Interaction method, device, equipment and storage medium in game
By differentiating between public channels, commander channels, and private chat channels in the game, and combining this with virtual character identifiers, the issues of privacy and response speed in voice communication in online multiplayer competitive games have been resolved, improving communication efficiency and convenience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (SHANGHAI) NETWORK CO LTD
- Filing Date
- 2026-03-23
- Publication Date
- 2026-06-09
AI Technical Summary
In existing technologies, voice communication in online multiplayer competitive games lacks privacy, making it impossible to achieve localized communication. Furthermore, uneven speech weighting makes it easy for key information to be interfered with by ordinary conversations, affecting the fluency of communication and response speed.
This invention provides a game interaction method that distinguishes between public channels, commander channels, and private chat channels by displaying a communication mode selection interface. Combined with virtual character identifiers, it enables the collection and processing of targeted communication information, ensuring accurate information transmission.
It improves the efficiency and convenience of communication in the game, optimizes the player's interactive experience, and realizes the functional boundary distinction and accurate information transmission in different communication scenarios.
Smart Images

Figure CN122164090A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and more specifically, to an interactive method, apparatus, device, and storage medium in a game. Background Technology
[0002] With the development of mobile internet and real-time communication technologies, online multiplayer competitive games have become one of the mainstream forms of entertainment. Voice chat, as the most direct form of interaction, is widely used in team games to support players in quickly exchanging information and coordinating actions.
[0003] Currently, most games use a single voice communication channel shared by the entire team. All team members are in the same communication environment by default, and when any player turns on their microphone to speak, their voice is transmitted to all teammates without distinction.
[0004] However, current voice communication methods lack privacy, making it impossible to communicate only with specific teammates. Furthermore, all members have equal speaking weight, and key instructions are easily interfered with by ordinary conversations. In addition, commanders need to manually operate auxiliary tools such as map markers and countdown timers, and cannot directly trigger tactical prompts through natural language, which affects the fluency of communication and response speed. Summary of the Invention
[0005] The purpose of this application is to address the shortcomings of the prior art by providing an interactive method, device, equipment, and storage medium for games, thereby solving the problems of poor communication fluency, privacy, and response speed in existing games.
[0006] To achieve the above objectives, the technical solution adopted in this application is as follows: Firstly, this application provides an interaction method in a game, the method comprising: The communication mode selection interface is displayed. The communication mode selection interface displays at least a first area corresponding to the first communication mode and a second area corresponding to the second communication mode. The first area displays the identifiers of each virtual character participating in the game. In response to the selection instruction for the second communication mode, the identifier of the first virtual character is displayed in the second area; In response to a communication instruction for the second communication mode, the system acquires original communication information, determines at least one target communication message, the recipient of each target communication message, and the presentation method of each target communication message based on the original communication information, and outputs each target communication message according to the recipient and presentation method of each target communication message.
[0007] Secondly, this application provides an interactive device for games, the device comprising: The display module is used to display a communication mode selection interface. The communication mode selection interface displays at least a first area corresponding to a first communication mode and a second area corresponding to a second communication mode. The first area displays the identifiers of each virtual character participating in the game. The selection module is used to respond to a selection command for the second communication mode and display the identifier of the first virtual character in the second area; The presentation module is used to respond to communication instructions for the second communication mode, obtain original communication information, determine at least one target communication information, the recipient of each target communication information, and the presentation method of each target communication information based on the original communication information, and output each target communication information according to the recipient and presentation method of each target communication information.
[0008] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of an interaction method in a game as described in any one of the first aspects.
[0009] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of an interactive method in a game as described in any one of the first aspects.
[0010] The beneficial effects of this application are as follows: By providing a communication mode selection interface that includes public channels and commander channels, the operation entry points for each channel are clearly defined. Combined with the visual feedback of virtual character icons, players can quickly switch communication modes. By collecting raw communication information and processing it into target information, and then outputting it according to preset recipients and presentation methods, targeted and clear communication in the commander channel is achieved. This not only distinguishes the functional boundaries of different communication scenarios, but also ensures the accurate transmission of communication information, improves the efficiency and convenience of communication in the game, and optimizes the player's interactive experience.
[0011] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0013] Figure 1 A schematic diagram of a communication mode selection interface provided in an embodiment of this application is shown; Figure 2 A flowchart of an interaction method in a game provided by an embodiment of this application is shown; Figure 3 A flowchart illustrating a method for switching a third communication mode, as provided in an embodiment of this application, is shown. Figure 4 A flowchart illustrating a switching to a third communication mode according to an embodiment of this application is shown; Figure 5 This illustration shows a schematic diagram of an interface for switching private chat channels provided in an embodiment of this application; Figure 6 This document illustrates a flowchart of a method for switching private chat channels according to an embodiment of this application. Figure 7 A flowchart illustrating a method for switching to a second communication mode, as provided in an embodiment of this application, is shown. Figure 8 A flowchart illustrating another method for switching to a second communication mode provided in an embodiment of this application is shown; Figure 9 This application provides a flowchart illustrating a method for presenting target communication information according to an embodiment of the present application. Figure 10 This document illustrates a flowchart of an embodiment of the present application for extracting target communication information. Figure 11 This document illustrates a flowchart illustrating how to determine the recipient of target communication information and the presentation method, as provided in an embodiment of this application. Figure 12 This document illustrates a flowchart illustrating yet another method for determining the recipient of target communication information and its presentation, as provided in an embodiment of this application. Figure 13 This document illustrates a flowchart illustrating yet another method for determining the recipient of target communication information and its presentation, as provided in an embodiment of this application. Figure 14 This document illustrates a flowchart illustrating yet another method for determining the recipient of target communication information and its presentation, as provided in an embodiment of this application. Figure 15 This document illustrates a flowchart illustrating yet another method for determining the recipient of target communication information and its presentation, as provided in an embodiment of this application. Figure 16 This illustration shows a structural schematic diagram of an interactive device in a game according to an embodiment of this application; Figure 17 A schematic diagram of the structure of an electronic device provided in an embodiment of this application is shown. Detailed Implementation
[0014] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.
[0015] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.
[0016] In one embodiment of this disclosure, the game interaction method can run on a local terminal device or a server. When the game interaction method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0017] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of interactive methods in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0018] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0019] In one possible implementation, this invention provides an interactive method in a game, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interactive system.
[0020] In existing technologies, in-game chat functions are generally public chats. Players simply type their messages in the chat panel, and the messages are indiscriminately sent to all players in the team. This means that current game chat lacks further channel differentiation. If a player wants to chat privately with a specific teammate, there's no specific way to do so, and the message cannot be quickly relayed. Furthermore, when there are many chat messages in the game, crucial command information can easily be lost in the noise, making it difficult to accurately convey commands.
[0021] In summary, existing game chat technologies do not have detailed channel distinctions, which affects the smoothness and responsiveness of player communication in the game, and also lacks a private voice communication method.
[0022] Based on this, this application proposes an interaction method in a game, which provides a game interface through a graphical user interface, displaying a chat window and part or all of the game scene, such as... Figure 1 The image shown is a schematic diagram of a game interface. Players can click... Figure 1 Expand icon 1 Figure 1 The communication mode selection interface shown is for reference. Figure 1 The communication modes include private chat channels, command channels, and public channels. The game scene includes multiple virtual characters. Players can switch channels in the chat window and send voice chat messages or voice-to-text chat messages via icon 2 in different channels, or send text chat messages via the input box in the chat panel, thereby conveying the chat messages to the corresponding users. This not only distinguishes the chat channels but also ensures accurate delivery of chat messages, further enhancing the player's gaming experience.
[0023] Figure 2 This is a flowchart of an interaction method in a game provided in this application, see reference. Figure 2 The method of this application includes: S201. Display the communication mode selection interface. The communication mode selection interface shall display at least a first area corresponding to the first communication mode and a second area corresponding to the second communication mode. The first area shall display the identifiers of each virtual character participating in the game.
[0024] The communication mode selection interface is a visual interactive interface in the game that allows players to choose different communication channels. It includes controllable operation for different communication modes; for example, the main game interface may include controls for a communication settings panel. Figure 1 Icon 1 is shown; clicking icon 1 will display... Figure 1 The communication mode selection interface shown includes icons or areas corresponding to public channels and commander channels. Players can select the desired communication mode by clicking, dragging, or other operations.
[0025] The first communication mode is the public channel, which refers to a public communication channel where all virtual characters participating in the game can view communication information. The first area refers to the public channel control area, which is the visual area in the communication mode selection interface used to carry the public channel-related operation controls, and is used to trigger functions such as enabling and switching public channels.
[0026] The second communication mode is the Commander's Channel, which refers to a communication channel where specific virtual characters in the game can initiate communication, and the communication information is output according to preset rules. The second area is the control area of the Commander's Channel, which is the visual area in the communication mode selection interface used to carry the operation controls related to the Commander's Channel, and is used to trigger functions such as enabling and switching the Commander's Channel.
[0027] Optionally, a permanent panel can be set in a fixed position on the game interface (such as the function bar below). The panel can be distinguished into the first and second areas by different colors and icons. For example, the first area can be blue with a "All" icon, and the second area can be red with a "Command" icon.
[0028] Another implementation method can use a pop-up panel design. After the player clicks the "Communicate" button, a communication mode selection interface pops up. The interface displays the first and second areas in a list or grid format, and the user can swipe to switch between different communication modes. Alternatively, it can be presented as a floating window. When the player long-presses a specified button, a floating communication mode selection interface is displayed, in which the first and second areas are displayed as semi-transparent cards. The specific display method is not limited here.
[0029] The identifier of a virtual character refers to a visual element used to uniquely identify a virtual character in the game, such as a player's character avatar, nickname, or ID number. The identifier of a virtual character can be associated with the identity information of the virtual character, making it easier for players to distinguish between different characters.
[0030] Displaying the icons of all virtual characters participating in the game in the first area corresponding to the public channel allows players to clearly see who the public channel is for.
[0031] One possible implementation is a list-style display, where virtual character icons are arranged vertically in the first area, with the character's online status displayed next to each icon. Alternatively, virtual character icons can be arranged in the first area with fixed row and column spacing, all of uniform size, and clicking on an icon displays character details. Another option is to automatically adjust the icon arrangement based on the number of virtual characters participating in the game, adding icons to the first area in real-time when a character joins and removing them when a character leaves.
[0032] S202, In response to the selection instruction for the second communication mode, display the identifier of the first virtual character in the second area.
[0033] Selection commands are operation signals triggered by players through game operation devices (such as mobile phone touch screens or computer mice) to select the second communication mode. The first virtual character refers to the virtual character controlled by the player, that is, the in-game character directly associated with the player's actions.
[0034] After the player triggers the command to select the second communication mode, the first virtual character's icon will be displayed in the second area to indicate that the character has successfully joined the commander channel, thus clarifying the target of the current commander channel.
[0035] In one possible implementation, the selection command can be triggered by a click, a swipe, or a long press. For example, the player can click the control corresponding to the second area; after receiving the click command, the system will display the icon of the first virtual character in the center of the second area. Alternatively, the player can slide the cursor from the first area to the second area; when the system detects that the end of the swipe trajectory is in the second area, it will display the icon of the first virtual character there. Or, the player can preset a time in the second area; after the system confirms the long press command is valid, it will display the icon of the first virtual character in the second area, accompanied by a highlighting animation.
[0036] S203. Respond to the communication instruction for the second communication mode, obtain the original communication information, determine at least one target communication information, the recipient of each target communication information, and the presentation method of each target communication information based on the original communication information, and output each target communication information according to the recipient and presentation method of each target communication information.
[0037] Communication commands refer to the operation signals triggered when a player initiates communication, used to inform the system of the communication content to be transmitted. Raw communication information refers to the player's initial communication content before it has been processed by the system, such as voice input via microphone, text input via keyboard, or fixed text generated by clicking preset shortcut buttons.
[0038] Target communication information refers to the final communication content output to the recipient after processing the original communication information. The recipient refers to the virtual character within the game that needs to receive the target communication information in the current second communication mode, as preset by the system.
[0039] In one possible implementation, if the original communication information is voice, the system can convert it into text to obtain the target communication information, or retain the voice form and optimize the sound quality; if the original communication information is text, sensitive words can be filtered out before it becomes the target communication information.
[0040] When determining the recipients, the recipients of the commander channel can be preset to all virtual characters participating in the game, or only preset specific character groups (such as members of the same team), or select some members from all members as recipients based on the player's character selection command, or automatically match recipients according to the game rules.
[0041] The presentation method of target communication information refers to how the target communication information is displayed on the game interface. For example, when the target communication information is voice, a voice icon and voice duration can be displayed on the game interface, and the voice message can be played after other players click on it. When the target communication information is text, key information can be bolded and highlighted. When the target communication information is a command or instruction type of information, corresponding icons or instructions can be generated on the game controls associated with the target communication information. For example, if the target communication information is to generate an arrow on the map to reach location A, when presenting the target communication information, the map game control can be opened on the game interface of each recipient, and an arrow from the current location to location A can be generated on the map.
[0042] In this embodiment, by providing a communication mode selection interface that includes public channels and commander channels, the operation entry points for each channel are clearly defined. Combined with the visual feedback of virtual character icons, players can quickly switch communication modes. By collecting raw communication information and processing it into target information, and then outputting it according to preset recipients and presentation methods, the commander channel achieves targeted and clear communication. This not only distinguishes the functional boundaries of different communication scenarios but also ensures the accurate transmission of communication information, improving the efficiency and convenience of communication in the game and optimizing the player's interactive experience.
[0043] Reference Figure 1The communication mode selection interface of this application also displays a third area corresponding to the third communication mode, for example... Figure 1 In one possible implementation, the private chat channel within the team can be a shared private chat channel. When a teammate is already occupying the private chat channel, other players cannot initiate private chats within the team. For example... Figure 3 As shown, the method of this application further includes: S301, In response to the selection instruction for the third communication mode, display the identifier of the first virtual character in the third area.
[0044] The third communication mode is the private chat channel, which supports communication between only a small number of people. For example, a private chat channel can accommodate two players, and only the players in the private chat channel can see the messages. The third area is the control area corresponding to the third communication mode. It is the interface area in the communication mode selection interface used to display the participants in the private chat channel and to implement private chat channel operations.
[0045] Optionally, in the communication mode selection interface of the game interface, a third area corresponding to the private chat channel can be displayed alongside the commander channel and the public channel. The area has reserved space for displaying virtual character icons, and a preset blank icon is displayed when there are no participants.
[0046] In one possible implementation, players can select a channel from a public channel to a private chat channel by dragging their own number in the channel panel. Once the system recognizes this, it will immediately display the player's number or nickname in the third area.
[0047] As another possible implementation, players can also click the preset button in the third area to issue a selection command, and the system will respond to the selection command and display the avatar of the first virtual character in the third area; or players can enter the private chat channel by voice input, and the system will display the combined icon of the first virtual character in the third area after voice recognition.
[0048] S302, In response to the selection instruction for the second virtual character in the first area, display the identifier of the second virtual character in the third area.
[0049] Players can trigger selection commands for a second virtual character by choosing its ID, avatar, or nickname. When the first virtual character is in a private chat channel, players can click on the ID of another teammate in the public channel in the first area to issue a selection command. After the system recognizes the command, it will display the teammate's ID or nickname in the third area.
[0050] In one possible implementation, the player can long-press the avatar of the second virtual character in the first area to issue a selection command, and the system will respond to the selection command and display the avatar of the second virtual character in the third area; or the player can enter the nickname keyword of the second virtual character in the third area, and the system will match the corresponding object in the first area and display its icon to complete the response to the selection command.
[0051] S303, In response to the communication instruction for the third communication mode, display the target communication information of the first virtual character and the second virtual character in the chat panel.
[0052] After the first and second virtual characters have completed their entry into the private chat channel, they can issue communication commands via voice or text input. The system will convert the voice into text or the text into the target communication message and display it in the private chat panel. Only the two players in the private chat channel can view it.
[0053] In one possible implementation, players can send communication commands by clicking the quick message button in the third area, and the system will display the preset quick message as the target communication information in the chat panel; or players can send non-text communication content such as emoticons and tactical symbols, and the system will convert them into visual target communication information and display them to the first and second virtual characters in the chat panel.
[0054] In this embodiment, by setting a third area corresponding to the private chat channel in the communication mode selection interface, the operation of players independently entering the private chat channel and designating other players to form a private communication partner is realized. After responding to the communication command, the communication information is only displayed to the two participating players in the chat panel, successfully creating a local one-to-one chat channel in the game and solving the problem of no private way for global communication within the existing game team.
[0055] When players select private chat mode, such as Figure 4 As shown, the process of displaying the identifier of the first virtual character in the third area in response to the selection instruction for the third communication mode includes: S401, The response moves the identifier of the first virtual character from the first area to the third area and displays the identifier of the first virtual character in the third area of the terminal where the first virtual character is located.
[0056] Optionally, the player selects the identifier of the first virtual character in the first area and moves it to the third area by dragging. After the system captures the movement trajectory and the destination position, it immediately displays the identifier of the first virtual character in the third area of the terminal corresponding to the first virtual character.
[0057] S402, The response moves the identifier of the first virtual character from the first area to the third area, and displays a preset placeholder identifier in the third area of the terminal where the third virtual character is located. The third virtual character is another virtual character other than the first virtual character and the second virtual character.
[0058] Reference Figure 5 This is an interface illustration showing how a player switches from a public channel to a private chat channel. Players can click on the icon of their primary virtual character in the public channel and drag it to a preset position in the private chat channel (the third area). At this point, the icon of the primary virtual character is no longer displayed in the public channel, but instead appears in the preset position in the third area. In the display interfaces of other virtual characters besides those in the private chat channel, a preset placeholder icon is displayed in the third area to indicate to other players that a player is currently using a private chat channel.
[0059] In one possible implementation, the placeholder identifier can be displayed according to the hierarchical permissions of the third virtual role. For example, a regular third virtual role terminal displays a basic placeholder identifier, while a third virtual role terminal with administrator privileges displays a placeholder identifier with a prompt.
[0060] In this embodiment, by responding to the movement operation of the first virtual character's identifier to the third area, the user's own identifier is displayed on its terminal to confirm entry, and a placeholder identifier is configured for the third virtual character's terminal. This allows the initiator to intuitively know its own participation status and avoids information confusion on the interface of players who have not participated in the private chat channel.
[0061] The following is a further explanation of the above response regarding the selection instruction for the second virtual character in the first area, displaying the identifier of the second virtual character in the third area, as follows: Figure 6 As shown, step S302 above includes: S601. In response to the selection instruction for the second virtual role in the first area, send request information to the terminal where the second virtual role is located.
[0062] The request message refers to the notification message sent by the terminal where the first virtual character is located to the terminal where the second virtual character is located, inviting the second virtual character to join the third communication mode.
[0063] When a player clicks on the icon of the second virtual character in the first area to issue a selection command, the system recognizes the action and immediately sends a request message containing an invitation intent to the terminal where the second virtual character is located. The selection command can be triggered by long-pressing, clicking, or by voice command.
[0064] S602. In response to the confirmation request information from the terminal where the second virtual character is located, display the identifier of the second virtual character in the third area of the terminals where the first virtual character and the second virtual character are located.
[0065] The player corresponding to the second virtual character responds to the invitation message through terminal operations, thereby confirming the request. For example, when the first virtual character initiates a private chat request to the second virtual character, the second virtual character's display interface can show "Accept the private chat request from the first virtual character?" When the first virtual character clicks the accept button, it is considered that the terminal of the second virtual character has confirmed the request.
[0066] After the player with the second virtual character clicks the "agree" button on the terminal to confirm the request, the system responds with a confirmation operation, and the identifier of the second virtual character is simultaneously displayed in the third area of the terminal where the first virtual character is located and the terminal where the second virtual character is located.
[0067] S603. In response to the confirmation request information of the terminal where the second virtual character is located, the identifier of the first virtual character is displayed in the third area of the terminal where the second virtual character is located, and a preset placeholder identifier is displayed in the third area of the terminal where the third virtual character is located. The third virtual character is another virtual character other than the first virtual character and the second virtual character.
[0068] After the second virtual character player confirms the request, in addition to displaying the second virtual character's identifier on both terminals, the first virtual character's identifier can also be displayed in the third area of the terminal where the second virtual character is located; simultaneously, instructions are sent to all terminals where the third virtual characters are located, causing their third areas to display preset placeholder identifiers. Placeholder identifiers can be, for example, gray or blank avatars.
[0069] The following describes the process of a player switching to the Commander's channel. The process of responding to the selection command for the second communication mode and displaying the identifier of the first virtual character in the second area includes: The response moves the identifier of the first virtual character from the first area to the second area, sets the second communication mode as the current communication mode, and displays the identifier of the first virtual character in the second area.
[0070] Players select the icon of the first virtual character in the first area and drag it to the second area. After the system captures the movement trajectory and the destination position, it immediately switches the second communication mode to the current communication mode and displays the icon of the first virtual character in the second area.
[0071] In one possible implementation, when the player drags the first virtual character icon close to the edge of the second area, the icon automatically snaps to the second area, and the system simultaneously triggers mode switching and icon display to improve ease of operation. Alternatively, it can be triggered by a double-click combination operation: the player first double-clicks the first virtual character icon in the first area to select the character, then double-clicks the second area to issue a movement command, and the system responds by completing the icon movement, mode switching, and icon display.
[0072] In another possible implementation, when multiple members can command, if the first virtual character is the squad leader, dragging its icon to the second area will cause the system to move the core squad member icons to the second area by default, and switch to the second communication mode to adapt to multi-person command scenarios.
[0073] The following is a further explanation of how the response moves the identifier of the first virtual character from the first area to the second area, sets the second communication mode as the current communication mode, and displays the identifier of the first virtual character in the second area. Figure 7 As shown, the above steps include: S701, In response to selecting the identifier of the first virtual character in the first area, the identifier of the first virtual character is floated and displayed at the current touch position.
[0074] The selection of the first virtual character icon can be triggered by long-pressing, clicking, or double-clicking. Using the terminal's touch recognition technology, the system captures the player's selection of their virtual character icon within the first area, triggering the icon's floating display logic. This causes the icon to detach from its original fixed display position and become associated with the touch operation.
[0075] Optionally, players can long-press their own icon within the first area. After the system recognizes the long-press command, the icon will be displayed in a semi-transparent floating form at the long-pressed touch location. Alternatively, players can tap their own icon within the first area and hold the dragging state; the icon will immediately float at the tapped touch location. Or, players can double-tap their own icon within the first area to trigger a floating display and lock it at the double-tap touch location.
[0076] S702, The response moves the identifier of the first virtual character to the second area, sets the second communication mode as the current communication mode, and displays the identifier of the first virtual character at a preset position in the second area.
[0077] The preset position can be a fixed position pre-set within the commander channel control area to display the identifier of the virtual character currently entering the channel, such as the top of the area or a dedicated column on the left.
[0078] The terminal recognizes the movement of the virtual character's icon from the first area to the second area, triggering a channel switching logic, updating the communication mode, and fixing the icon in a designated position in the second area. For example, a player can drag their floating icon to any position in the second area; upon releasing it, the system determines the movement is complete, switches to the commander channel, and displays the icon in a preset single-player slot in the second area. Alternatively, a player can move their floating icon to a preset position in the second area; the system senses the match between the icon and the preset position, automatically switches the channel, and fixes the icon's display.
[0079] If a commander already exists in the commander channel, when the first virtual character switches from the public channel to the commander channel, it can replace the existing commander in the commander channel. The process of responding to the selection instruction for the second communication mode and displaying the identifier of the first virtual character in the second area includes: In response to the selection instruction for the second communication mode, if there are other virtual role identifiers in the second area, and the weight information of the first virtual role is greater than the weight information of the other virtual roles, the identifier of the first virtual role will be displayed in the second area.
[0080] After receiving the player's selection command to enter the commander channel, the system can first check the status of the second area's identifier. If other identifiers exist, it will retrieve the weight information of the first virtual character and other virtual characters for numerical comparison. Only when the first virtual character has a higher weight will the first virtual character's identifier be displayed in the second area.
[0081] The weighting information can be based on a player's team rank. For example, if the team leader has a higher weight than a regular player, when the leader triggers a selection command, the leader's icon will replace the regular player's icon in the second area. Alternatively, the weighting information can be based on the priority of a player's command request. Players who requested commands earlier have higher weight, and when a high-priority player triggers a selection command, the lower-priority player's icon will be displayed. Another option is based on a player's game rank or command proficiency. Players with higher ranks or proficiency have higher weight, and their icons will be displayed in the second area when these weighting conditions are met.
[0082] In this embodiment, single-player exclusive access control for the commander channel is achieved through the comparison and determination of weight information, thus ensuring that only one person can enter the commander channel at a time and avoiding conflicts caused by multiple people entering simultaneously. Furthermore, using weight as the basis for determination ensures that high-priority players obtain command authority, improving the rationality of commander channel allocation. The automatic detection and comparison after the selection command is triggered requires no manual intervention, improving the operational efficiency of channel access.
[0083] In another possible implementation, if a commander already exists in the commander channel, the first virtual character can also initiate a replacement request to the current commander, thereby switching to the commander channel. For example... Figure 8 As shown, the process of displaying the identifier of the first virtual character in the second area in response to the selection instruction for the second communication mode includes: S801. In response to the selection instruction for the second communication mode, if the identifier of another virtual character exists in the second area, send a replacement request to the other virtual character.
[0084] S802. In response to the confirmation of the replacement request, the identifiers of other virtual characters are removed from the second area, and the identifier of the first virtual character is displayed in the second area.
[0085] Optionally, the identifiers of other virtual characters refer to the visual symbols of other virtual characters currently displayed in the second area besides the first virtual character, such as the avatars, numbers, nicknames, etc. of other virtual characters.
[0086] In one possible implementation, the player can click the second communication mode button to trigger a selection command. The system detects that there are other character icons in the second area, pops up a replacement confirmation pop-up, and the user clicks "confirm". The system hides the other character icons and displays the first virtual character icon.
[0087] In another possible implementation, if there are multiple other virtual character identifiers in the second area, the system can send a replacement request along with the priority information of the first virtual character. Other characters are sorted according to priority. The replacement can be completed after obtaining confirmation from the highest priority character or after automatic confirmation according to the preset priority.
[0088] This application may also include weighted display of important information in the target communication message, such as... Figure 9 As shown, the process of determining at least one target communication message, the recipient of each target communication message, and the presentation method of each target communication message based on the original communication information includes: S901. Determine at least one target communication message based on the original communication message.
[0089] The original communication information can be text, voice, etc. Information can be extracted from the original communication information based on preset information extraction rules to obtain the target communication information, or semantic analysis can be performed on the original communication information to extract the target communication information.
[0090] For example, assuming the original communication message is the text "Notify player A to move forward to the left", then "Notify player A" and "move forward to the left" can be extracted as the target communication messages.
[0091] S902. Determine the recipients of each target communication message and the presentation method of each target communication message based on the preset keyword set.
[0092] The preset keyword set refers to a combination of words categorized according to game tactical scenarios and pre-stored in the game system. For example, keywords related to the target audience include: "Jungler," "Support," "Marksman," and "All Teams"; keywords related to presentation methods include: "Emergency," "Support," "Dragon Control," and "Warning." The preset keyword set establishes a correspondence between keywords and target audiences, as well as between keywords and presentation methods. By matching the target communication information with this set, the target audience and presentation method corresponding to each keyword can be determined.
[0093] For example, in the keyword set, "jungler" corresponds to the recipient "jungler player", and "emergency support" corresponds to the presentation method "flashing red dot on the map + concise voice broadcast". When the target communication message "emergency support for mid lane, jungler come quickly" is matched with "jungler" and "emergency support", the recipient is determined to be the jungler player, and the presentation method is flashing red dot on the mid lane location on the map + voice broadcast "emergency support for mid lane".
[0094] S903. Output the communication information for each target according to the recipient and presentation method of each target communication information.
[0095] After determining the target communication information, corresponding receiving teammates, and appropriate presentation methods in the game scenario, the information transmission operation is executed to ensure that each tactical-related target communication information is accurately delivered to the corresponding teammate.
[0096] For example, when the target communication message is "Mage has no Flash, mid lane can be ganked", the recipient is all teammates, and the message is displayed in bold in the chat box with a brief highlight of the mid lane map location. The system displays the text in bold in the game chat box, and the mid lane map area flashes for 1 second as a notification.
[0097] In one possible implementation, speech and text can be processed to obtain brief instructions or communication information. In this case, the original communication information includes: original speech information and original text information. For example... Figure 10 As shown, the process of determining at least one target communication message based on the original communication information includes: S1001. Perform text conversion processing on the original speech information to obtain the target text, and extract information from the target text to obtain at least one target communication information.
[0098] Optionally, after receiving the player's original voice information, a speech recognition engine can be invoked to complete the text conversion process, accurately converting the voice content into the target text; then, information is extracted from the target text through keyword matching, semantic analysis, and other methods, eliminating invalid interjections, redundant content, etc., and extracting at least one target communication message.
[0099] For example, if the commander's voice input is "Number 2, follow me and charge into the area ahead", the original voice information can be converted into the corresponding target text, and then the core content such as "Number 2, charge, area ahead" can be extracted from the target text as the target communication information.
[0100] S1002. Extract information from the original text information to obtain at least one target communication message.
[0101] Optionally, after receiving the raw text information input by the player, there is no need to perform format conversion. The raw text information can be processed directly according to the preset information extraction rules to filter and extract at least one target communication information.
[0102] For example, if a player directly inputs the text "Number 3, look behind first, we'll crouch for 2 minutes," the system will directly extract the information from the original text and obtain the target communication information such as "Number 3, look behind, crouch, 2 minutes."
[0103] In this embodiment, unstructured raw information is transformed into analyzable and usable target communication information through speech-to-text conversion and information extraction. Furthermore, invalid content is removed and core information is extracted through information extraction, providing a data foundation for the subsequent system to determine the recipient and presentation method, thereby improving the processing efficiency and effectiveness of in-game communication information.
[0104] In one possible implementation, important information can be extracted from a keyword list and displayed with weighted emphasis. The process described above, which determines the recipients of each target communication message and the presentation method of each message based on a preset keyword set, is as follows: Figure 11 As shown, it includes: S1101. Match the target communication information according to the keyword set to obtain at least one keyword in each target communication information.
[0105] After obtaining the target communication information, a preset set of keywords is invoked. Through full-text search, semantic matching, character comparison, and other methods, word-by-word matching or sentence matching is performed on the target communication information. The successfully matched content is selected as the keywords in the target communication information. If the target communication information contains multiple matching items, at least one keyword can be obtained.
[0106] S1102. Determine the recipients of each target communication message and the presentation method of each target communication message based on the keywords in each target communication message.
[0107] Optionally, corresponding recipient and presentation rules can be configured for various types of words in the preset keyword set. After matching the keywords, the corresponding rules are retrieved to determine the recipient of each target communication message and the appropriate presentation method. Different types of keywords can correspond to different combinations of recipients and presentation methods.
[0108] For example, if the keyword "2" is matched, the recipient is determined to be the virtual character 2 according to the preset rules, and the presentation method is to highlight the number, light up the character field, and vibrate the terminal; if "map" is matched, the recipient is determined to be all virtual characters in the team, and the presentation method is to automatically open the map.
[0109] In this embodiment, keyword matching of target communication information is achieved through a preset vocabulary database. The recipients and presentation methods of the information are determined based on the keywords, so that the processing and transmission of communication information in the game can form standardized rules and avoid information transmission chaos. At the same time, tactical-related keywords are accurately matched to ensure that the determination of recipients and presentation methods is in line with the game's tactical needs and improve the efficiency of in-game communication.
[0110] Optionally, when the instruction contains information about a member of the team, the instruction can be highlighted on that member's terminal. In this case, the keywords include: the virtual character's ID. The process described above for determining the recipients of each target communication message and the presentation method of each target communication message based on the keywords in the message includes: If the keywords of the target communication message contain the number of the second virtual character, then the second virtual character will be the recipient of the target communication message, and the presentation method of the target communication message will be determined as the first presentation method.
[0111] The first presentation method includes at least one of the following: highlighting the number of the second virtual character in the target communication information, displaying the identifier of the second virtual character in a preset manner in the first area, and generating a prompt signal on the terminal where the second virtual character is located.
[0112] Optionally, after matching the keywords of the target communication information, it can first determine whether it contains a virtual role number; if it does, the second virtual role corresponding to the number is directly designated as the sole or primary recipient of the target communication information. At the same time, the system retrieves preset rules and fixes the presentation method of the target communication information as the first presentation method to ensure that the information is accurately delivered to the designated object.
[0113] Once the first presentation method is selected, one or all of the first presentation methods can be triggered. Firstly, the second virtual character's ID in the target communication information is visually highlighted, such as highlighting the team member's ID in the chat. Secondly, in the first area displaying all virtual character identifiers, the second virtual character's identifier is highlighted in a preset manner, such as lighting up the corresponding team member's slot in the team panel. Thirdly, a notification signal is triggered on the game terminal to which the second virtual character belongs, such as the receiving team member's phone vibrating to alert them.
[0114] For example, if the keyword "2" is matched, the recipient can be determined to be virtual character number 2 according to preset rules, and the presentation method is to highlight the number, light up the character field, and vibrate the terminal; if "map" is matched, the recipient can be determined to be all virtual characters in the team, and the presentation method is to automatically open the map.
[0115] This application embodiment achieves the accurate and targeted transmission of in-game tactical commands. It determines the recipient based on the virtual character number, avoiding team interference caused by indiscriminate information transmission. At the same time, it enhances the perception effect of targeted information through multiple first-dimensional presentation methods such as highlighted numbers, field identifiers, and terminal prompts, allowing the designated virtual character to quickly capture exclusive commands, thereby improving the efficiency and accuracy of targeted tactical communication within the team.
[0116] Optionally, the commander can also click on other game controls on the terminal device under their control and generate command instructions. For example, when clicking on the map control in the game, keywords include: location coordinate information.
[0117] like Figure 12 As shown, the process of determining the recipients of each target communication message and the presentation method of each target communication message based on the keywords in each target communication message includes: S1201. Determine the location to be marked on the game map based on the location coordinates, and add a prompt marker to the location to be marked.
[0118] Location coordinates are geographic identifiers related to the game map within the game system, including map point names, area coordinates, and landmark names. The game map is a visual interface displaying the game scene, area divisions, and landmark locations. The location to be marked is the specific geographical location on the game map determined based on the location coordinates information in the target's communication. Hint markers are visual markers generated at the location to be marked, such as punctuation marks, arrows, and highlighted blocks.
[0119] Optionally, after matching the location coordinates keywords in the target communication information, the game map data of the current game can be retrieved. Through name matching, coordinate mapping, and other methods, the corresponding geographical area on the map can be accurately located as the location to be marked. Then, a preset prompt marker is generated and added to this location. The marker format can be selected as needed, such as single-point marking, area highlighting, or arrow indication. For example, if the commander says, "Let's go to Star Ring Plaza to check the situation," the location coordinates of "Star Ring Plaza" can be matched, and Star Ring Plaza can be located on the game map as the location to be marked, completing the automatic single-point marking.
[0120] S1202. Take each virtual character in the first area as the receiving object, and determine the presentation method of the target communication information as the second presentation method. The second presentation method is: display a prompt icon in the game map of each receiving object.
[0121] After determining that the key words of the target communication information are location coordinates, all virtual characters in the first area displaying all virtual character icons can be designated as the recipients of the target communication information. At the same time, the preset rules are retrieved to determine that the presentation method of the information is the second presentation method, and the prompt icons that have been added to the marked locations are displayed in the personal game map interfaces of all recipients to ensure that the map marking information seen by team members is completely consistent.
[0122] In this embodiment, by converting textual location information into visual markers on the game map, abstract location commands become intuitive and easy to understand, reducing the comprehension cost of location communication within the team. Simultaneously, communicating location information to the entire team and displaying map indicators ensures consistent location awareness among all team members, preventing tactical errors due to inaccurate location descriptions, and thus improving the efficiency and accuracy of location-based tactical communication in team games.
[0123] The commander can also initiate countdown or timer functions by inputting text or voice information, and display the corresponding function controls on the game interface of all players in the team. Keywords include: time information.
[0124] like Figure 13 As shown, the process of determining the recipients of each target communication message and the presentation method of each target communication message based on the keywords in each target communication message includes: S1301. Generate a time control based on time information.
[0125] Time information refers to time-related terms in the game that relate to tactical planning, including specific durations and timing commands. Time controls are visual timing interaction components generated by the game system based on time information, including countdown and duration display functions.
[0126] S1302. Take each virtual character in the first area as the receiving object, and determine the presentation method of the target communication information as the third presentation method. The third presentation method is: display a time control in the game interface of each receiving object.
[0127] Optionally, after matching time-related keywords in the target communication information, the system can parse the specific duration and timing type of the time information, and then generate a corresponding time control according to a preset control style and timing logic. The control can implement countdown, countdown, and other functions, and the style can adopt forms such as number jumping or progress bar display. For example, if the commander says, "We'll wait here for 2 minutes," the system matches the time information "2 minutes," automatically generates a tactical countdown control with a duration of 2 minutes, and starts the timer.
[0128] After determining that the key words of the target communication information are time information, all virtual characters in the first area can be designated as recipients of the target communication information; at the same time, the preset rules are retrieved to determine that the presentation method of the information is the third presentation method, and the generated time control is synchronously displayed in a prominent position on the game interface of all recipients, ensuring that team members can view unified tactical timing information in real time.
[0129] In this embodiment, by converting textual time instructions into visual time controls, abstract time-based tactical planning can be transformed into an intuitive time display, allowing team members to grasp tactical time nodes in real time and reducing misunderstandings in time communication. Simultaneously displaying the time controls to the entire team ensures consistent time perception among all members, making the team's time-based tactical execution more coordinated and effectively improving the efficiency of time-based tactical planning and execution in team games.
[0130] Optionally, keywords include: action instructions. After the commander issues action instructions, the corresponding user can be prompted according to the action instructions in the graphical user interface. At this time, the process of determining the recipients of each target communication message and the presentation method of each target communication message based on the keywords in each target communication message is as follows: Figure 14 As shown, it includes: S1401. Generate the first action icon according to the action command, and determine the first display position of the first action icon in the game interface.
[0131] Action commands are in-game terms used to issue tactical action requirements to the team. The first action icon is a visual graphic identifier generated based on the action command. The first display position is a preset, specific location on the game interface used to display the first action icon.
[0132] In one possible implementation, after matching the action command keywords in the target communication information, a preset icon resource library can be retrieved, and a first action icon can be generated by matching the corresponding graphic style according to the semantics of the action command. At the same time, according to the visual design rules of the game interface, the first display position of the icon in the game interface is determined. This position is an area that can be clearly seen by all players in the team. For example, if the commander issues the action command "Follow me", the system can generate the corresponding follower action icon and determine to display it above the commander's character model as the first display position.
[0133] S1402. Take each virtual character in the first area as the receiving object, and determine the presentation method of the target communication information as the fourth presentation method.
[0134] The fourth presentation method is to display the first action icon in the first display position of the game interface of each receiving object.
[0135] After determining that the keywords in the target communication message are action commands, all virtual characters within the first area can be designated as recipients of this communication message. Simultaneously, preset rules are invoked to determine the presentation method of this message as the fourth presentation method, and the generated first action icon is synchronously displayed in the first display position on the game interface of all recipients, ensuring that every player in the team can see the action icon in the same designated location.
[0136] In this embodiment, by converting textual action instructions into visual first action icons, abstract action requirements are transformed into intuitive graphic symbols, thereby reducing the understanding cost for team members. Simultaneously, displaying the icons in a unified first display position for the entire team ensures that all team members receive consistent action information.
[0137] Optional. Keywords include: gesture information. The commander can also issue commands via preset gestures on the game interface. For example... Figure 15 As shown, the process of determining the recipients of each target communication message and the presentation method of each target communication message based on the keywords in each target communication message includes: S1501. Generate a second action icon based on the gesture information, and determine the second display position of the second action icon in the game interface.
[0138] Gesture information refers to in-game vocabulary related to tactical actions and body language, such as gesture commands like pointing, crouching, and charging. The second action icon is a visual graphic identifier generated based on the gesture information. The second display location is a pre-defined, specific location on the game interface used to display the second action icon.
[0139] Optionally, after matching the gesture information keywords in the target communication information, a preset gesture icon resource library can be retrieved, and a second action icon can be generated based on the semantic matching of the gesture information and the corresponding figurative graphic style. At the same time, according to the visual design of the game interface and the needs of tactical communication, the second display position of the icon in the game interface can be determined. This position should fit the display scenario of the gesture command and can be a conspicuous and suitable area such as next to the character model, the corresponding point on the map, or the sidebar of the game interface. For example, if the gesture information of "pointing to the left" is matched, a second action icon pointing to the left can be generated and determined to be displayed on the left side of the commander's virtual character.
[0140] S1502. Take each virtual character in the first area as the receiving object, and determine the presentation method of the target communication information as the fifth presentation method.
[0141] The fifth presentation method is to display the second action icon in the second display position of the game interface of each receiving object.
[0142] After determining that the key words of the target communication message are gesture information, all virtual characters in the first area are designated as recipients of this communication message. Simultaneously, preset rules are invoked to determine the presentation method of this message as the fifth presentation method, and the generated second action icon is synchronously displayed in the second display position on the game interface of all recipients, ensuring that every player in the team can see the gesture action icon in the same designated location.
[0143] In this embodiment, textual gesture information can be transformed into visual second action icons, making abstract tactical gesture instructions more concrete and intuitive, thereby reducing misunderstandings among team members. Simultaneously, displaying the icons in a unified second display position for the entire team ensures that all team members receive consistent gesture information, enabling them to quickly understand the commander's tactical intentions.
[0144] This application also includes the following methods when a player leaves the Commander channel: In response to the exit command for the second communication mode, the identifier of the first virtual character is removed from the second area.
[0145] The exit command refers to the interactive command triggered by the player through the game interface to leave the current second communication mode. For example, the player can trigger the exit command by clicking, dragging, or using shortcut keys.
[0146] When the first virtual character is in the second communication mode, the system can recognize the player's interactive operations on the communication mode selection interface in real time. Upon detecting an exit command for the second communication mode, such as clicking the exit button in the second area, dragging the first virtual character's icon back to the first area, or pressing a preset exit shortcut key, the system immediately triggers the exit from Commander mode, revoking the first virtual character's Commander status and access to the second communication mode. The first virtual character's icon is then removed from the second area corresponding to the second communication mode, and the interface is simultaneously updated to its initial state without a character icon. For example, if virtual character #1 enters the Commander channel and clicks the exit button on the channel panel, triggering the exit command, the system will remove the #1 icon from the second area corresponding to the Commander channel.
[0147] Based on the same inventive concept, this application also provides an interactive device in the game corresponding to the interactive method in the game. Since the principle of the device in this application is similar to the interactive method in the game mentioned above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0148] Figure 16 A schematic diagram of the structure of an interactive device in a game provided in an embodiment of this application is shown.
[0149] Display module 1601 is used to display a communication mode selection interface. The communication mode selection interface displays at least a first area corresponding to the first communication mode and a second area corresponding to the second communication mode. The first area displays the identifiers of each virtual character participating in the game. Selection module 1602 is used to display the identifier of the first virtual character in the second area in response to a selection instruction for the second communication mode; The presentation module 1603 is used to respond to communication instructions for the second communication mode, obtain original communication information, determine at least one target communication information, the recipient of each target communication information and the presentation method of each target communication information based on the original communication information, and output each target communication information according to the recipient and presentation method of each target communication information.
[0150] Optionally, the communication mode selection interface also displays a third area corresponding to the third communication mode.
[0151] The selection module 1602 is also used for: In response to the selection command for the third communication mode, the identifier of the first virtual character is displayed in the third area; In response to the selection command for the second virtual character in the first area, display the identifier of the second virtual character in the third area; The presentation module is also used to: respond to communication instructions for the third communication mode and display the target communication information of the first and second virtual characters in the chat panel.
[0152] Optionally, module 1602 is specifically used for: The response moves the identifier of the first virtual character from the first area to the third area, and displays the identifier of the first virtual character in the third area of the terminal where the first virtual character is located; The response moves the identifier of the first virtual character from the first area to the third area, and displays a preset placeholder identifier in the third area of the terminal where the third virtual character is located. The third virtual character is another virtual character other than the first and second virtual characters.
[0153] Optionally, module 1602 is specifically used for: In response to the selection instruction for the second virtual character in the first area, a request message is sent to the terminal where the second virtual character is located. In response to the confirmation request from the terminal where the second virtual character is located, the identifier of the second virtual character is displayed in the third area of the terminals where the first and second virtual characters are located; In response to the confirmation request from the terminal where the second virtual character is located, the identifier of the first virtual character is displayed in the third area of the terminal where the second virtual character is located, and a preset placeholder identifier is displayed in the third area of the terminal where the third virtual character is located. The third virtual character is another virtual character other than the first and second virtual characters.
[0154] Optionally, module 1602 is specifically used for: The response moves the identifier of the first virtual character from the first area to the second area, sets the second communication mode as the current communication mode, and displays the identifier of the first virtual character in the second area.
[0155] Optionally, module 1602 is specifically used for: When the first virtual character's icon is selected in the first area, the icon of the first virtual character will be displayed floatingly at the current touch location; The response moves the identifier of the first virtual character to the second area, sets the second communication mode as the current communication mode, and displays the identifier of the first virtual character at a preset position in the second area.
[0156] Optionally, module 1602 is specifically used for: In response to the selection instruction for the second communication mode, if there are other virtual role identifiers in the second area, and the weight information of the first virtual role is greater than the weight information of the other virtual roles, the identifier of the first virtual role will be displayed in the second area.
[0157] Optionally, module 1602 is specifically used for: In response to the selection instruction for the second communication mode, if the identifier of another virtual character exists in the second area, a replacement request is sent to the other virtual character; Upon confirmation of the replacement request, the identifiers of other virtual characters are removed from the second area, and the identifier of the first virtual character is displayed in the second area.
[0158] Optionally, the presentation module 1603 is specifically used for: Identify at least one target communication message based on the original communication information; Based on a pre-defined set of keywords, determine the recipients of each target communication message and the presentation method of each target communication message; Output the communication information for each target according to the recipient and presentation method.
[0159] Optionally, the original communication information includes: original voice information and original text information; Presentation module 1603 is specifically used for: The original speech information is converted into text to obtain the target text, and information is extracted from the target text to obtain at least one target communication message. Information is extracted from the original text information to obtain at least one target communication message.
[0160] Presentation module 1603 is specifically used for: Match the target communication information based on the keyword set to obtain at least one keyword in each target communication information; Determine the recipients of each target communication message and the presentation method based on the keywords in each target communication message.
[0161] Optionally, keywords may include: the virtual character's ID; Presentation module 1603 is specifically used for: If the keywords of the target communication information contain the number of the second virtual character, then the second virtual character will be the recipient of the target communication information, and the presentation method of the target communication information will be determined as the first presentation method. The first presentation method includes at least one of the following: highlighting the number of the second virtual character in the target communication information, displaying the identifier of the second virtual character in a preset manner in the first area, and generating a prompt signal on the terminal where the second virtual character is located.
[0162] Optionally, keywords may include: location coordinate information; Presentation module 1603 is specifically used for: Based on the location coordinates, determine the location to be marked on the game map and add a prompt marker to the location; The virtual characters in the first area are taken as the recipients, and the presentation method of the target communication information is determined as the second presentation method, which is to display prompt icons on the game map of each recipient.
[0163] Optionally, keywords include: time information; Presentation module 1603 is specifically used for: Generate a time control based on time information; The virtual characters in the first area are taken as the receiving objects, and the presentation method of the target communication information is determined to be the third presentation method, which is to display a time control in the game interface of each receiving object.
[0164] Optionally, keywords include: action instructions; Presentation module 1603 is specifically used for: Generate the first action icon based on the action command, and determine the first display position of the first action icon in the game interface; The virtual characters in the first area are taken as the recipients, and the presentation method of the target communication information is determined as the fourth presentation method. The fourth presentation method is: display the first action icon in the first display position of the game interface of each recipient.
[0165] Optionally, keywords include: gesture information; Presentation module 1603 is specifically used for: A second action icon is generated based on the gesture information, and the second display position of the second action icon in the game interface is determined. The virtual characters in the first area are taken as the recipients, and the presentation method of the target communication information is determined to be the fifth presentation method. The fifth presentation method is: display the second action icon in the second display position of the game interface of each recipient.
[0166] The device also includes a display cancellation module, specifically used for: In response to the exit command for the second communication mode, the identifier of the first virtual character is removed from the second area.
[0167] This application provides a communication mode selection interface that includes public channels and commander channels, thereby clarifying the operation entry points for each channel. Combined with the visual feedback of virtual character icons, players can quickly switch communication modes. By collecting raw communication information and processing it into target information, and then outputting it according to preset recipients and presentation methods, the commander channel achieves targeted and clear communication. This not only distinguishes the functional boundaries of different communication scenarios but also ensures the accurate transmission of communication information, improving the efficiency and convenience of communication in the game and optimizing the player's interactive experience.
[0168] Figure 17 This illustration shows a schematic diagram of an electronic device provided in an embodiment of this application, including: a processor 1701, a storage medium 1702, and a bus 1703. The storage medium 1702 stores machine-readable instructions executable by the processor 1701. When the electronic device runs an interactive method in a game as described in the embodiment, the processor 1701 communicates with the storage medium 1702 via the bus 1703. The processor 1701 executes the machine-readable instructions. The preamble of the method item of the processor 1701 performs the following steps: The communication mode selection interface is displayed. The communication mode selection interface displays at least a first area corresponding to the first communication mode and a second area corresponding to the second communication mode. The first area displays the icons of each virtual character participating in the game. In response to the selection instruction for the second communication mode, the identifier of the first virtual character is displayed in the second area; In response to a communication instruction for the second communication mode, the system acquires the original communication information, determines at least one target communication message, the recipient of each target communication message, and the presentation method of each target communication message based on the original communication information, and outputs each target communication message according to the recipient and presentation method of each target communication message.
[0169] Optionally, the communication mode selection interface also displays a third area corresponding to the third communication mode; The processor 1701 is also used to perform: In response to the selection command for the third communication mode, the identifier of the first virtual character is displayed in the third area; In response to the selection command for the second virtual character in the first area, display the identifier of the second virtual character in the third area; In response to communication commands for the third communication mode, target communication information for the first and second virtual characters is displayed in the chat panel.
[0170] Optionally, when the processor 1701 executes a selection instruction for a third communication mode and displays the identifier of the first virtual character in the third area, it is specifically configured to: The response moves the identifier of the first virtual character from the first area to the third area, and displays the identifier of the first virtual character in the third area of the terminal where the first virtual character is located; The response moves the identifier of the first virtual character from the first area to the third area, and displays a preset placeholder identifier in the third area of the terminal where the third virtual character is located. The third virtual character is another virtual character other than the first and second virtual characters.
[0171] Optionally, when the processor 1701 executes a selection instruction for a second virtual character in the first region and displays the identifier of the second virtual character in the third region, it is specifically configured to: In response to the selection instruction for the second virtual character in the first area, a request message is sent to the terminal where the second virtual character is located. In response to the confirmation request from the terminal where the second virtual character is located, the identifier of the second virtual character is displayed in the third area of the terminals where the first and second virtual characters are located; In response to the confirmation request from the terminal where the second virtual character is located, the identifier of the first virtual character is displayed in the third area of the terminal where the second virtual character is located, and a preset placeholder identifier is displayed in the third area of the terminal where the third virtual character is located. The third virtual character is another virtual character other than the first and second virtual characters.
[0172] Optionally, when the processor 1701 executes a selection instruction for the second communication mode and displays the identifier of the first virtual character in the second area, it is specifically configured to: The response moves the identifier of the first virtual character from the first area to the second area, sets the second communication mode as the current communication mode, and displays the identifier of the first virtual character in the second area.
[0173] Optionally, when the processor 1701 executes the response to move the identifier of the first virtual character from the first area to the second area, sets the second communication mode as the current communication mode, and displays the identifier of the first virtual character in the second area, it is specifically used for: When the first virtual character's icon is selected in the first area, the icon of the first virtual character will be displayed floatingly at the current touch location; The response moves the identifier of the first virtual character to the second area, sets the second communication mode as the current communication mode, and displays the identifier of the first virtual character at a preset position in the second area.
[0174] Optionally, when the processor 1701 executes a selection instruction for the second communication mode and displays the identifier of the first virtual character in the second area, it is specifically configured to: In response to the selection instruction for the second communication mode, if there are other virtual role identifiers in the second area, and the weight information of the first virtual role is greater than the weight information of the other virtual roles, the identifier of the first virtual role will be displayed in the second area.
[0175] Optionally, when the processor 1701 executes a selection instruction for the second communication mode and displays the identifier of the first virtual character in the second area, it is specifically configured to: In response to the selection instruction for the second communication mode, if the identifier of another virtual character exists in the second area, a replacement request is sent to the other virtual character; Upon confirmation of the replacement request, the identifiers of other virtual characters are removed from the second area, and the identifier of the first virtual character is displayed in the second area.
[0176] Optionally, when the processor 1701 executes the process of determining at least one target communication message, the recipient of each target communication message, and the presentation method of each target communication message based on the original communication information, it is specifically used for: Identify at least one target communication message based on the original communication information; Based on a pre-defined set of keywords, determine the recipients of each target communication message and the presentation method of each target communication message; Output the communication information for each target according to the recipient and presentation method.
[0177] Optionally, the original communication information includes: original voice information and original text information; When the processor 1701 executes the process of determining at least one target communication information based on the original communication information, it is specifically used for: The original speech information is converted into text to obtain the target text, and information is extracted from the target text to obtain at least one target communication message. Information is extracted from the original text information to obtain at least one target communication message.
[0178] Optionally, when the processor 1701 executes the process of determining the recipients of each target communication message and the presentation method of each target communication message based on a preset keyword set, it is specifically used for: Match the target communication information based on the keyword set to obtain at least one keyword in each target communication information; Determine the recipients of each target communication message and the presentation method based on the keywords in each target communication message.
[0179] Optionally, keywords may include: the virtual character's ID; When the processor 1701 executes the process of determining the recipients of each target communication message and the presentation method of each target communication message based on keywords in each target communication message, it is specifically used for: If the keywords of the target communication information contain the number of the second virtual character, then the second virtual character will be the recipient of the target communication information, and the presentation method of the target communication information will be determined as the first presentation method. The first presentation method includes at least one of the following: highlighting the number of the second virtual character in the target communication information, displaying the identifier of the second virtual character in a preset manner in the first area, and generating a prompt signal on the terminal where the second virtual character is located.
[0180] Optionally, keywords may include: location coordinate information; When the processor 1701 executes the process of determining the recipients of each target communication message and the presentation method of each target communication message based on keywords in each target communication message, it is specifically used for: Based on the location coordinates, determine the location to be marked on the game map and add a prompt marker to the location; The virtual characters in the first area are taken as the recipients, and the presentation method of the target communication information is determined as the second presentation method, which is to display prompt icons on the game map of each recipient.
[0181] Optionally, keywords include: time information; When the processor 1701 executes the process of determining the recipients of each target communication message and the presentation method of each target communication message based on keywords in each target communication message, it is specifically used for: Generate a time control based on time information; The virtual characters in the first area are taken as the receiving objects, and the presentation method of the target communication information is determined to be the third presentation method, which is to display a time control in the game interface of each receiving object.
[0182] Optionally, keywords include: action instructions; When the processor 1701 executes the process of determining the recipients of each target communication message and the presentation method of each target communication message based on keywords in each target communication message, it is specifically used for: Generate the first action icon based on the action command, and determine the first display position of the first action icon in the game interface; The virtual characters in the first area are taken as the recipients, and the presentation method of the target communication information is determined as the fourth presentation method. The fourth presentation method is: display the first action icon in the first display position of the game interface of each recipient.
[0183] Optionally, keywords include: gesture information; When the processor 1701 executes the process of determining the recipients of each target communication message and the presentation method of each target communication message based on keywords in each target communication message, it is specifically used for: A second action icon is generated based on the gesture information, and the second display position of the second action icon in the game interface is determined. The virtual characters in the first area are taken as the recipients, and the presentation method of the target communication information is determined to be the fifth presentation method. The fifth presentation method is: display the second action icon in the second display position of the game interface of each recipient.
[0184] The processor 1701 is also used to perform: In response to the exit command for the second communication mode, the identifier of the first virtual character is removed from the second area.
[0185] This application provides a communication mode selection interface that includes public channels and commander channels, thereby clarifying the operation entry points for each channel. Combined with the visual feedback of virtual character icons, players can quickly switch communication modes. By collecting raw communication information and processing it into target information, and then outputting it according to preset recipients and presentation methods, the commander channel achieves targeted and clear communication. This not only distinguishes the functional boundaries of different communication scenarios but also ensures the accurate transmission of communication information, improving the efficiency and convenience of communication in the game and optimizing the player's interactive experience.
[0186] This application embodiment also provides a computer-readable storage medium storing a computer program, which is executed by a processor, wherein the processor performs the following steps: The communication mode selection interface is displayed. The communication mode selection interface displays at least a first area corresponding to the first communication mode and a second area corresponding to the second communication mode. The first area displays the icons of each virtual character participating in the game. In response to the selection instruction for the second communication mode, the identifier of the first virtual character is displayed in the second area; In response to a communication instruction for the second communication mode, the system acquires the original communication information, determines at least one target communication message, the recipient of each target communication message, and the presentation method of each target communication message based on the original communication information, and outputs each target communication message according to the recipient and presentation method of each target communication message.
[0187] Optionally, the communication mode selection interface also displays a third area corresponding to the third communication mode; The processor is also used to perform: In response to the selection command for the third communication mode, the identifier of the first virtual character is displayed in the third area; In response to the selection command for the second virtual character in the first area, display the identifier of the second virtual character in the third area; In response to communication commands for the third communication mode, target communication information for the first and second virtual characters is displayed in the chat panel.
[0188] Optionally, when the processor executes a selection instruction for a third communication mode and displays the identifier of the first virtual character in the third area, it specifically performs the following: The response moves the identifier of the first virtual character from the first area to the third area, and displays the identifier of the first virtual character in the third area of the terminal where the first virtual character is located; The response moves the identifier of the first virtual character from the first area to the third area, and displays a preset placeholder identifier in the third area of the terminal where the third virtual character is located. The third virtual character is another virtual character other than the first and second virtual characters.
[0189] Optionally, when the processor executes a selection instruction for a second virtual character in the first region and displays the identifier of the second virtual character in the third region, it is specifically configured to: In response to the selection instruction for the second virtual character in the first area, a request message is sent to the terminal where the second virtual character is located. In response to the confirmation request from the terminal where the second virtual character is located, the identifier of the second virtual character is displayed in the third area of the terminals where the first and second virtual characters are located; In response to the confirmation request from the terminal where the second virtual character is located, the identifier of the first virtual character is displayed in the third area of the terminal where the second virtual character is located, and a preset placeholder identifier is displayed in the third area of the terminal where the third virtual character is located. The third virtual character is another virtual character other than the first and second virtual characters.
[0190] Optionally, when the processor executes a selection instruction for the second communication mode and displays the identifier of the first virtual character in the second area, it specifically performs the following: The response moves the identifier of the first virtual character from the first area to the second area, sets the second communication mode as the current communication mode, and displays the identifier of the first virtual character in the second area.
[0191] Optionally, when the processor executes the response to move the identifier of the first virtual character from the first area to the second area, sets the second communication mode as the current communication mode, and displays the identifier of the first virtual character in the second area, it is specifically configured to: When the first virtual character's icon is selected in the first area, the icon of the first virtual character will be displayed floatingly at the current touch location; The response moves the identifier of the first virtual character to the second area, sets the second communication mode as the current communication mode, and displays the identifier of the first virtual character at a preset position in the second area.
[0192] Optionally, when the processor executes a selection instruction for the second communication mode and displays the identifier of the first virtual character in the second area, it specifically performs the following: In response to the selection instruction for the second communication mode, if there are other virtual role identifiers in the second area, and the weight information of the first virtual role is greater than the weight information of the other virtual roles, the identifier of the first virtual role will be displayed in the second area.
[0193] Optionally, when the processor executes a selection instruction for the second communication mode and displays the identifier of the first virtual character in the second area, it specifically performs the following: In response to the selection instruction for the second communication mode, if the identifier of another virtual character exists in the second area, a replacement request is sent to the other virtual character; Upon confirmation of the replacement request, the identifiers of other virtual characters are removed from the second area, and the identifier of the first virtual character is displayed in the second area.
[0194] Optionally, when the processor executes the process of determining at least one target communication message, the recipient of each target communication message, and the presentation method of each target communication message based on the original communication information, it is specifically used to: Identify at least one target communication message based on the original communication information; Based on a pre-defined set of keywords, determine the recipients of each target communication message and the presentation method of each target communication message; Output the communication information for each target according to the recipient and presentation method.
[0195] Optionally, the original communication information includes: original voice information and original text information; When the processor performs the operation of determining at least one target communication message based on the original communication message, it is specifically used for: The original speech information is converted into text to obtain the target text, and information is extracted from the target text to obtain at least one target communication message. Information is extracted from the original text information to obtain at least one target communication message.
[0196] Optionally, when the processor executes the process of determining the recipients of each target communication message and the presentation method of each target communication message based on a preset keyword set, it is specifically used to: Match the target communication information based on the keyword set to obtain at least one keyword in each target communication information; Determine the recipients of each target communication message and the presentation method based on the keywords in each target communication message.
[0197] Optionally, keywords may include: the virtual character's ID; When the processor determines the recipients and presentation methods of each target communication message based on keywords in each target communication message, it is specifically used for: If the keywords of the target communication information contain the number of the second virtual character, then the second virtual character will be the recipient of the target communication information, and the presentation method of the target communication information will be determined as the first presentation method. The first presentation method includes at least one of the following: highlighting the number of the second virtual character in the target communication information, displaying the identifier of the second virtual character in a preset manner in the first area, and generating a prompt signal on the terminal where the second virtual character is located.
[0198] Optionally, keywords may include: location coordinate information; When the processor determines the recipients and presentation methods of each target communication message based on keywords in each target communication message, it is specifically used for: Based on the location coordinates, determine the location to be marked on the game map and add a prompt marker to the location; The virtual characters in the first area are taken as the recipients, and the presentation method of the target communication information is determined as the second presentation method, which is to display prompt icons on the game map of each recipient.
[0199] Optionally, keywords include: time information; When the processor determines the recipients and presentation methods of each target communication message based on keywords in each target communication message, it is specifically used for: Generate a time control based on time information; The virtual characters in the first area are taken as the receiving objects, and the presentation method of the target communication information is determined to be the third presentation method, which is to display a time control in the game interface of each receiving object.
[0200] Optionally, keywords include: action instructions; When the processor determines the recipients and presentation methods of each target communication message based on keywords in each target communication message, it is specifically used for: Generate the first action icon based on the action command, and determine the first display position of the first action icon in the game interface; The virtual characters in the first area are taken as the recipients, and the presentation method of the target communication information is determined as the fourth presentation method. The fourth presentation method is: display the first action icon in the first display position of the game interface of each recipient.
[0201] Optionally, keywords include: gesture information; When the processor determines the recipients and presentation methods of each target communication message based on keywords in each target communication message, it is specifically used for: A second action icon is generated based on the gesture information, and the second display position of the second action icon in the game interface is determined. The virtual characters in the first area are taken as the recipients, and the presentation method of the target communication information is determined to be the fifth presentation method. The fifth presentation method is: display the second action icon in the second display position of the game interface of each recipient.
[0202] The processor is also used to perform: In response to the exit command for the second communication mode, the identifier of the first virtual character is removed from the second area.
[0203] This application provides a communication mode selection interface that includes public channels and commander channels, thereby clarifying the operation entry points for each channel. Combined with the visual feedback of virtual character icons, players can quickly switch communication modes. By collecting raw communication information and processing it into target information, and then outputting it according to preset recipients and presentation methods, the commander channel achieves targeted and clear communication. This not only distinguishes the functional boundaries of different communication scenarios but also ensures the accurate transmission of communication information, improving the efficiency and convenience of communication in the game and optimizing the player's interactive experience.
[0204] In this embodiment, the computer program, when run by the processor, can also execute other machine-readable instructions to perform other methods as described in the embodiments. For details on the specific execution steps and principles, please refer to the description of the embodiments, which will not be repeated here.
[0205] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0206] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0207] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0208] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0209] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.
[0210] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.
Claims
1. An interaction method in a game, characterized in that, The method includes: The communication mode selection interface is displayed. The communication mode selection interface displays at least a first area corresponding to the first communication mode and a second area corresponding to the second communication mode. The first area displays the identifiers of each virtual character participating in the game. In response to the selection instruction for the second communication mode, the identifier of the first virtual character is displayed in the second area; In response to a communication instruction for the second communication mode, the system acquires original communication information, determines at least one target communication message, the recipient of each target communication message, and the presentation method of each target communication message based on the original communication information, and outputs each target communication message according to the recipient and presentation method of each target communication message.
2. The method according to claim 1, characterized in that, The communication mode selection interface also displays a third area corresponding to the third communication mode; The method further includes: In response to a selection instruction for the third communication mode, the identifier of the first virtual character is displayed in the third area; In response to a selection instruction for a second virtual character in the first area, the identifier of the second virtual character is displayed in the third area; In response to a communication command for the third communication mode, target communication information between the first virtual character and the second virtual character is displayed in the chat panel.
3. The method according to claim 2, characterized in that, The response to the selection instruction for the third communication mode, displaying the identifier of the first virtual character in the third area, includes: The response moves the identifier of the first virtual character from the first area to the third area, and displays the identifier of the first virtual character in the third area of the terminal where the first virtual character is located; The response moves the identifier of the first virtual character from the first area to the third area, and displays a preset placeholder identifier in the third area of the terminal where the third virtual character is located. The third virtual character is another virtual character besides the first virtual character and the second virtual character.
4. The method according to claim 2, characterized in that, The response to a selection instruction for a second virtual character in the first area, displaying the identifier of the second virtual character in the third area, includes: In response to the selection instruction for the second virtual character in the first area, a request message is sent to the terminal where the second virtual character is located. Upon receiving confirmation of the request from the terminal where the second virtual character is located, the identifier of the second virtual character is displayed in the third area of the terminals where the first virtual character and the second virtual character are located; In response to the confirmation of the request information by the terminal where the second virtual character is located, the identifier of the first virtual character is displayed in the third area of the terminal where the second virtual character is located, and a preset placeholder identifier is displayed in the third area of the terminal where the third virtual character is located. The third virtual character is another virtual character other than the first virtual character and the second virtual character.
5. The method according to claim 1, characterized in that, The response to the selection instruction for the second communication mode, displaying the identifier of the first virtual character in the second area, includes: The response moves the identifier of the first virtual character from the first area to the second area, sets the second communication mode as the current communication mode, and displays the identifier of the first virtual character in the second area.
6. The method according to claim 5, characterized in that, The response moves the identifier of the first virtual character from the first area to the second area, sets the second communication mode as the current communication mode, and displays the identifier of the first virtual character in the second area, including: In response to selecting the identifier of the first virtual character in the first area, the identifier of the first virtual character is floated and displayed at the current touch position; The response moves the identifier of the first virtual character to the second area, sets the second communication mode as the current communication mode, and displays the identifier of the first virtual character at a preset position in the second area.
7. The method according to claim 1, characterized in that, The response to the selection instruction for the second communication mode, displaying the identifier of the first virtual character in the second area, includes: In response to the selection instruction for the second communication mode, if there are other virtual character identifiers in the second area, and the weight information of the first virtual character is greater than the weight information of the other virtual characters, the identifier of the first virtual character is displayed in the second area.
8. The method according to claim 1, characterized in that, The response to the selection instruction for the second communication mode, displaying the identifier of the first virtual character in the second area, includes: In response to the selection instruction for the second communication mode, if the identifier of another virtual character currently exists in the second area, a replacement request is sent to the other virtual character; In response to the confirmation of the replacement request, the identifiers of the other virtual characters are removed from the second area, and the identifier of the first virtual character is displayed in the second area.
9. The method according to claim 1, characterized in that, The step of determining at least one target communication message, the recipient of each target communication message, and the presentation method of each target communication message based on the original communication information includes: At least one target communication message is determined based on the original communication information; The recipients of each target communication message and the presentation method of each target communication message are determined based on a preset set of keywords. Output each of the target communication messages according to the recipient and presentation method.
10. The method according to claim 9, characterized in that, The original communication information includes: original voice information and original text information; Determining at least one target communication message based on the original communication information includes: The original voice information is converted into text to obtain target text, and information is extracted from the target text to obtain at least one target communication message; Information is extracted from the original text information to obtain at least one target communication message.
11. The method according to claim 9, characterized in that, The step of determining the recipients of each target communication message and the presentation method of each target communication message based on a preset keyword set includes: Match each target communication message with the set of keywords to obtain at least one keyword in each target communication message; The recipients of each target communication message and the presentation method of each target communication message are determined based on the keywords in each target communication message.
12. The method according to claim 11, characterized in that, The keywords include: the virtual character's ID; The step of determining the recipients of each target communication message and the presentation method of each target communication message based on keywords in each target communication message includes: If the keywords of the target communication information contain the number of the second virtual character, then the second virtual character will be used as the recipient of the target communication information, and the presentation mode of the target communication information will be determined as the first presentation mode. The first presentation method includes at least one of the following: highlighting the number of the second virtual character in the target communication information, displaying the identifier of the second virtual character in the first area in a preset manner, and generating a prompt signal on the terminal where the second virtual character is located.
13. The method according to claim 11, characterized in that, The keywords include: location coordinate information; The step of determining the recipients of each target communication message and the presentation method of each target communication message based on keywords in each target communication message includes: Based on the location coordinate information, determine the location to be marked on the game map, and add a prompt marker to the location to be marked; The virtual characters in the first area are taken as the receiving objects, and the presentation method of the target communication information is determined to be the second presentation method, which is to display the prompt icon in the game map of each receiving object.
14. The method according to claim 11, characterized in that, The keywords include: time information; The step of determining the recipients of each target communication message and the presentation method of each target communication message based on keywords in each target communication message includes: Generate a time control based on the time information; The virtual characters in the first area are taken as the receiving objects, and the presentation method of the target communication information is determined to be the third presentation method, which is: displaying the time control in the game interface of each receiving object.
15. The method according to claim 11, characterized in that, The keywords include: action instructions; The step of determining the recipients of each target communication message and the presentation method of each target communication message based on keywords in each target communication message includes: A first action icon is generated according to the action command, and the first display position of the first action icon in the game interface is determined; The virtual characters in the first area are taken as the receiving objects, and the presentation method of the target communication information is determined to be the fourth presentation method, which is: displaying the first action icon in the first display position of the game interface of each receiving object.
16. The method according to claim 11, characterized in that, The keywords include: gesture information; The step of determining the recipients of each target communication message and the presentation method of each target communication message based on keywords in each target communication message includes: A second action icon is generated based on the gesture information, and a second display position of the second action icon is determined in the game interface; The virtual characters in the first area are taken as the receiving objects, and the presentation method of the target communication information is determined to be the fifth presentation method, which is: displaying the second action icon in the second display position of the game interface of each receiving object.
17. The method according to claim 1, characterized in that, The method further includes: In response to the exit command for the second communication mode, the identifier of the first virtual character is removed from the second area.
18. An interactive device for a game, characterized in that, The device includes: The display module is used to display a communication mode selection interface. The communication mode selection interface displays at least a first area corresponding to a first communication mode and a second area corresponding to a second communication mode. The first area displays the identifiers of each virtual character participating in the game. The selection module is used to respond to a selection command for the second communication mode and display the identifier of the first virtual character in the second area; The presentation module is used to respond to communication instructions for the second communication mode, obtain original communication information, determine at least one target communication information, the recipient of each target communication information, and the presentation method of each target communication information based on the original communication information, and output each target communication information according to the recipient and presentation method of each target communication information.
19. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of an interaction method in a game as described in any one of claims 1 to 17.
20. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of an interaction method in a game as described in any one of claims 1 to 17.