the bottom of the game scene, which displays all the controllable character icons in the game. The player only needs to click the character icon he wants to switch to, and the system will immediately switch the currently controlled character to the selected character.
[0202] The character switching instruction can be an instruction triggered by the user operating the character switching control to switch the currently controlled character.
[0203] In an optional embodiment, the character switching instruction can contain a unique identifier of the target character, and the system determines the specific character to switch to according to the identifier. For example, when the player clicks the "Character B" avatar in the character switching control, the system receives a character switching instruction containing the unique ID or index value of "Character B", and the system determines to switch the control from the current character to "Character B" according to the identifier.
[0204] In an optional embodiment, the character switching instruction can be a preset character rotation instruction, and the system switches to the next available character in a predetermined order after each trigger. For example, in a game with only two characters (such as the male and female protagonists), the player clicks the character switching button each time, and the system alternates between the two characters without the player specifying which character to switch to.
[0205] In an optional embodiment, the character switching instruction can carry switching mode information, such as immediate switching or delayed switching under certain conditions. For example, in some battle scenes, the character switching instruction can be set to execute the switch after the current character completes the current action, or only allow the character to switch in a safe area. These switching conditions and modes can be included in the character switching instruction.
[0206] It should be noted that the character switching instruction can be only one of the above embodiments, or it can be multiple of the above embodiments. For example, the system can support both the switching instruction containing the specific character identifier and the preset rotation instruction, or the character switching instruction can carry different switching mode information in different situations according to the game scene.
[0207] In step S1020, specifically, after completing the character switching, the system sets the newly switched virtual object to a non-target state, so that the new character is configured to move according to the user's movement operation.
[0208] In the embodiment, the role switching by the role switching control makes the switched virtual role be in the non-target state. The switched target virtual object will directly enter the target state after the switching of the target virtual object triggered by the target control.
[0209] In other embodiments, after the switching of the virtual object by the role switching control, the switched virtual object will inherit the target state of the virtual object before the switching.
[0210] The non-target state can be a moving control state of the virtual object, which is opposite to the target state. Generally, the non-target state has the effect of moving the virtual object at a normal speed and being controlled by the player rather than being automatically moved.
[0211] In an optional embodiment, the moving speed of the virtual object in the non-target state is the normal speed, and the virtual object will not move at an accelerated speed. The player needs to actively control the moving direction and speed of the virtual object by the joystick control. For example, in the non-target state, the player needs to continuously operate the virtual joystick on the screen to control the movement of the role. If the player releases the joystick, the role will immediately stop moving, and the moving speed will be kept within the normal range set by the game.
[0212] In an embodiment of the information processing method provided in the application, the method further includes: In step S1110, in response to the stop operation on the target control, at least one of the following steps is performed: stopping controlling the continuous movement of the target virtual object, which is configured to move in response to the joystick control; adjusting the moving speed of the target virtual object from the target moving speed corresponding to the target state to the first moving speed; controlling the target control to switch from the second display state corresponding to the target state to the first display state.
[0213] The method provided in the embodiment enables the user to conveniently exit the accelerated state and return to the normal moving state, which not only improves the interactive experience and enables the user to freely switch the moving mode of the role according to the requirements of the game scene, but also enables the user to intuitively understand the moving state of the role through the explicit visual feedback mechanism.
[0214] The above scheme will be specifically described below.
[0215] In step S1110, specifically, when the target virtual object is in the target state, the system detects that the user performs a stop operation on the target control. The system will respond to the operation and perform related steps to exit the target state and restore the normal moving state.
[0216] The stop operation can be an interaction instruction operation for the target control. Generally, the stop operation has an effect of making the target virtual object exit the target state. The stop operation can be implemented by means of a click operation, a sliding operation, a long press operation, and / or other operations.
[0217] In an optional embodiment, the stop operation can be a re-click operation on the target control that is already in the second display state. This operation indicates that the user wants to cancel the current target state and return to the normal movement state. For example, as shown in Figure 3 When the target control is displayed as a "stop" button, the user can click the button to issue a stop operation instruction and terminate the continuous movement state of the target virtual object.
[0218] In an optional embodiment, the stop operation can be a long press operation on the target control. The system detects that the long press operation has reached a preset duration and identifies it as a stop operation.
[0219] In an optional embodiment, the stop operation can also be implemented by a system preset shortcut gesture.
[0220] It should be noted that the stop operation can be only one of the above embodiments, or can be multiple of the above embodiments at the same time.
[0221] The stop operation that stops the continuous movement of the target virtual object can be an operation that terminates the automatic movement behavior of the target virtual object in the target state. Generally, the stop operation has an effect of making the target virtual object return to a user manual control mode. The stop operation can be implemented by means of terminating automatic path calculation, canceling speed addition, and / or restoring a normal control mode. For example, in the case of restoring a normal control mode, the system terminates the automatic movement function of the target virtual object and re-enables the direct operation response of the joystick control.
[0222] In an optional embodiment, the stop operation that stops the continuous movement of the target virtual object can include terminating the current movement of the target virtual object, making it stop at the original position, and then waiting for the user to issue a new movement instruction through the joystick control.
[0223] In an optional embodiment, the stop operation that stops the continuous movement of the target virtual object can be implemented in a buffer deceleration manner. The target virtual object will gradually decelerate in a short time until it stops or drops to a normal speed, and then switch to joystick control.
[0224] In an alternative embodiment, stopping the continuous movement of the target virtual object can also reserve the current moving direction of the character while terminating the automatic movement, but immediately return the control to the joystick control. This design maintains the continuity of movement while achieving the switching of control mode. For example, the character is accelerating in the northeast direction, when the user performs the stop operation, the character will keep moving in the northeast direction, but the speed is reduced and the movement is completely controlled by the joystick, and the user can immediately adjust the direction by the joystick.
[0225] In an alternative embodiment, adjusting the moving speed of the target virtual object from the target moving speed corresponding to the target state to the first moving speed can be an operation of modifying the moving speed parameter of the target virtual object. It usually has the effect of restoring the normal moving state of the character. The moving speed adjustment can be realized by instantaneous speed modification, gradual speed transition and / or state parameter reset. Taking state parameter reset as an example, the system will directly adjust the speed attribute value of the target virtual object from the high value of the acceleration state to the standard value of the normal state.
[0226] In an alternative embodiment, controlling the target control to switch from the second display state corresponding to the target state to the first display state can be an operation of updating the visual representation of the interface element. It usually has the effect of providing explicit state feedback to the user. The display state switching can be realized by updating the control text, modifying the control style and / or switching the control icon. Taking updating the control text as an example, the system can change the text on the target control from "stop accelerating" to "start accelerating", which intuitively indicates the change of the current state.
[0227] In an alternative embodiment, controlling the target control to switch from the second display state corresponding to the target state to the first display state can include changing the text on the control from "stop accelerating" to "start accelerating", and changing the background color of the control from the highlighted state (such as red) to the normal state (such as blue).
[0228] In an alternative embodiment, controlling the target control to switch from the second display state corresponding to the target state to the first display state can also include removing the visual effects unique to the second display state.
[0229] In an exemplary application of the present embodiment, as shown in Figure 2 The target control is set in the game interface, and the initial display is the "start" text with a blue background (first display state). Clicking the button enters the acceleration automatic movement state, and the button immediately changes to the "stop" text with a red background (second display state), and the character starts to automatically move at an accelerated speed, as shown in Figure 3 The player clicks the "stop" button to perform the stop operation. The system immediately responds to the operation, stops the automatic movement of the character and returns the control to the joystick control, and restores the appearance of the button to the blue "start" state, as shown inFigure 2 As shown.
[0230] Corresponding to the above method embodiments, the embodiments of the present disclosure also provide an information processing device 500, as shown in the figure, the device comprises: Figure 5 A state module 510 configured to control the target virtual object to enter a target state in response to a triggering operation on the target control of the graphical user interface; A control module 520 configured to, in response to triggering a target event, control the target virtual object to stop continuous movement and control the target virtual object to perform a target game behavior corresponding to the target event when the target virtual object is in the target state; The state module 530 is further configured to control the target virtual object to continue continuous movement in response to the target game behavior satisfying a first preset condition.
[0231] Through the above information processing device, the player only needs to trigger the target control to make the virtual object enter the continuous movement state, reducing the number of repeated operations of the player and improving the interactive experience; at the same time, the virtual object can flexibly respond to the game event during continuous movement and automatically restore the movement state after the event ends, enriching the game play and strategy.
[0232] The embodiments of the present disclosure also provide an electronic device, as shown in the figure, the electronic device comprises a processor and a memory, the memory stores machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to realize the above information processing method. Figure 6
[0233] Specifically, the above information processing method comprises: in response to a triggering operation on a target control of a graphical user interface, controlling a target virtual object to enter a target state, wherein the target virtual object is a virtual object corresponding to a terminal device; in the target state, controlling the target virtual object to continuously move in a game scene; in response to triggering a target event, controlling the target virtual object to stop continuous movement and controlling the target virtual object to perform a target game behavior corresponding to the target event when the target virtual object is in the target state; and in response to the target game behavior satisfying a first preset condition, controlling the target virtual object to continue continuous movement.
[0234] Optionally, the step of controlling the target virtual object to enter the target state comprises: in the case that the target virtual object is not the same as a current target virtual object controlled by the terminal device, controlling the current target virtual object to be cancelled and displaying the target virtual object in the game scene; and controlling the target virtual object to enter the target state.
[0235] Optionally, the method further comprises: in the target state, in response to a triggering operation on a joystick control on the graphical user interface, controlling the target virtual object to continue moving according to a moving direction corresponding to the triggering operation.
[0236] Optionally, the method further comprises: in a case where the target virtual object is in the target state, controlling the target control to be switched from the first display state to a second display state; and the method further comprises: in a process of controlling the target virtual object to stop the continuous movement and control the target virtual object to perform a target game behavior corresponding to the target event, maintaining the second display state of the target control.
[0237] Optionally, the step of controlling the target virtual object to enter the target state comprises: controlling the first moving speed of the target virtual object to be adjusted to a target moving speed corresponding to the target state, wherein the target moving speed is different from the first moving speed; and controlling the target virtual object to continue moving at the target moving speed.
[0238] Optionally, the step of controlling the target virtual object to continue moving at the target moving speed comprises: acquiring a current facing direction of the target virtual object; and controlling the target virtual object to automatically move along the current facing direction.
[0239] Optionally, the target event comprises at least one of: a target operation received through the graphical user interface; a game event triggered by the target virtual object interacting with the game scene; and a game event triggered according to a game progress.
[0240] Optionally, in a case where the target event is a game event triggered by the target virtual object interacting with the game scene, in the target state of the target virtual object, in response to triggering the target event, the step of controlling the target virtual object to stop the continuous movement and control the target virtual object to perform a target game behavior corresponding to the target event comprises: continuously monitoring an interaction event between the target virtual object and the game scene during the target state; determining that the target event is triggered when it is detected that the interaction event meets a second preset condition; and in response to triggering the target event, controlling the target virtual object to stop the continuous movement and controlling the target virtual object to perform the target game behavior corresponding to the target event.
[0241] Optionally, the step of controlling the target virtual object to stop the continuous movement comprises: controlling the target virtual object to exit the target state; and restoring the moving speed of the target virtual object to at least one of: a normal moving speed, a stop moving, and a moving speed corresponding to the target event.
[0242] Optionally, the step of controlling the target virtual object to continue the continuous movement comprises: controlling the target virtual object to re-enter the target state.
[0243] Optionally, the method further comprises: in response to a role switching instruction triggered by a role switching control located on the graphical user interface, controlling the target virtual object to be switched to a virtual object corresponding to the role switching instruction; and controlling the virtual object corresponding to the role switching instruction to be in the non-target state.
[0244] Optionally, the method further comprises: in response to a stop operation on the target control, performing at least one of the following: stopping controlling the target virtual object to move continuously in response to the joystick control; adjusting a moving speed of the target virtual object from a target moving speed corresponding to the target state to a first moving speed; and controlling the target control to be switched from a second display state corresponding to the target state to a first display state.
[0245] Optionally, the game provides at least two target virtual objects for the terminal device to control, wherein the terminal device can control only one of the target virtual objects at the same time; and the target virtual objects are determined in at least one of the following manners: determining the target virtual objects according to game state information; determining the target virtual objects as the target virtual object currently controlled by the terminal device; and determining the target virtual objects according to target virtual objects pre-configured by the target control.
[0246] Optionally, determining the target virtual objects according to the game state information comprises: checking whether a third preset condition is configured in the game state information, wherein the game state information comprises at least one of the following: game progress, game plot, game copy, and game scene; when the second preset condition exists, determining a designated target virtual object as the target virtual object according to the second preset condition; and when the second preset condition does not exist, determining the target virtual objects according to a preset configuration rule.
[0247] The electronic device provided by the above-mentioned embodiments enables the player to only trigger the target control to make the virtual object enter the continuous moving state, thereby reducing the number of repeated operations of the player and improving the interactive experience; meanwhile, the virtual object can be flexibly responded to the game event during the continuous moving process and automatically restored to the moving state after the event ends, thereby enriching the game play and strategy.
[0248] Further, Figure 6 The electronic device shown further comprises a bus 102 and a communication interface 103, and the processor 101, the communication interface 103, and the memory 100 are connected through the bus 102.
[0249] The memory 100 can include a high-speed random access memory (RAM), and can also include a non-volatile memory, such as at least one disk memory. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, a wide area network, a local network, a metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 6 Only one bidirectional arrow is used to represent the system network element and at least one other network element, but it does not mean that there is only one bus or one type of bus.
[0250] The processor 101 can be an integrated circuit chip with signal processing capability. In the implementation process, each step of the above method can be completed by the integrated logic circuit of hardware in the processor 101 or the instructions in the form of software. The processor 101 described above can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. Each method, step and logic block disclosed in the embodiment of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in combination with the embodiment of the present disclosure can be directly embodied as a hardware code processor for execution, or a combination of hardware and software modules in the code processor for execution. The software module can be located in a random access memory, a flash memory, a read-only memory, a programmable read-only memory, an electrically erasable programmable memory, a register, or other mature storage media in the art. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100, and combines the hardware to complete the steps of the method of the above embodiment.
[0251] The embodiment of the present disclosure further provides a computer readable storage medium, which stores computer executable instructions. When the computer executable instructions are called and executed by a processor, the computer executable instructions cause the processor to implement the information processing method. For details, refer to the method embodiment, which will not be repeated here.
[0252] Specifically, the information processing method comprises: in response to a triggering operation on a target control of a graphical user interface, controlling a target virtual object to enter a target state, wherein the target virtual object is a virtual object corresponding to a terminal device; in the target state, controlling the target virtual object to continuously move in a game scene; in the target state of the target virtual object, in response to a triggering target event, controlling the target virtual object to stop continuous movement, and controlling the target virtual object to perform a target game behavior corresponding to the target event; in response to the target game behavior satisfying a first preset condition, controlling the target virtual object to continue continuous movement.
[0253] Optionally, the step of controlling the target virtual object to enter the target state comprises: in a case where the target virtual object is not the same as a current target virtual object controlled by the terminal device, controlling the current target virtual object to be cancelled from display, and displaying the target virtual object in the game scene; and controlling the target virtual object to enter the target state.
[0254] Optionally, the method further comprises: in the target state, in response to a triggering operation on a joystick control on the graphical user interface, controlling the target virtual object to continuously move according to a movement direction corresponding to the triggering operation.
[0255] Optionally, the method further comprises: in the case where the target virtual object is in the target state, controlling the target control to be switched from a first display state to a second display state; and the method further comprises: in the process of controlling the target virtual object to stop continuous movement and controlling the target virtual object to perform the target game behavior corresponding to the target event, maintaining the second display state of the target control.
[0256] Optionally, the step of controlling the target virtual object to enter the target state comprises: controlling a first movement speed of the target virtual object to be adjusted to a target movement speed corresponding to the target state, wherein the target movement speed is different from the first movement speed; and controlling the target virtual object to continuously move at the target movement speed.
[0257] Optionally, the step of controlling the target virtual object to continuously move at the target movement speed comprises: acquiring a current facing direction of the target virtual object; and controlling the target virtual object to automatically move along the current facing direction.
[0258] Optionally, the target event comprises at least one of the following: receiving a target operation through the graphical user interface; a game event triggered by the target virtual object interacting with the game scene; a game event triggered according to the game progress.
[0259] Optionally, in the case where the target event is a game event triggered by the target virtual object interacting with the game scene, when the target virtual object is in the target state, in response to triggering the target event, the step of controlling the target virtual object to stop the continuous movement and controlling the target virtual object to perform the target game behavior corresponding to the target event comprises: during the target state, continuously monitoring the interaction event between the target virtual object and the game scene; when it is detected that the interaction event meets a second preset condition, determining that the target event is triggered; in response to triggering the target event, controlling the target virtual object to stop the continuous movement and controlling the target virtual object to perform the target game behavior corresponding to the target event.
[0260] Optionally, the step of controlling the target virtual object to stop the continuous movement comprises: controlling the target virtual object to exit the target state; and restoring the movement speed of the target virtual object to at least one of the following: a normal movement speed, a stop movement, and a movement speed corresponding to the target event.
[0261] Optionally, the step of controlling the target virtual object to continue the continuous movement comprises: controlling the target virtual object to re-enter the target state.
[0262] Optionally, the method further comprises: in response to a role switching instruction triggered through a role switching control located on the graphical user interface, controlling the target virtual object to be switched to a virtual object corresponding to the role switching instruction; and controlling the virtual object corresponding to the role switching instruction to be in a non-target state.
[0263] Optionally, the method further comprises: in response to a stop operation on the target control, performing at least one of the following steps: stopping controlling the continuous movement of the target virtual object, and configuring the target virtual object to be moved in response to the joystick control; adjusting the movement speed of the target virtual object from a target movement speed corresponding to the target state to a first movement speed; and controlling the target control to be switched from a second display state corresponding to the target state to a first display state.
[0264] Optionally, the game provides at least two target virtual objects for the terminal device to control, wherein the terminal device can only control one of the target virtual objects at the same time; the target virtual object is determined in at least one of the following ways: determining the target virtual object according to game state information; determining the target virtual object as the target virtual object currently controlled by the terminal device; and determining the target virtual object according to a target virtual object pre-configured by the target control.
[0265] Optionally, determining the target virtual object according to the game state information comprises: checking whether the game state information is configured with a third preset condition, wherein the game state information comprises at least one of the following: game progress, game plot, game copy, and game scene; when the second preset condition exists, determining a specified target virtual object as the target virtual object according to the second preset condition; and when the second preset condition does not exist, determining the target virtual object according to a preset configuration rule.
[0266] The computer readable storage medium provided by the above embodiment enables the player to only trigger the target control to enable the virtual object to enter the continuous movement state, reduces the number of repeated operations of the player, and improves the interactive experience. Meanwhile, the virtual object can flexibly respond to the game event during the continuous movement and automatically restore the movement state after the event ends, thereby enriching the gameplay and strategy of the game.
[0267] If the functions are implemented in the form of software function units and sold or used as independent products, the functions can be stored in a computer readable storage medium. Based on this understanding, the technical solutions of the present disclosure essentially or the parts that contribute to the prior art or parts of the technical solutions 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, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods in the various embodiments of the present disclosure. The aforementioned storage medium includes various media that can store program codes, such as a U disk, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0268] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", and the like indicate the orientation or positional relationship shown in the drawings, and are only used to facilitate the description of the present disclosure and simplify the description, and do not indicate or imply that the device or element referred to must have a particular orientation, be constructed and operated in a particular orientation, and therefore cannot be understood as a limitation on the present disclosure. In addition, the terms "first", "second", "third" are only for descriptive purposes and cannot be understood as indicating or implying relative importance.
[0269] Finally, it should be noted that the above examples are merely specific embodiments of the present disclosure, used to illustrate the technical solutions of the present disclosure, and are not intended to limit the present disclosure. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing examples, those skilled in the art should understand that any person skilled in the art can make modifications or easily think of changes to the technical solutions described in the foregoing examples, or make equivalent replacements to some of the technical features, within the technical scope disclosed by the present disclosure. Such modifications, changes or replacements do not cause the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.
Claims
1. An information processing method, characterized in that, The method of providing a graphical user interface via a terminal device, wherein the graphical user interface at least partially includes a game scene, comprises: In response to a trigger operation on the target control of the graphical user interface, the target virtual object is controlled to enter a target state, wherein the target virtual object is a virtual object corresponding to the terminal device; in the target state, the target virtual object is controlled to move continuously in the game scene; When the target virtual object is in the target state, in response to triggering a target event, the target virtual object is controlled to stop moving continuously, and the target virtual object is controlled to execute the target game behavior corresponding to the target event; In response to the target game behavior satisfying a first preset condition, the target virtual object is controlled to continue moving.
2. The method according to claim 1, characterized in that, The steps for controlling the target virtual object to enter the target state include: If the target virtual object is different from the current virtual object controlled by the terminal device, the current virtual object is canceled from display, and the target virtual object is displayed in the game scene. Control the target virtual object to enter the target state.
3. The method according to claim 1, characterized in that, The method further includes: In the target state, in response to a trigger operation on the joystick control on the graphical user interface, the target virtual object is controlled to move continuously according to the movement direction corresponding to the trigger operation.
4. The method according to claim 1, characterized in that, The method further includes: When the target virtual object is in the target state, control switches the target control from the first display state to the second display state; The method further includes: While controlling the target virtual object to stop its continuous movement and controlling the target virtual object to execute the target game behavior corresponding to the target event, the second display state of the target control is maintained.
5. The method according to claim 1, characterized in that, The step of controlling the target virtual object to enter the target state includes: The control adjusts the first movement speed of the target virtual object to a target movement speed corresponding to the target state, wherein the target movement speed is different from the first movement speed; Control the target virtual object to move continuously at the target movement speed.
6. The method according to claim 1, characterized in that, The target event includes at least one of the following: Receive the target operation through the graphical user interface; Game events triggered by the interaction between the target virtual object and the game scene; Game events triggered based on the game's progress.
7. The method according to claim 1, characterized in that, When the target event is a game event triggered by the interaction between the target virtual object and the game scene, the step of controlling the target virtual object to stop its continuous movement and executing the target game behavior corresponding to the target event in response to the triggering of the target event while the target virtual object is in the target state includes: During the target state, the interaction events between the target virtual object and the game scene are continuously monitored; When an interaction event is detected to meet the second preset condition, the target event is determined to be triggered. In response to the triggering of a target event, the target virtual object is controlled to stop its continuous movement, and the target virtual object is controlled to execute the target game behavior corresponding to the target event.
8. The method according to claim 1, characterized in that, The step of controlling the target virtual object to stop the continuous movement includes: Control the target virtual object to exit the target state; The movement speed of the target virtual object is restored to at least one of the following: normal movement speed, stopped movement, or movement speed corresponding to the target event.
9. The method according to claim 1, characterized in that, The step of controlling the target virtual object to continue moving includes: Control the target virtual object to re-enter the target state.
10. The method according to claim 3, characterized in that, The method further includes: In response to a role switching command triggered by a role switching control located on the graphical user interface, the target virtual object is switched to the virtual object corresponding to the role switching command; The virtual object corresponding to the character switching command is controlled to be in a non-target state.
11. The method according to claim 1, characterized in that, The game provides at least two virtual objects for the terminal device to control, wherein the terminal device can only control one of the virtual objects at a time; the target virtual object is determined by at least one of the following methods: Determine the target virtual object based on game status information; The virtual object currently controlled by the terminal device is identified as the target virtual object; The target virtual object is determined based on the virtual object pre-configured in the target control.
12. The method according to claim 11, characterized in that, The step of determining the target virtual object based on game state information includes: Check whether the game status information is configured with a third preset condition, wherein the game status information includes at least one of the following: game progress, game story, game dungeon, game scene; When the third preset condition exists, a designated target virtual object is determined as the target virtual object according to the third preset condition; When the third preset condition does not exist, the target virtual object is determined according to the preset configuration rules.
13. An information processing device, characterized in that, include: The state module is configured to control the target virtual object to enter the target state in response to a trigger operation on the target control of the graphical user interface; The control module is configured to, in response to a triggered target event, control the target virtual object to stop continuous movement and control the target virtual object to execute the target game behavior corresponding to the target event when the target virtual object is in the target state; The state module is further configured to control the target virtual object to continue moving in response to the target game behavior meeting a first preset condition.
14. An electronic device, characterized in that, The method includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the information processing method according to any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the information processing method according to any one of claims 1 to 12.