Information processing method and device, electronic equipment and storage medium
By setting up a location guidance system with a dual-layer detection area in a large-scale multiplayer online game, dynamically displaying direction and distance prompts, the problem of players having difficulty locating resource objects is solved, improving the gaming experience and terminal device efficiency.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-02-05
- Publication Date
- 2026-08-04
AI Technical Summary
In massively multiplayer online games, players often struggle to accurately locate resource objects, leading to frequent switching of the vertical perspective. This increases the operational burden and the consumption of computing resources on the terminal device, negatively impacting the gaming experience.
By setting up a two-layer detection area centered on the controlled virtual character, location guidance information including direction and distance prompts is dynamically displayed, and orientation and distance information are updated in real time, reducing the need for perspective switching.
Players can intuitively perceive the location of resource objects without frequently switching perspectives, improving resource search efficiency and operational smoothness, and reducing the computing load on terminal devices.
Smart Images

Figure CN122499476A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present invention relate to the field of gaming, and more specifically, the embodiments of the present invention relate to an information processing method, apparatus, electronic device, and storage medium. Background Technology
[0002] This section is intended to provide background or context for embodiments of the invention as set forth in the claims. The description herein is not an admission that it is prior art simply because it is included in this section.
[0003] In massively multiplayer online games (MMOs) such as FPS and ACT games, players often need to search for resource objects (such as supply crates) in virtual environments. In related technologies, when players approach resource objects by horizontal movement, the limited field of view makes it difficult to accurately locate the object, leading to frequent switching between vertical perspectives. For example, players may need to first approach the resource object with a large movement, then adjust their view to look down and confirm its location, and finally complete the interaction with a small movement. This process is cumbersome, especially in areas with dense resource points (such as in search-and-fight / retreat gameplay), which exacerbates the frequency of perspective switching, increases the operational burden, and reduces search efficiency. Furthermore, related solutions lack intuitive prompts regarding the location and distance of resource objects, making it easy for players to misjudge locations or repeat actions, affecting the gaming experience. From a technical perspective, frequent perspective switching and movement adjustments consume the terminal device's computing resources, increase data processing pressure, and may cause interface lag or operational delays. Summary of the Invention
[0004] In this context, embodiments of the present invention aim to provide an information processing method, apparatus, electronic device, and storage medium to at least partially solve the aforementioned problems existing in the related art.
[0005] In a first aspect of the present invention, an information processing method is provided, which provides a graphical user interface (GUI) through a terminal device. The GUI displays at least part or all of a virtual scene, the virtual scene including a controlled virtual character, the controlled virtual character being controlled by the terminal device. The method includes: detecting a resource object located within a preset area in the virtual scene; displaying location guidance information of the resource object on the GUI; the preset area is the area between a first detection area and a second detection area centered on the controlled virtual character, the second detection area being larger than the first detection area; the location guidance information is determined based on the orientation and distance information of the resource object relative to the controlled virtual character in the virtual scene, the location guidance information including direction and distance prompts; in response to the movement of the controlled virtual character in the virtual scene, updating the orientation and distance information in real time, and updating the location guidance information accordingly; when a resource object is detected entering the first detection area in the virtual scene, canceling the display of the location guidance information and displaying a pick-up control for the resource object on the GUI, the pick-up control being used to trigger the execution of picking up the resource object.
[0006] In a second aspect of the present invention, an information processing apparatus is provided, which provides a graphical user interface (GUI) via a terminal device. The GUI displays at least part or all of a virtual scene, including a controlled virtual character controlled by the terminal device. The apparatus includes: a detection module for detecting resource objects located within a preset area in the virtual scene; the preset area is the area between a first detection area and a second detection area centered on the controlled virtual character, the second detection area being larger than the first detection area; a display control module for displaying location guidance information of the resource objects on the GUI; the location guidance information is determined based on the orientation and distance information of the resource objects relative to the controlled virtual character in the virtual scene, and includes directional and distance prompts; an update module for updating the orientation and distance information in real time in response to the movement of the controlled virtual character in the virtual scene, and correspondingly updating the location guidance information; and a pickup control module for de-displaying the location guidance information and displaying a pickup control for the resource objects on the GUI when a resource object is detected entering the first detection area in the virtual scene, the pickup control triggers the pickup of the resource objects.
[0007] In a third aspect of the present invention, an electronic device is provided, comprising: a memory storing computer-executable instructions executable by a processor; and a processor for executing the computer-executable instructions to perform the steps of the information processing method described in any of the preceding claims.
[0008] In a fourth aspect of the present invention, a computer-readable storage medium is provided storing a computer program that, when executed by a processor, implements the steps of the information processing method described in any of the preceding claims.
[0009] This invention establishes a two-layer detection area centered on the controlled virtual character. When a resource object is located in the outer guidance area, location guidance information, including direction and distance indicators, is dynamically displayed. By updating the orientation and distance information in real time, the guidance information dynamically adjusts as the player moves. Players can intuitively perceive the orientation and distance of resource objects without frequently switching perspectives, reducing unnecessary movement and operation steps, thereby reducing the computational load on the terminal device and improving resource search efficiency and operational smoothness. Attached Figure Description
[0010] The above and other objects, features, and advantages of exemplary embodiments of the present invention will become readily apparent from the following detailed description taken in conjunction with the accompanying drawings. Several embodiments of the invention are illustrated in the drawings by way of example, not limitation, in which: Figure 1 A schematic diagram illustrating the implementation environment of an information processing method provided in this embodiment of the disclosure; Figure 2 A flowchart of an information processing method provided in an embodiment of this disclosure; Figure 3 A schematic diagram of an interface provided for an embodiment of this disclosure; Figure 4 A schematic diagram of location guidance information provided in an embodiment of this disclosure; Figure 5 This is a schematic diagram of the structure of an information processing device provided in an embodiment of the present disclosure; Figure 6 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure.
[0011] In the accompanying drawings, the same or corresponding reference numerals indicate the same or corresponding parts. Detailed Implementation
[0012] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.
[0013] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0014] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0015] Figure 1 A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, etc., and has a display function capable of displaying a graphical user interface, which may include the operating system interface or the application interface. An application, such as a game program, is installed on the terminal device 110. The server 120 generally refers to the backend system providing application services in this exemplary embodiment; it may be a single server or a cluster of multiple servers. For example, a game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in one exemplary embodiment of this disclosure can be executed by any one or more of the terminal device 110 and the server 120.
[0016] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications can run under the cloud interaction system, such as cloud gaming. Taking cloud gaming as an example, cloud gaming can be a game mode based on cloud computing. In the cloud gaming operation mode, the game program's execution entity and the game screen presentation entity are separated. The storage and execution of the game's control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game, the user operates the cloud gaming client to send operation 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 cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0017] In one implementation, the method described above can be implemented by the terminal device 110 alone. For example, without deploying the server 120, the terminal device 110 can run the application in a standalone environment to implement the game function and execute the method described above.
[0018] This embodiment provides an information processing method that provides a graphical user interface (GUI) through a terminal device. The GUI displays at least part or all of a virtual scene, which includes a controlled virtual character controlled by the terminal device. Figure 2 This is a flowchart of an information processing method according to an embodiment of the present disclosure, such as... Figure 2 As shown, the process includes the following steps: Step S110: Detect resource objects located within a preset area in the virtual scene and display location guidance information of the resource objects on the graphical user interface.
[0019] Step S120: The preset area is the area between the first detection area and the second detection area centered on the controlled virtual character, and the range of the second detection area is larger than that of the first detection area.
[0020] Step S130: The location guidance information is determined based on the orientation and distance information of the resource object relative to the controlled virtual character in the virtual scene. The location guidance information includes direction prompts and distance prompts.
[0021] In step S140, in response to the movement of the controlled virtual character in the virtual scene, the orientation information and distance information are updated in real time, and the position guidance information is updated accordingly.
[0022] In step S150, when a resource object is detected entering the first detection area in the virtual scene, the location guidance information is canceled on the graphical user interface and the resource object's pick control is displayed. The pick control is used to trigger the execution of picking the resource object.
[0023] The method provided in this implementation allows players to intuitively perceive the location of resource objects in a virtual scene through a dual-circle dynamic guidance system. This eliminates the need to frequently switch to a vertical perspective; players can quickly locate and acquire resources solely through horizontal movement and UI guidance, significantly improving the user experience. Simultaneously, real-time updates to guidance information enhance the dynamic feedback of the game scene, increasing the diversity and fun of resource exploration and enriching gameplay. Furthermore, this method optimizes resource utilization on terminal devices, reduces computational resource consumption caused by frequent perspective switching, and improves system response efficiency.
[0024] The steps described above are explained in detail below.
[0025] In step S110, resource objects located within a preset area are detected in the virtual scene, and location guidance information of the resource objects is displayed on the graphical user interface.
[0026] Optionally, a preset area refers to a specific range of areas set by the system for detecting resource objects. This area is used to determine which resource objects need to display location guidance information, thereby optimizing the user's exploration experience.
[0027] Optionally, resource objects refer to items or props that players can obtain in the virtual scene, such as treasure chests and supply boxes. These objects are important interactive elements in the game, providing players with the game resources they need.
[0028] Optionally, location guidance information is a visual indicator displayed through a graphical user interface to help players locate resource objects. This information allows players to perceive the location of resource objects without frequently switching perspectives.
[0029] In step S120, the preset area is the area between the first detection area and the second detection area centered on the controlled virtual character, and the range of the second detection area is larger than that of the first detection area.
[0030] Optionally, the first detection area is a smaller area centered on the controlled virtual character, and the second detection area is a larger area centered on the controlled virtual character. The second detection area is larger than the first detection area. In this way, the closed space formed between the two concentric detection areas of different sizes jointly defines the preset area, which serves as the detection range for resource objects that require location guidance.
[0031] In step S130, the location guidance information is determined based on the orientation and distance information of the resource object relative to the controlled virtual character in the virtual scene. The location guidance information includes direction prompts and distance prompts.
[0032] Optionally, orientation information refers to the direction data of the resource object relative to the controlled virtual character in the virtual scene. The system uses this information to determine the directional prompts in the location guide, helping players determine the relative position of the resource object.
[0033] Optionally, distance information refers to the spatial distance data between the resource object and the controlled virtual character in the virtual scene. The system uses this information to determine the distance prompts in the location guidance, indicating the proximity of the resource object.
[0034] Optionally, directional cues are part of the location guidance information, using visual elements to indicate the position of resource objects relative to the player character within the virtual scene. This helps the player determine the direction of movement to approach the resource.
[0035] Optionally, distance cues are part of location guidance information, using visual elements to indicate the distance between resource objects and the player. This provides an intuitive sense of spatial distance.
[0036] In step S140, in response to the movement of the controlled virtual character in the virtual scene, the orientation information and distance information are updated in real time, and the position guidance information is updated accordingly.
[0037] Optionally, movement refers to the change in the position of the controlled virtual character in the virtual scene, which triggers dynamic adjustments to the guidance information.
[0038] Optionally, real-time updates continuously calculate changes in orientation and distance and immediately reflect these changes in the location guidance information display.
[0039] In step S150, when a resource object is detected entering the first detection area in the virtual scene, the location guidance information is canceled on the graphical user interface and the resource object picking control is displayed. The picking control is used to trigger the picking of the resource object.
[0040] Optionally, the first detection area is the state where resource objects have entered the interactive range. When a resource object enters this area, the player can interact with it directly, and the guide is switched to the pick-up option.
[0041] Optionally, the pick-up control is an interactive button or icon displayed when a resource object enters the first detection area. Players can click or touch this control to perform a pick-up operation and acquire resources from the virtual scene.
[0042] In one specific application of this embodiment, the player controls a virtual character to move in a virtual scene. When a resource object is located between the outer and inner circles centered on the character, a semi-transparent guide icon is displayed on the interface. The icon indicates the direction and distance by changing its fill size. The guide icon updates in real time as the player moves the character. When the resource object enters the inner circle, the guide icon disappears and a pick-up button is displayed, which the player can click to obtain the resource.
[0043] In an optional implementation, the first detection area and the second detection area are circular areas centered on the controlled virtual character, with the radius of the second detection area being larger than that of the first detection area. By designing the detection areas as concentric circles, omnidirectional detection and precise positioning of resource objects can be achieved, allowing players to intuitively perceive the location and distance of resource objects and reducing the burden of frequently adjusting the viewing angle.
[0044] For example, see Figure 3 and Figure 4 In a virtual environment, when a player controls their character to move, the system sets up two concentric circular detection areas with different radii, centered on the character's position. The inner circle is the first detection area, representing the range where the character can directly pick up items; the outer circle is the second detection area, representing the range where location guidance is needed, with a larger radius than the inner circle. When a resource object is located in the annular area between these two circular areas, the system displays location guidance information on the interface; when the player moves their character to bring the resource object into the inner circle, the system automatically switches to the pickup control.
[0045] Optionally, a circular region, as a common geometric shape, offers advantages in symmetry and uniformity within a virtual scene. It radiates outwards from the character's position at equal intervals, ensuring continuous detection coverage without blind spots. The radius parameter of the circular region can be adjusted according to specific application requirements.
[0046] Optionally, the first detection area, as the inner circle, has a small radius and is mainly used to define the close-range area within which resource objects can be directly interacted with. When a resource object enters the first detection area, the system switches the display state from a guidance prompt to an operable control, which helps reduce interface interference and improve interaction efficiency. In practical applications, this circular area is usually designed as an area centered on the controlled virtual character with a fixed radius. The size of the radius depends on the specific game design, and this range is generally considered to be the close-range interactive space that the player can intuitively perceive without adjusting the viewpoint. From the user interface perspective, the boundary of the first detection area is invisible, but it affects the display of UI elements through logical judgment. For example, when the resource distance is less than the inner circle radius, the directional prompt is hidden and the pick-up button is displayed. In terms of technical implementation, the system usually uses the Euclidean distance between the character's position coordinates and the resource object's position coordinates to determine whether the resource object has entered the first detection area. When the calculated distance is less than or equal to the radius value of the first detection area, the system determines that the resource object has entered the pick-up state.
[0047] Optionally, the second detection area, serving as the outer ring, has a larger radius and is used to define the distant boundary for resource objects entering the guidance range. The circular design of the second detection area allows the system to detect distant resources early in the character's movement, providing early guidance. When a resource object is within the second detection area but not the first detection area, the system displays location guidance information to help the player plan their movement path. The radius of the second detection area needs to balance the guidance effect and interface complexity; an excessively large radius may lead to too many distracting prompts, while an excessively small radius weakens the guidance effect. The radius of the second detection area can be set to several times the radius of the first detection area. The size of the second detection area's radius can also be adjusted based on the openness of the game scene and the density of resource distribution.
[0048] Optionally, by setting the radius of the second detection area to be larger than that of the first detection area, a ring-shaped warning zone is created. This allows the system to provide location guidance information to the player in advance when a resource object is approaching but has not yet entered the pickup range. This ring-shaped warning zone design fully utilizes the gradual change in spatial distance, enabling the guidance system to provide different levels of guidance information based on the distance. Specifically, when a resource object is located within the ring-shaped area between the first and second detection areas, the system displays corresponding location guidance information on the interface based on the resource object's orientation and distance relative to the player character. As the player character approaches the resource object, the guidance information is dynamically updated until the resource object enters the first detection area, at which point the guidance information is replaced by the pickup control.
[0049] In an optional implementation, location guidance information is displayed through semi-transparent image markers that include dynamically changing visual elements. This method of displaying location guidance information through semi-transparent image markers clearly indicates the location of resource objects without excessively obscuring the visual content of the virtual scene, while the dynamically changing visual elements provide intuitive and real-time directional and distance feedback, allowing players to accurately perceive resource locations without switching perspectives.
[0050] For example, when a virtual character moves within a virtual scene, if a resource object is located within a preset area, the system displays a semi-transparent rectangular image marker on the interface to ensure it does not completely obscure the game scene. This image marker contains a dynamically changing color block visual element. As the player character moves, the position and area of the color block within the circular image change accordingly, reflecting the resource object's orientation and distance relative to the character in real time, providing the player with intuitive location guidance.
[0051] Optionally, semi-transparent image icons refer to visual elements displayed on the user interface with a transparency between completely transparent and completely opaque. This ensures that guidance information is clearly presented without unduly interfering with the player's observation of the virtual scene. Technically, the semi-transparency effect can be achieved by setting the alpha channel value of the image icon. For example, in the RGBA color model, the RGB values can be kept constant while the alpha value is adjusted to control transparency. Semi-transparent image icons can come in various shapes, commonly including circles, squares, triangles, or other regular geometric shapes. The choice of shape can be based on its suitability for conveying directional information. Image icons can also employ different visual treatments based on their importance or urgency; for example, rare resources might be distinguished using special borders or pulsating effects.
[0052] Optionally, dynamically changing visual elements refer to components that visually update within an image identifier based on changes in the relative positional relationship between the player and resource objects. These dynamic elements can manifest in various forms, such as color filling, pattern changes, blink frequency adjustments, or shape transformations. In practical applications, dynamically changing visual elements can use color block filling, where specific areas within the image identifier are filled with a color that contrasts sharply with the background, and the filling position and area change as the player moves. The color selection for the color blocks typically considers visual salience and semantic relevance; for example, green might represent common resources, blue rare resources, and red mission-critical resources. Dynamic changes are not limited to color and may also include texture changes, transparency gradients, particle effects, etc. Triggering conditions for dynamic changes include player movement, resource object movement, environmental changes, or system events.
[0053] In an optional implementation, directional cues are indicated by dynamically changing the fill position of visual elements in image markers. The dynamic change in the fill position of visual elements in image markers is determined based on the orientation information of the resource object relative to the controlled virtual character in the virtual scene. In this way, by intuitively indicating directional cues through dynamically changing the fill position of visual elements in image markers, users can be effectively guided towards resource objects, reducing the need for viewpoint switching and improving the accuracy of resource positioning and operational efficiency.
[0054] For example, in a virtual scene, when the controlled virtual character moves, the dynamically changing visual elements (such as color blocks) on the image marker will adjust their fill positions based on the current position of the resource object relative to the character. For example, if the resource object is located to the left of the character, the area to the left of the image marker will be filled. When the player turns or moves, the position of the visual elements in the circular marker will change accordingly. The fill position always corresponds to the current position of the resource object relative to the character, providing the player with accurate directional guidance.
[0055] Optionally, dynamically changing visual elements are graphical components within the image marker that visually update as the relative position between the player and resource objects changes. They serve as the concrete carriers of directional and distance cues. Dynamically changing visual elements can take the form of color blocks, arrows, light spots, or special patterns, and their position, size, shape, or color within the image marker changes in real-time according to the game state. In the implementation of directional cues, the filling position of dynamically changing visual elements is the core representation; they indicate direction by appearing in specific areas of the image marker.
[0056] Optionally, the fill position refers to the spatial distribution area of dynamically changing visual elements within the image icon, and it is the core form of directional cues. The fill position directly maps the orientation information of the resource object relative to the controlled virtual character, allowing players to intuitively perceive the direction of the resource object. Technically, the fill position can be determined based on angle calculations and a coordinate mapping system that obtains the angle formed between the line connecting the resource object and the character and the character's direction of movement, and maps this angle to the corresponding position on the image icon. For example, if the angle is 0 degrees (directly in front), the dynamically changing visual element may appear at the top of the image icon; if the angle is 90 degrees (directly to the right), it will appear on the right; and if the angle is 180 degrees (directly behind), it will appear at the bottom. This angle mapping can be implemented using a polar coordinate system, enabling directional cues to cover 360-degree omnidirectional indication.
[0057] In an optional implementation, the image markers are regular geometric shapes. The filling positions of dynamically changing visual elements within the image markers are determined based on the orientation information of the resource object relative to the controlled virtual character in the virtual scene. This includes: using the geometric center of the image marker as a reference, determining the filling positions of the dynamically changing visual elements within the image marker based on the orientation information of the resource object relative to the controlled virtual character in the virtual scene. Thus, by designing the image markers as regular geometric shapes and using their geometric center as a reference point, the system can create an intuitive spatial mapping relationship, enabling the filling positions of the dynamically changing visual elements to accurately correspond to the actual orientation of the resource object, providing players with clear and intuitive directional guidance.
[0058] For example, see Figure 4 In a virtual scene, when a controlled virtual character detects a resource object within a preset area during movement, a rectangular icon is displayed on the graphical user interface as location guidance information. This rectangular icon has a geometric center, and its dynamically changing visual element is a gradient color block (in the image, a white gradient color block). Assuming a treasure chest within the preset area is located southeast of the player, the system uses the geometric center of the rectangle as a reference point and fills the lower right area of the rectangle with a color block. Based on the same principle, a treasure chest located northeast of the player fills the upper right area of the rectangle, and a treasure chest located southwest of the player fills the lower left area. In this way, the position of the color block within the rectangular icon indicates the resource object's orientation relative to the player-controlled character in the virtual scene.
[0059] Optionally, regular geometric shapes refer to geometric shapes with fixed shapes, sizes, and symmetry characteristics, existing as the visual form of image identifiers. In virtual scene location guidance systems, regular geometric shapes can include circles, rectangles, squares, equilateral triangles, regular hexagons, etc. These regular geometric shapes provide a stable and easily recognizable visual framework, allowing players to quickly understand the direction and distance information they contain. The size of regular geometric shapes can be dynamically adjusted according to screen size and game interface layout. Furthermore, the borders of regular geometric shapes can use different line thicknesses, styles, or colors to distinguish different types of resource objects; for example, solid borders can represent required resources, dashed borders can represent optional resources, and double borders can represent rare resources.
[0060] Optionally, the geometric center refers to the center point of a regular geometric shape, used to establish the correspondence between the filling position of dynamically changing visual elements and their actual orientation. For circular image icons, the geometric center is the center of the circle; for rectangles and squares, it is the intersection of the diagonals; for other regular polygons, it is the interior point where all vertices are equidistant from the center. The geometric center is crucial in the position guidance system, representing the relative position of the controlled virtual character on the guidance interface and serving as the reference point for orientation mapping. Technically, the system establishes a local coordinate system with the geometric center as its origin and maps the orientation angles of resource objects in the virtual world relative to the character to this coordinate system. For example, if a resource object is located due north (0 degrees) of the character, the dynamically changing visual element will fill above the image icon (relative to the geometric center); if it is located northeast (45 degrees), it will fill in the upper right. This mapping relationship can be implemented using a polar coordinate system, converting the orientation angles into position coordinates relative to the geometric center.
[0061] In an optional implementation, in response to the movement of the controlled virtual character in the virtual scene, the orientation and distance information are updated in real time, and the location guidance information is updated accordingly. This includes: in response to the movement of the controlled virtual character in the virtual scene, updating the orientation and distance information in real time; if the orientation deviation exceeds a preset threshold, changing the filling position of dynamically changing visual elements in the image markers. In this way, by setting an orientation deviation threshold to trigger changes in the filling position, the system can filter out the influence of minor character movements on directional prompts, ensuring the stability of location guidance while also adjusting visual feedback promptly when significant changes occur in orientation, providing players with clearer and less frequently changing directional guidance.
[0062] For example, in a virtual environment, as a user controls a character's movement, the system continuously calculates the azimuth of resource objects relative to the character. If the character's movement causes the azimuth to change beyond a threshold (e.g., 10 degrees), the system adjusts the fill area of a dynamic color block within a rectangular icon, for example, changing it from filling the left side to the right side, to indicate the new direction. This real-time update helps users perceive changes in direction without additional user intervention, simplifying the navigation process.
[0063] Optionally, orientation offset refers to the change in the orientation angle of a resource object relative to the controlled virtual character in the virtual scene. It is usually measured in degrees, such as from 0 degrees to 360 degrees representing all directions. The preset threshold is a configurable value used to determine whether the orientation change is significant enough to require updating the visual cue. This threshold can be adjusted according to the application scenario; for example, a smaller value, such as 5 degrees, can be set in fast-moving games to improve sensitivity, while a larger value, such as 15 degrees, can be set in slow-moving exploration to reduce frequent updates. The preset threshold can also be correlated with the distance to the resource object; for closer resource objects, a smaller threshold can be used to ensure more accurate directional guidance.
[0064] Optionally, changing the fill position of dynamically changing visual elements refers to the process by which the system updates the position of dynamically changing visual elements in the image identifier when the directional offset exceeds a preset threshold. This process involves calculating the new fill position. The system needs to calculate the new fill position based on the latest directional information. This involves the mapping transformation from angle to coordinate. For example, in a rectangular image identifier, polar coordinate formulas can be used to convert the directional angle into x and y coordinates within the rectangle. For instance, if the resource object is located due north of the character, the fill may start from the top of the image identifier, while if the directional offset causes the resource object to move to the northeast, the fill position will move accordingly to the upper right corner. This adjustment can be achieved through linear interpolation or a smooth transition algorithm to ensure a smooth and natural change and avoid visual jumps. In addition, the change of fill position can be combined with color gradients or animation effects, such as gradually filling the new area while fading out the old area, to enhance the user's sense of direction.
[0065] In an optional implementation, distance cues are indicated by dynamically varying the fill area or fill ratio of visual elements within the image identifier. This fill area or fill ratio is determined based on the relative distance between the resource object and the controlled virtual character in the virtual scene and the detection distance of a first detection area. In this way, by dynamically changing the fill area or fill ratio of visual elements, the distance relationship between the resource object and the character is intuitively represented. Players can perceive distance changes without relying on specific numerical values and can predict when the resource object will enter the pickup range, providing a more intuitive and immersive spatial distance perception experience.
[0066] For example, see [link to example]. Figure 4In the virtual scene, when the controlled virtual character detects a resource object within a preset area during movement, a rectangular icon is displayed on the graphical user interface as location guidance information. The area of the filled color block within the rectangle indicates the distance between the resource object and the controlled virtual character. The closer the resource object is to the controlled virtual character, the larger the filled area. This visual feedback allows the player to intuitively perceive the distance relationship with the resource object and adjust their movement path accordingly, without frequently switching perspectives to confirm the specific location of the resource object.
[0067] Optionally, the fill area or fill ratio is a quantitative representation of the visible area occupied by dynamically changing visual elements in an image identifier relative to the total area of the image identifier, used to convey spatial distance information between resource objects and controlled virtual characters. The fill area refers to the actual pixel area or geometric area covered by the dynamically changing visual element within the image identifier. For example, in a circular identifier, the fill portion may appear as a fan-shaped, ring-shaped, or gradient area, and its size is determined by calculating the number of pixels or the ratio. The fill ratio is the ratio of the fill area to the total area of the image identifier, usually expressed as a percentage or fraction for easy standardization. In practical applications, the fill area can be represented in various forms, such as radial fill from the edge of the image identifier to the center, or linear fill from one side to the other. The changes in fill area and fill ratio follow an inverse relationship with distance; that is, the closer the distance, the larger the fill area and fill ratio; the farther the distance, the smaller the fill area and fill ratio. This inverse relationship can be linear or non-linear. The starting position of the fill is related to the orientation of the resource object relative to the controlled virtual character when it is first detected within the preset area. For example, if a resource object is initially detected to the southwest of the controlled virtual character, and the distance between the controlled virtual character and the resource object decreases as the virtual character moves, the color block identifier will gradually increase its fill area from the lower left of the rectangle towards the upper right. Technically, the fill area is typically adjusted by controlling the size parameters of dynamically changing visual elements. For instance, in a 2D rendering system, the width and height attributes of elements might be dynamically changed, or the partial display effect might be achieved by adjusting the size of the clip region.
[0068] Optionally, relative distance refers to the actual distance between a resource object and a controlled virtual character within the virtual scene, typically measured in unit lengths within the game world. Technically, relative distance is usually obtained by calculating the Euclidean distance between two 3D coordinate points, which is the square root of the sum of the squares of the differences in the x, y, and z coordinates of the two points. In some games, terrain height differences or obstacles may be considered, and pathfinding algorithms may be used to calculate the actual walkable distance instead of the straight-line distance to provide more accurate distance guidance. The calculation frequency of relative distance is usually synchronized with the main game loop, updated once per frame or at fixed time intervals to ensure real-time performance.
[0069] Optionally, the detection distance of the first detection area refers to the distance from the controlled virtual character to the boundary of the first detection area. It is an important reference value for determining whether a resource object is pickable, and also one of the benchmarks for calculating the fill area or fill ratio. When determining the fill area or ratio, the system first obtains the current relative distance, then compares it with the distance of the first detection area, and maps it to the fill range through an interpolation algorithm. For example, if the radius of the first detection area is 5 units and the radius of the second detection area is 20 units, then when the relative distance decreases from 20 units to 5 units, the fill ratio can linearly increase from zero percent to one hundred percent. The mapping function can use a linear relationship, that is, the fill ratio equals (distance of the second detection area minus the relative distance) divided by (distance of the second detection area minus the distance of the first detection area), or use a non-linear function such as an exponential curve to emphasize changes in proximity.
[0070] In an optional implementation, the orientation and distance information are updated in real time in response to the movement of the controlled virtual character in the virtual scene; if the distance decreases, the filling area or filling ratio of dynamically changing visual elements in the image identifier is increased. In this way, the proximity of resource objects is intuitively reflected by dynamically adjusting the filling degree of visual elements, enhancing the user's perception of distance changes and improving the naturalness and efficiency of the interaction.
[0071] For example, in a virtual environment, when a user controls a character to move toward a resource point, the system continuously calculates the distance between the character and the resource point. As the distance decreases, the color-filled area of an image icon on the interface gradually expands, from an initial small area to a state of near-fullness (approaching the first detection area). This visual feedback allows the user to perceive the approach progress without having to look at specific values, thus enabling a smoother completion of positioning and picking operations.
[0072] Optional, dynamically changing visual elements refer to adjustable graphic portions within an image identifier, such as gradient colors, highlighted areas, or animated patterns, whose changes are intended to convey information. This element can be designed as a radial fill spreading outwards from its starting point, or a linear fill along a specific path to indicate direction or progress. In practice, it can be a semi-transparent layer whose visible area can be adjusted by changing its alpha channel or geometry. Dynamic changes can be time- or event-triggered, such as continuous updates as a character moves. From an interaction design perspective, this element should have high contrast to distinguish it from the background and avoid visual confusion.
[0073] Optionally, increasing the fill area or fill ratio refers to the process by which the system expands the coverage area of dynamically changing visual elements within the image identifier as the distance decreases. There are various ways to increase the fill area or fill ratio, including radial expansion, directional expansion, and increased texture density. In practice, changes in the fill area can be combined with changes in the fill position to indicate the orientation and distance of the resource object relative to the controlled virtual character in real time, providing accurate guidance for positional navigation. For example, when a material object is detected within a virtual area, the relative orientation and relative distance between the material object and the controlled virtual character are first determined. Based on the relative orientation, the initial filling position of the dynamically changing visual element (such as a semi-transparent color block) in the image identifier is determined (for example, if the material object is southwest of the virtual character, the initial filling position can be the lower left of the rectangular image identifier). Based on the relative distance and the detection distance to the first detection area, the initial filling area or filling ratio of the dynamically changing visual element in the image identifier is determined. In response to the movement of the controlled virtual character in the virtual scene, the orientation and distance information are updated in real time. If the relative orientation change does not exceed a preset threshold, as the relative distance between the controlled virtual character and the material object gradually decreases, before entering the first detection area, the dynamically changing visual element in the image identifier is controlled to gradually increase its filling area from the initial filling position along a preset direction (horizontal, vertical, or the opposite direction of the initial relative orientation). If the relative orientation change exceeds a preset threshold during movement, the filling position and area (or ratio) of the dynamically changing visual element in the image marker are adjusted based on the current orientation and distance. Before the controlled virtual character enters the first detection area, the adjusted filling position and area (or ratio) are used as a basis to continue responding to the movement of the controlled virtual character, and the filling position and area (or ratio) of the dynamically changing visual element in the image marker are adjusted accordingly based on real-time orientation and distance information. During the change, the color or transparency of the dynamically changing visual element can be changed according to the change in distance to enhance the visual cue effect; for example, the color depth gradually increases or the transparency gradually decreases as the distance to the material object approaches.
[0074] In an optional implementation, increasing the fill area or fill ratio of dynamically changing visual elements in the image identifier includes: gradually filling from the filled area of the dynamically changing visual element in the image identifier to the unfilled area. This gradual fill smoothly transitions the display changes of the dynamically changing visual element, enhancing the user's intuitive perception of distance changes and improving the fluency and visual comfort of the guidance information.
[0075] For example, as a virtual character moves and gradually approaches a resource object in a virtual scene, the system detects that the relative distance between the resource object and the virtual character is decreasing. At this time, the filling area or filling ratio of dynamically changing visual elements in the image marker gradually increases. The filling process adopts a gradual approach, starting from the currently filled area and smoothly expanding towards the unfilled area. For example, if the resource object is southwest of the virtual character, and the image marker is a rectangle, the dynamically changing visual elements gradually fill from the lower left to the upper right of the rectangle. As the distance decreases, the filling area gradually increases. Users can intuitively perceive the distance change by observing the expansion trend of the filling area without relying on additional prompts.
[0076] Optionally, gradient fill involves a smooth transition of visual elements within an image identifier, typically implemented using graphics rendering techniques. Gradient fill can be based on linear or non-linear interpolation methods, controlling the gradual expansion of the fill area from the starting point to the target point. In specific implementations, the image identifier may be a regular geometric shape, such as a circle, square, or polygon, while the dynamically changing visual elements can be color blocks, textures, or patterns. The fill process considers real-time distance data between the resource object and the virtual character, dynamically calculating the fill ratio. For example, as the distance decreases from the boundary of the second detection area to the boundary of the first detection area, the fill ratio linearly increases from 0% to 100%. Gradient fill can avoid visual abrupt changes while providing continuous distance feedback. The fill direction can be adjusted based on orientation information. For example, if the resource object is located to the left of the virtual character, the fill starts from the left side of the image identifier and expands to the right, enhancing the consistency of directional indication.
[0077] Optionally, the filled area refers to the portion of the image identifier currently covered by dynamically changing visual elements, while the unfilled area refers to the portion of the image identifier that has not yet been covered. The size and shape of the filled area are determined based on historical distance data; for example, when a resource object first enters the second detection area, the filled area may be zero or at its minimum proportion. The unfilled area represents the remaining fillable space, and its extent dynamically decreases during the filling process. In gradient fill, the system calculates the filling progress in real time, for example, using a distance ratio to control the filling ratio, which is equal to the difference between the current distance and the maximum detection distance divided by the detection range. The boundary between the filled and unfilled areas can be blurred for a smooth transition, avoiding a jagged effect. Furthermore, the filled area can be combined with changes in transparency to enhance the visual effect; for example, the filled area can be opaque, and the unfilled area semi-transparent, providing a sense of depth.
[0078] In an optional implementation, when a resource object is detected entering a first detection area in the virtual scene, the location guidance information is removed from the graphical user interface, and a pick-up control for the resource object is displayed. This includes: dynamically changing visual elements to fill the image marker when a resource object is detected entering the first detection area in the virtual scene; displaying the pick-up control for the resource object above the image marker, and then removing the location guidance information from the graphical user interface. By using dynamically changing visual elements to fill the image marker as a transitional prompt that the resource object has entered the pickable area, and then displaying the pick-up control before removing the location guidance information, the system provides players with a coherent and intuitive visual feedback flow. This avoids visual interruption caused by the sudden disappearance of guidance information and ensures that players clearly perceive that the resource object has entered an interactive state, enhancing the smoothness of the overall interactive experience.
[0079] For example, when a virtual character moves in a virtual scene and approaches a resource object, if the resource object enters the first detection area, dynamically changing visual elements will gradually fill the image marker, and then a pick-up control, such as a pick-up button for a resource object, will appear above the image marker. After that, the location guidance information will automatically disappear, and the player can click the button to pick up the resource, avoiding interference from overlapping interface elements.
[0080] Optionally, dynamically changing visual elements filling the image marker refers to the process where, when a resource object enters the first detection area, the system increases the filling area or proportion of the dynamically changing visual elements to 100%, completely covering the entire image marker. This full-fill state serves as a visual transition marker for the resource object, changing from "visible only" to "interactive," providing players with a clear cues of this status change. The filling process can be accompanied by visual enhancement effects, such as increased brightness, enhanced saturation, or the addition of pulsation effects, to attract the player's attention.
[0081] Optionally, displaying a pick control above the image icon refers to placing the pick control on top of the image icon in the spatial layout after the dynamically changing visual elements have fully filled the image icon. The pick control is typically a clickable interactive button or icon.
[0082] Optionally, canceling the display of location guidance information refers to the process where, after the picked control is fully displayed, the system removes the location guidance information, including image identifiers and dynamically changing visual elements, from the user interface. In implementation, canceling the display can use a fade-out animation effect rather than a sudden disappearance, gradually reducing the transparency of the location guidance information until it disappears completely. In multi-resource scenarios, the system needs to manage the independent display and cancellation of multiple location guidance information sets, ensuring that only the guidance information for resource objects entering the first detection area is canceled, while the guidance information for other resources remains displayed.
[0083] In an optional implementation, the method further includes: reducing the filling area or filling ratio of dynamically changing visual elements in the image identifier if the distance increases; and canceling the display of position guidance information on the graphical user interface when the distance exceeds the detection distance of the second detection area. In this way, by mapping the increase in distance between the character and the resource object to the decrease in the filling area of the dynamically changing visual element, and canceling the display of guidance when the resource object exceeds the detection range, the system provides players with a complete and intuitive distance perception feedback mechanism that reflects both approaching and moving away states, while avoiding excessive irrelevant guidance information occupying the interface, ensuring a simple and efficient visual experience.
[0084] For example, when the controlled virtual character moves in the virtual scene, if the system detects an increase in the distance between the resource object and the character, it will gradually reduce the filling area of the dynamically changing visual elements in the image identifier, for example, gradually shrinking from a fully filled state; when the distance exceeds the boundary of the second detection area, the position guidance information is automatically removed from the graphical user interface to ensure that the interface only displays the currently valid guidance content.
[0085] Optionally, reducing the fill area or fill ratio of dynamically changing visual elements in the image identifier involves adjusting the display range of the visual elements to visually represent the increase in distance. The process of reducing the fill area can be seen as the reverse of increasing it; that is, as the distance between the controlled virtual character and the material object gradually decreases, the fill area or fill ratio of the dynamically changing visual elements in the image identifier gradually increases. Conversely, as the distance between the controlled virtual character and the material object gradually increases, the fill area or fill ratio of the dynamically changing visual elements in the image identifier gradually decreases. The method of reduction is exactly the opposite of the method of increase. For example, when the relative positional offset between the controlled virtual character and the material object does not exceed a preset threshold, the dynamically changing visual elements gradually reduce their fill area or fill ratio along the relative direction between the controlled virtual character and the material object, and the mapping relationship between the change in area or ratio and the change in distance is consistent with the increase process. If the relative positional offset between the controlled virtual character and the material object exceeds the preset threshold, similarly, the fill position of the dynamically changing visual elements in the image identifier needs to be adjusted according to the real-time updated relative position, and then the same control logic continues to control the dynamically changing visual elements to gradually reduce their fill area or fill ratio along the adjusted preset direction.
[0086] Optionally, when the distance exceeds the detection range of the second detection area, the system cancels the display of location guidance information. The detection range of the second detection area is typically defined as the maximum effective range centered on the controlled virtual character; exceeding this range means the resource object is no longer in a guideable state. Canceling the display involves removing the UI elements containing location guidance information from the rendering queue of the graphical user interface, such as hiding or destroying the corresponding image identifier object. This process may include checking whether the distance consistently exceeds a threshold for a period of time to avoid erroneous operations due to momentary fluctuations. In implementation, the system can use an event listener mechanism to monitor distance data in real time and trigger the hiding logic, ensuring immediate interface responsiveness.
[0087] In an optional implementation, resource objects located within a preset area are detected in the virtual scene. Location guidance information for these resource objects is then displayed on the graphical user interface. This includes: detecting multiple resource objects within the preset area and displaying location guidance information for each resource object; the location guidance information for each resource object is arranged in a predetermined order, determined based on the relative distance between each resource object and the controlled virtual character in the virtual scene. By dynamically adjusting the display order of multiple location guidance information, resource objects that are closer can be prioritized, helping users plan movement paths more efficiently, reducing unnecessary perspective switching and operational complexity, and improving the smoothness and efficiency of resource searching.
[0088] For example, see Figure 3 and Figure 4In a virtual environment, when a user controls a virtual character to move, the system detects multiple resource objects within a preset area and then displays location guidance information for each object on the graphical user interface. This guidance information is sorted according to the relative distance between the resource object and the virtual character, with the guidance information for the closest resource object displayed at the top of the list, and those further away arranged below. As the virtual character moves, the system calculates the relative distance between each resource object and the character in real time and dynamically adjusts the display order of the guidance information accordingly. For example, when the character approaches a resource object, that object's guidance information rises to the top of the list; conversely, if the character moves away from an object, its guidance information falls or is removed from the list. This sorting mechanism ensures that the user always prioritizes the nearest available resource, thereby optimizing the movement decision-making process.
[0089] Optionally, the location guidance information for multiple resource objects can be arranged in a predetermined order. This predetermined order is determined based on the relative distance between each resource object and the controlled virtual character in the virtual scene. This means the system continuously evaluates the spatial position of each resource object relative to the character and sorts them according to the distance value. Generally, resource objects with smaller distances have higher priority in the sorting, such as being placed in prominent positions like the top or left of the list. In the specific implementation, the system can maintain a dynamic list, recalculating all relevant distances and updating the sorting each time the character moves or the state of a resource object changes. This sequential arrangement not only helps users quickly identify the nearest target but also reduces visual clutter because the system can limit the number of guidance information items displayed simultaneously, such as only showing the first few nearest resource objects, avoiding interface overload.
[0090] In an optional implementation, in response to the movement of the controlled virtual character in the virtual scene, the orientation and distance information are updated in real time, and the location guidance information is updated accordingly. This includes: in response to the movement of the controlled virtual character in the virtual scene, updating the relative distance between each resource object and the controlled virtual character in the virtual scene in real time; and adjusting the display order of the location guidance information corresponding to each resource object based on the updated relative distance of each resource object. In this way, by calculating the distance relationship between the character and multiple resource objects in real time and dynamically adjusting the display order, the system provides players with resource priority information that is always up-to-date. This allows players to quickly identify which resources are closer to them during continuous movement, thereby planning collection paths more efficiently and significantly improving resource search efficiency in complex environments.
[0091] For example, in a virtual environment, when a user controls the movement of a virtual character, the system continuously calculates the distance between multiple resource objects and the character. If the distance to a resource object is shortened due to the character moving closer, the corresponding location guidance information will be arranged in advance on the interface, for example, from the third position to the first position. If a resource object that was originally close is moved away, its guidance information will be delayed, thereby helping the user to quickly identify and go to the nearest available resource.
[0092] Optionally, display order refers to the arrangement and layout of position guidance information for multiple resource objects on the graphical user interface. Display order includes not only linear arrangements in the horizontal or vertical direction, but may also involve multiple dimensions such as stacking order, size differences, and emphasis. In the most common implementations, display order is represented by horizontal arrangement (e.g., from left to right) or vertical arrangement (e.g., from top to bottom), with position guidance information for nearby resource objects appearing first. Besides basic linear arrangements, display order can also employ advanced layout strategies such as circular arrangements, grid arrangements, or arrangements by importance. In a circular arrangement, position guidance information is distributed in a ring around a certain area of the screen (e.g., around a character), with the orientation corresponding to the actual direction of the resource in the scene. In a grid arrangement, position guidance information forms a matrix layout, allowing more information to be displayed within a limited space. In a partitioned arrangement, the screen can be divided into primary and secondary areas, with position guidance information for high-priority resources placed in the primary area and secondary resources placed in the secondary area. When dealing with a large number of resource objects, the system can limit the number of location guide messages displayed at the same time (e.g., a maximum of 5-8) and provide additional interactive methods (e.g., swiping the screen to scroll and display hidden location guide messages) to allow players to view more information.
[0093] In an optional implementation, the method further includes: responding to an interactive operation on the image identifier and displaying a prompt message indicating that the controlled virtual character needs to be moved to obtain a resource object. This allows users to quickly understand how to obtain the resource object, avoiding confusion caused by accidental operations and improving the intuitiveness of the interactive experience.
[0094] For example, in a virtual scene, when a user clicks on a semi-transparent directional indicator, a text prompt will pop up on the interface, explaining that the character needs to move closer to the resource in order to pick it up, thereby guiding the user to take the correct action and reducing invalid interactions.
[0095] Optionally, prompts can be designed in various forms, such as pop-ups, floating text, or combinations of icons, to ensure clarity and timeliness. The display position of the prompts can be close to image icons or screen edges to avoid obscuring important interface elements. The duration of the prompts can be set to disappear automatically or be manually closed by the user to adapt to different scenario needs. Furthermore, prompts can be combined with sound or vibration feedback to enhance the user experience in a multimodal way. By optimizing the design of prompts, the system can effectively reduce user errors and improve overall interaction efficiency.
[0096] The technical solution disclosed herein establishes a first detection area and a second detection area centered on a controlled virtual character within a virtual scene. When a resource object is located within a preset area between the two detection areas, the system displays location guidance information for that resource object on the graphical user interface. This location guidance information includes directional and distance prompts, allowing players to perceive the resource object's location without frequently adjusting their view to the vertical direction. As the controlled virtual character moves, the system updates the orientation and distance information in real time and updates the location guidance information accordingly, providing dynamic location guidance for the player. When a resource object enters the first detection area, the system automatically switches to an interactive state, displaying a pick-up control for easy access by the player. This dynamic guidance mechanism eliminates the burden of frequent view switching for players, improves the efficiency of resource searching and acquisition, and optimizes the gaming experience.
[0097] Corresponding to the above method embodiments, this invention provides an information processing device that provides a graphical user interface (GUI) via a terminal device. The GUI displays at least part or all of a virtual scene, which includes a controlled virtual character controlled by the terminal device. (See also...) Figure 5 The device includes: a detection module for detecting resource objects located within a preset area in a virtual scene; the preset area is the area between a first detection area and a second detection area centered on a controlled virtual character, with the second detection area being larger than the first detection area; a display control module for displaying position guidance information of the resource objects on a graphical user interface; the position guidance information is determined based on the orientation and distance information of the resource objects relative to the controlled virtual character in the virtual scene, and includes directional and distance prompts; an update module for updating the orientation and distance information in real time in response to the movement of the controlled virtual character in the virtual scene, and updating the position guidance information accordingly; and a pickup control module for de-displaying the position guidance information and displaying a pickup control for the resource objects on the graphical user interface when a resource object is detected entering the first detection area in the virtual scene, and triggering the pickup of the resource objects.
[0098] In an optional implementation, the first detection area and the second detection area are circular areas centered on the controlled virtual character, and the radius of the second detection area is larger than the radius of the first detection area.
[0099] In an optional implementation, the display control module is used to display location guidance information via a semi-transparent image identifier, which includes dynamically changing visual elements.
[0100] In an optional implementation, directional cues are indicated by dynamically changing the fill position of visual elements in image identifiers, which is determined based on the orientation information of resource objects relative to the controlled virtual character in the virtual scene.
[0101] In an optional implementation, the image identifier is a regular geometric shape, and the filling position of the dynamically changing visual element in the image identifier is determined based on the orientation information of the resource object relative to the controlled virtual character in the virtual scene, including: using the geometric center of the image identifier as a reference, determining the filling position of the dynamically changing visual element in the image identifier based on the orientation information of the resource object relative to the controlled virtual character in the virtual scene.
[0102] In an optional implementation, the update module includes: an orientation update unit, used to update orientation and distance information in real time in response to the movement of the controlled virtual character in the virtual scene; and a fill adjustment unit, used to change the fill position of the dynamically changing visual element in the image identifier if the orientation offset exceeds a preset threshold.
[0103] In an optional implementation, the distance cues are indicated by dynamically varying the fill area or fill ratio of visual elements in the image identifier, wherein the fill area or fill ratio is determined based on the relative distance between the resource object and the controlled virtual character in the virtual scene and the detection distance of the first detection area.
[0104] In an optional implementation, the update module includes: a distance update unit, used to update orientation and distance information in real time in response to the movement of the controlled virtual character in the virtual scene; and a fill control unit, used to increase the fill area or fill ratio of dynamically changing visual elements in the image identifier if the distance decreases.
[0105] In an optional implementation, the fill control unit is specifically used to gradually fill from the filled area to the unfilled area of a dynamically changing visual element in the image identifier.
[0106] In an optional implementation, the picking control module includes: a fill completion unit, used to detect a resource object entering a first detection area in the virtual scene and control dynamically changing visual elements to fill the image identifier; and a control display unit, used to display the picking control of the resource object above the image identifier and then cancel the display of position guidance information on the graphical user interface.
[0107] In an optional implementation, the fill control unit is further configured to: reduce the fill area or fill ratio of the dynamically changing visual element in the image identifier if the distance increases; the display module is further configured to: cancel the display of position guidance information on the graphical user interface when the distance exceeds the detection distance of the second detection area.
[0108] In an optional implementation, the detection module is further configured to detect multiple resource objects located within a preset area; the display control module is configured to display the location guidance information corresponding to each resource object, wherein the location guidance information corresponding to each resource object is arranged in a predetermined order, and the predetermined order is determined based on the relative distance between each resource object and the controlled virtual character in the virtual scene.
[0109] In an optional implementation, the update module further includes a multi-object update unit, used to update the relative distance between each resource object and the controlled virtual character in the virtual scene in real time in response to the movement of the controlled virtual character in the virtual scene; the display control module further includes a sorting adjustment unit, used to adjust the display order of the position guidance information corresponding to each resource object based on the updated relative distance of each resource object.
[0110] In an optional implementation, the device further includes an interactive response module for responding to interactive operations on the image identifier and displaying prompt information, which prompts that the controlled virtual character needs to be moved to obtain resource objects.
[0111] The information processing apparatus provided in this disclosure has the same implementation principle and technical effects as the aforementioned method embodiments. For the sake of brevity, any parts not mentioned in the apparatus embodiments can be referred to the corresponding content in the aforementioned method embodiments.
[0112] It should be noted that although several units / modules or sub-units / modules of the device have been mentioned in the detailed description above, this division is merely exemplary and not mandatory. In fact, according to embodiments of the present invention, the features and functions of two or more units / modules described above can be embodied in one unit / module. Conversely, the features and functions of one unit / module described above can be further divided and embodied by multiple units / modules.
[0113] This invention also provides an electronic device, such as... Figure 6As shown, the electronic device includes a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement any information processing method of the embodiments of this disclosure. For specific implementation methods and the resulting technical effects, please refer to the method embodiments, which will not be repeated here.
[0114] Figure 6 This is a schematic diagram of the structure of an electronic device. The electronic device 1100 includes a processor 1101 with one or more processing cores, a memory 1102 with one or more computer-readable storage media, and a computer program stored in the memory 1102 and executable on the processor. The processor 1101 and the memory 1102 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0115] The processor 1101 is the control center of the electronic device 1100. It connects various parts of the electronic device 1100 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 1102, and calling data stored in the memory 1102, it executes various functions of the electronic device 1100 and processes data, thereby performing overall monitoring of the electronic device 1100.
[0116] Optionally, the electronic device 1100 further includes: a touch display screen 1103, a radio frequency circuit 1104, an audio circuit 1105, an input unit 1106, and a power supply 1107. The processor 1101 is electrically connected to the touch display screen 1103, the radio frequency circuit 1104, the audio circuit 1105, the input unit 1106, and the power supply 1107. Those skilled in the art will understand that... Figure 6 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0117] This invention also provides a computer-readable storage medium storing a computer program, wherein the computer program is configured to execute any information processing method of this disclosure embodiment when run by a processor. For specific implementation methods and the resulting technical effects, please refer to the method embodiments, which will not be repeated here.
[0118] 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 invention, essentially, 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, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. 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.
[0119] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0120] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the 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 within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; 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 the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. An information processing method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein at least part or all of a virtual scene is displayed on the GUI, the virtual scene includes a controlled virtual character, and the controlled virtual character is controlled via the terminal device. When a resource object located within a preset area is detected in the virtual scene, location guidance information of the resource object is displayed on the graphical user interface. The preset area is the area between the first detection area and the second detection area centered on the controlled virtual character, and the range of the second detection area is larger than the first detection area. The location guidance information is determined based on the orientation and distance information of the resource object relative to the controlled virtual character in the virtual scene, and the location guidance information includes direction prompts and distance prompts; In response to the movement of the controlled virtual character in the virtual scene, the orientation information and distance information are updated in real time, and the location guidance information is updated accordingly; When the resource object is detected to have entered the first detection area in the virtual scene, the location guidance information is de-displayed on the graphical user interface and a pick-up control for the resource object is displayed. The pick-up control is used to trigger the picking up of the resource object.
2. The information processing method according to claim 1, characterized in that, The first detection area and the second detection area are circular areas centered on the controlled virtual character, and the radius of the second detection area is larger than the radius of the first detection area.
3. The method according to claim 1, characterized in that, The location guidance information is displayed through a semi-transparent image identifier, which includes dynamically changing visual elements.
4. The method according to claim 3, characterized in that, The directional cues are indicated by the filling position of the dynamically changing visual elements in the image identifier, and the filling position of the dynamically changing visual elements in the image identifier is determined based on the orientation information of the resource object relative to the controlled virtual character in the virtual scene.
5. The method according to claim 4, characterized in that, The image identifier is a regular geometric shape, and the filling position of the dynamically changing visual element in the image identifier is determined based on the orientation information of the resource object relative to the controlled virtual character in the virtual scene, including: Using the geometric center of the image identifier as a reference, the filling position of the dynamically changing visual element in the image identifier is determined based on the orientation information of the resource object relative to the controlled virtual character in the virtual scene.
6. The method according to claim 4, characterized in that, The method of responding to the movement of the controlled virtual character in the virtual scene by updating the orientation and distance information in real time, and updating the location guidance information accordingly, includes: In response to the movement of the controlled virtual character in the virtual scene, the orientation and distance information are updated in real time; If the azimuth offset exceeds a preset threshold, the filling position of the dynamically changing visual element in the image identifier is changed.
7. The method according to claim 4, characterized in that, The distance cues are indicated by the filling area or filling ratio of the dynamically changing visual elements in the image identifier, wherein the filling area or filling ratio is determined based on the relative distance between the resource object and the controlled virtual character in the virtual scene and the detection distance of the first detection area.
8. The method according to claim 7, characterized in that, The method of responding to the movement of the controlled virtual character in the virtual scene by updating the orientation and distance information in real time, and updating the location guidance information accordingly, includes: In response to the movement of the controlled virtual character in the virtual scene, the orientation and distance information are updated in real time; If the distance decreases, the filling area or filling ratio of the dynamically changing visual element in the image identifier is increased.
9. The method according to claim 8, characterized in that, Increasing the filling area or filling ratio of the dynamically changing visual element in the image identifier includes: gradually filling from the filled area of the dynamically changing visual element in the image identifier to the unfilled area.
10. The method according to claim 8, characterized in that, The step of detecting that the resource object has entered the first detection area in the virtual scene, and then canceling the display of the location guidance information and displaying the pick-up control for the resource object on the graphical user interface, includes: When the resource object is detected to have entered the first detection area in the virtual scene, the dynamically changing visual elements fill the image identifier. After displaying the pick control for the resource object above the image identifier, the location guidance information is de-displayed on the graphical user interface.
11. The method according to claim 8, characterized in that, The method further includes: If the distance increases, the filling area or filling ratio of the dynamically changing visual element in the image identifier is reduced; When the distance exceeds the detection distance of the second detection area, the location guidance information is canceled on the graphical user interface.
12. The method according to claim 1, characterized in that, The step of detecting a resource object located within a preset area in the virtual scene and displaying location guidance information of the resource object on the graphical user interface includes: Multiple resource objects located within a preset area are detected, and location guidance information corresponding to each resource object is displayed; The location guidance information corresponding to each resource object is arranged in a predetermined order, which is determined based on the relative distance between each resource object and the controlled virtual character in the virtual scene.
13. The method according to claim 12, characterized in that, The method of responding to the movement of the controlled virtual character in the virtual scene by updating the orientation and distance information in real time, and updating the location guidance information accordingly, includes: In response to the movement of the controlled virtual character in the virtual scene, the relative distance between each resource object and the controlled virtual character in the virtual scene is updated in real time; Based on the updated relative distances of each resource object, the display order of the location guidance information corresponding to each resource object is adjusted.
14. The method according to claim 3, characterized in that, The method further includes: In response to an interactive operation on the image identifier, a prompt message is displayed, which indicates that the controlled virtual character needs to be moved to obtain the resource object.
15. An information processing device, characterized in that, A graphical user interface is provided through a terminal device, on which at least part or all of a virtual scene is displayed. The virtual scene includes a controlled virtual character, which is controlled by the terminal device. The device includes: The detection module is used to detect resource objects located within a preset area in the virtual scene; the preset area is the area between a first detection area and a second detection area centered on the controlled virtual character, and the range of the second detection area is larger than that of the first detection area; The display control module is used to display the location guidance information of the resource object on the graphical user interface; the location guidance information is determined based on the orientation and distance information of the resource object relative to the controlled virtual character in the virtual scene, and the location guidance information includes direction prompts and distance prompts; An update module is used to update the orientation and distance information in real time in response to the movement of the controlled virtual character in the virtual scene, and update the location guidance information accordingly; The picking control module is used to detect when the resource object enters the first detection area in the virtual scene, to cancel the display of the location guidance information and display the picking control of the resource object on the graphical user interface, and the picking control is used to trigger the picking of the resource object.
16. An electronic device, characterized in that, include: Memory stores computer-executable instructions that can be executed by a processor; A processor for executing the computer-executable instructions to implement the method as claimed in any one of claims 1-14.
17. A computer-readable storage medium, characterized in that, The device contains a computer program that, when executed by a processor, implements the method as described in any one of claims 1-14.