An information processing method in a game, a program product, and an electronic device
Patent Information
- Application Number
- CN202510571993.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-30
- Publication Date
- 2026-10-30
AI Technical Summary
[0003]然而,相关技术中,不显示天气的方式使玩家难以直接获取天气信息,增加了玩家感知天气的难度;悬停显示在不同高度上保持同样的面板显示,对玩家观察场景信息产生干扰;通过天气面板显示天气信息的方式虽然能提供详细数据,但需要进行额外的操作来打开面板,增加了游戏的操作频率
[0004]本公开提供一种游戏中的信息处理方法、程序产品与电子设备,以至少部分地解决相关技术中存在的上述问题。
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Figure CN122998726A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and more particularly to a method for information processing in games, program products, and electronic devices. Background Technology
[0002] In game development, the weather system is a crucial component, enhancing realism and immersion. Currently, there are three main ways to present weather information in games: not displaying weather, displaying weather on hover, and displaying weather in a weather panel. The method of not displaying weather indirectly conveys the weather through environmental changes; the hover display shows weather information in a fixed area of the game interface; and the weather panel requires players to open a dedicated panel to view the overall weather conditions.
[0003] However, in related technologies, methods that do not display weather information make it difficult for players to directly obtain weather information, increasing the difficulty for players to perceive the weather; hovering displays maintain the same panel display at different heights, interfering with players' observation of scene information; while displaying weather information through a weather panel provides detailed data, it requires additional operations to open the panel, increasing the frequency of operations in the game. These shortcomings limit the player's experience and decision-making efficiency in the game. Summary of the Invention
[0004] This disclosure provides an information processing method, program product, and electronic device for games, to at least partially solve the aforementioned problems existing in the related technologies.
[0005] According to a first aspect of this disclosure, a method for processing information in a game is provided, comprising: acquiring a weather event in a virtual scene; in response to the current display field of view height satisfying a first condition, displaying a weather icon corresponding to the weather event in a graphical user interface based on the location where the weather event occurs; and in response to the current display field of view height satisfying a second condition, canceling the display of the weather icon for the weather event.
[0006] According to a second aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and its possible implementations.
[0007] According to a third aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of the first aspect and possible implementations thereof by executing the executable instructions.
[0008] An information processing method in a game, according to at least one embodiment of this disclosure, includes: acquiring a weather event in a virtual scene; displaying a weather icon corresponding to the weather event in a graphical user interface based on the location of the weather event, in response to the current field of view height satisfying a first condition; and canceling the display of the weather icon in response to the current field of view height satisfying a second condition. This optimizes the display strategy of weather information in the virtual scene, improves the efficiency of human-computer interaction, and benefits the user experience and decision-making. Attached Figure Description
[0009] Figure 1 A schematic diagram of a system architecture is shown in one exemplary embodiment of this disclosure; Figure 2 A flowchart illustrating an information processing method in a game according to one exemplary embodiment of this disclosure is shown. Figure 3 A schematic diagram of a graphical user interface in one exemplary embodiment of the present disclosure is shown; Figure 4 A schematic diagram of a graphical user interface in one exemplary embodiment of the present disclosure is shown; Figure 5 A schematic diagram of a graphical user interface in one exemplary embodiment of the present disclosure is shown; Figure 6 A schematic diagram of the structure of an electronic device is shown in one exemplary embodiment of the present disclosure. Detailed Implementation
[0010] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0011] 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.
[0012] 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.
[0013] 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.
[0014] 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 the game service 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.
[0015] 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, such as cloud gaming, can run under the cloud interaction system. 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.
[0016] 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.
[0017] According to one embodiment of this disclosure, an information processing method for a game is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0018] According to one embodiment of the present disclosure, a method for processing information in a game may include the following steps: S210: Obtain weather events in the virtual scene; S230: In response to the current display field of view height satisfying the first condition, display the weather icon corresponding to the weather event in the graphical user interface according to the location of the weather event; S250: In response to the current display field of view height satisfying the second condition, the weather indicator for the weather event is canceled.
[0019] The information processing method in the game according to this exemplary embodiment obtains weather events in a virtual scene; in response to the current field of view height satisfying a first condition, a weather icon corresponding to the weather event is displayed in the graphical user interface according to the location of the weather event; in response to the current field of view height satisfying a second condition, the weather icon for the weather event is removed from display. This optimizes the display strategy of weather information in the virtual scene, improves the efficiency of human-computer interaction, and benefits the user experience and decision-making.
[0020] Optionally, acquiring weather events in the virtual environment refers to monitoring and acquiring weather changes within the current virtual environment during gameplay. These weather events can include current weather conditions such as rain, snow, and fog, as well as future weather changes. By acquiring these weather events, the system can provide players with timely weather information to help them make appropriate decisions. For example, in strategy games, players can adjust their troops' movement routes or combat strategies based on weather changes.
[0021] Optionally, in response to the current field of view height satisfying the first condition, weather icons corresponding to the weather event are displayed in the graphical user interface based on the location of the weather event. This means that when the player's field of view height reaches or exceeds a certain preset threshold, the system will display weather icons at the corresponding locations on the map. These weather icons can be graphic icons, such as raindrops or snowflakes, used to intuitively represent the weather type. In this way, players can quickly identify weather changes on the map at a macro level without having to open a dedicated weather panel or perform complex operations. For example, when players view the map at a higher field of view, they can clearly see which areas are about to experience rain or snow, allowing them to prepare in advance.
[0022] Optionally, in response to the current field of view height meeting the second condition, the weather indicator for weather events can be disabled. This means that when the player's field of view height drops below a certain preset threshold, the system will automatically hide the weather indicator. This prevents the weather indicator from obstructing other important information on the sandbox (such as terrain, buildings, and unit distribution), thus affecting the player's observation and operation. For example, at lower field of view levels, players often need to focus on detailed information on the map, such as roads, buildings, and units. Hiding the weather indicator ensures that this information is clearly displayed, improving the game's playability and user experience.
[0023] Optionally, the first and second conditions can be adjusted according to the specific needs of the game. For example, the first condition can be set to a field of view height greater than a certain value (e.g., 1000 meters), and the second condition can be set to a field of view height less than a certain value (e.g., 500 meters, 1000 meters). In this way, the system can dynamically adjust the display and hiding of weather indicators at different field of view heights, ensuring the best user experience in different scenarios. Furthermore, these conditions can be customized according to player preferences to meet the needs of different players.
[0024] Optionally, the display and hiding mechanism of weather markers can be optimized in conjunction with other game features. For example, the system can display detailed weather information, such as the weather range, duration, and effects, when the player hovers the mouse over a weather marker. This allows players to quickly identify weather changes at a macro level and obtain more detailed information when needed. Furthermore, the system can automatically play corresponding sound effects and animations when weather events occur, enhancing player immersion. For example, when the weather changes from sunny to rainy, the system can play rain sounds and lightning effects, making the player feel more present in the environment.
[0025] Optionally, the weather indicator display and hiding mechanism can be integrated with other game systems to provide a richer gaming experience. For example, the system can automatically adjust the lighting and shadows on the map when the weather changes, making the weather changes more realistic and natural. Furthermore, the system can dynamically adjust unit attributes and behaviors based on the impact of weather events. For instance, in rainy weather, the system can reduce unit movement speed and attack power while increasing unit defense, thus simulating the impact of real weather on combat. In this way, the system can provide a richer and more varied gaming experience, increasing player engagement and satisfaction.
[0026] Retrieve weather events associated with the virtual scene, including weather events within the current field of view. This ensures players receive accurate weather information within their current field of view, improving the timeliness and accuracy of information acquisition.
[0027] Optionally, obtaining weather events associated with the virtual scene specifically refers to the system monitoring and obtaining weather events within the current display field of view in real time during game operation. Optionally, obtaining weather events associated with the virtual scene includes not only currently occurring weather events but also future weather events.
[0028] Optionally, obtaining weather events associated with the virtual scene can be achieved through the weather system module in the game engine. This module can monitor weather changes in the virtual scene in real time and transmit relevant information to the display module. The display module selectively displays weather events based on the current field of view. For example, when the player's field of view covers a specific area, the system will obtain the weather events for that area and display the corresponding weather indicators in the graphical user interface. In this way, players can intuitively understand the weather conditions within their current field of view, improving the convenience of information acquisition.
[0029] Optionally, obtaining weather events associated with the virtual scene can be achieved in various ways. For example, the system can use a pre-set weather event database and extract relevant weather events from the database based on the current field of view. Furthermore, the system can dynamically generate weather events by calculating and simulating weather changes in real time. This allows the system to provide richer and more diverse weather information, enhancing the game's playability and realism. For instance, the system can simulate different weather changes based on factors such as terrain and climate in the virtual scene, allowing players to experience more realistic weather effects during gameplay.
[0030] Optionally, the system can further optimize the acquisition of weather events associated with virtual scenes by combining them with player behavior data. For example, the system can prioritize displaying weather events in areas of interest to players based on their movement paths and dwell times. This allows the system to provide more personalized weather information and enhance the player's gaming experience. Furthermore, the system can predict weather events that players might be interested in based on their historical behavior data and display them in advance. For instance, if the system detects that a player frequently stays in a certain area, it can prioritize displaying weather events in that area, helping players make better decisions.
[0031] Optionally, the system can further expand its capabilities by integrating weather events associated with virtual scenes with external data sources. For example, it can access real-world weather data, incorporating real-world weather changes into the virtual environment. This allows players to experience weather changes synchronized with the real world, enhancing the game's realism and immersion. Furthermore, the system can combine social network data to display other players' weather experiences within the virtual scene. For instance, it can display other players' weather reviews and ratings for a specific area, helping players better understand the weather conditions in that region. This allows the system to provide richer and more diverse weather information, improving the player's gaming experience.
[0032] Optionally, weather events can include current or future weather events. This allows players to access current and future weather information in the game, enabling them to make better decisions. Optionally, weather events can include currently occurring weather events, such as rain, snow, or fog. These current weather events directly affect the player's immediate experience and decisions in the game. For example, in the event of heavy rain, players may need to adjust their troops' movement routes to avoid morale depletion and reduced building durability. Furthermore, weather events can also include future weather events, i.e., upcoming weather changes. These future weather events can help players prepare in advance; for example, if a blizzard is expected in the next few days, players can stockpile resources in advance to ensure sufficient supplies when severe weather arrives.
[0033] Optionally, the methods for obtaining current and future weather events can differ. Current weather events can be obtained by the game engine monitoring the weather system status in the virtual scene in real time. For example, the game engine can detect weather phenomena such as rain, snow, and fog in the current virtual scene and treat them as current weather events. Future weather events can be obtained through a preset weather forecast system. For example, the game server can pre-set the weather changes for the next few days and transmit this information to the client for players to view. In this way, players can obtain comprehensive weather information in the game, thereby better formulating strategies.
[0034] Optionally, the display methods for current and future weather events can differ. Current weather events can be displayed directly in the virtual scene, showing weather effects such as rain, snow, and fog. These weather effects directly impact the player's visual experience and gameplay. Future weather events, on the other hand, can be displayed in the graphical user interface as icons or text, such as icons showing weather changes for the next few days on a map. This allows players to intuitively understand current and future weather conditions within the game, enabling them to make better decisions.
[0035] Optionally, the handling logic for current and future weather events can differ. The logic for current weather events primarily focuses on their real-time impact on various elements in the game, such as troop morale and building durability. The logic for future weather events, on the other hand, focuses on providing advance notice to players so they can prepare accordingly. For example, if a blizzard is expected in the coming days, the game can display a blizzard icon on the map and show detailed weather forecast information in the graphical user interface, reminding players to stockpile resources in advance. This allows players to better cope with various weather changes and enhances the gaming experience.
[0036] Optionally, current and future weather events can be integrated with other game systems. For example, current weather events can be linked to the game's quest system, triggering specific quests when a particular weather event occurs. For instance, during a rainstorm, players might need to complete a rescue mission to help stranded allies. Future weather events can be linked to the game's resource system, requiring players to stockpile sufficient resources in advance to cope with the effects of severe weather. In this way, weather events can become an important element of the game, increasing its diversity and enjoyment.
[0037] Optionally, current and future weather events can be integrated with the game's social system for interaction. For example, players can share current weather information with each other to work together to cope with severe weather. Future weather events can serve as social topics, allowing players to discuss future weather changes and develop collaborative strategies. For instance, if a blizzard is expected in the coming days, players can form teams to stockpile resources and ensure sufficient supplies for the onslaught. In this way, weather events can become an important topic of interaction among players, increasing the game's social and cooperative aspects.
[0038] Optionally, the field of view height that satisfies the first condition is greater than the field of view height that satisfies the second condition. In this way, by setting different field of view height conditions, weather indicators can be displayed or hidden appropriately at different map zoom levels, thereby ensuring convenient information access while avoiding interference with the sand table information.
[0039] Optionally, the field of view height refers to the height of the player's current visible field of view in the game. At higher field of view levels, players can see a wider area of the map, and displaying weather indicators helps players quickly understand the weather distribution. At lower field of view levels, players are more focused on detailed map information, such as terrain, buildings, and units; hiding weather indicators avoids obscuring this detailed information. In this way, the system can dynamically adjust the display status of weather indicators based on the player's field of view height, improving the user experience.
[0040] Optionally, the first and second conditions are thresholds set according to the game designer's needs. For example, the first condition could be set to a field of view height greater than 1000 units, and the second condition could be set to a field of view height less than 500 or 1000 units. When the player's field of view height is greater than 1000 units, the system displays a weather indicator; when the field of view height is less than 500 or 1000 units, the system hides the weather indicator. These thresholds can be adjusted according to the specific needs of the game to achieve the best user experience.
[0041] Optionally, the field of view height that satisfies the first condition is greater than the field of view height that satisfies the second condition. In this way, the system will prioritize displaying weather indicators at higher field of view levels and prioritize hiding weather indicators at lower field of view levels. In this way, the system can provide different information display methods at different levels, thereby improving the efficiency and accuracy of information acquisition.
[0042] Optionally, changes in field of view height can be achieved through player actions, such as zooming in and out of the map using the mouse wheel. When the player zooms in to a higher level, the system automatically displays weather indicators; when the player zooms in to a lower level, the system automatically hides the weather indicators. This dynamic adjustment mechanism ensures that players have the best visual experience under different operating conditions, avoiding information redundancy and interference.
[0043] Optionally, in addition to dynamically adjusting the display status of weather indicators based on field of view height, the system can also personalize the settings according to player preferences. For example, players can choose to always show or hide weather indicators at any field of view height. This personalization can meet the needs of different players, improving the system's flexibility and user satisfaction. Furthermore, the system can provide a settings interface allowing players to customize the specific thresholds for the first and second conditions, further enhancing the user experience.
[0044] Optionally, the field of view height satisfying the first condition is greater than the field of view height satisfying the second condition, and this can also be optimized in conjunction with other game mechanics. For example, the system can temporarily display a weather indicator for the area when the player performs a specific action, such as selecting a unit or building, to provide more accurate information. Furthermore, the system can alert the player with sound effects or animations when weather events occur, enhancing the awareness of weather events. These optimizations can further improve the player's gaming experience, making the weather system richer and more engaging.
[0045] Weather icons include graphic symbols used to represent weather information. Optionally, weather icons can be various graphic symbols, such as the sun, clouds, raindrops, and snowflakes, which can visually represent different weather types. For example, a sun icon represents sunny weather, a cloud icon represents cloudy weather, a raindrop icon represents rain, and a snowflake icon represents snow. Optionally, graphic symbols can have different colors and shapes to further enhance the expressiveness of the information. For example, a sunny sun icon can be yellow, a cloudy cloud icon can be gray, a raindrop icon can be blue, and a snowflake icon can be white. Furthermore, the shapes of the graphic symbols can also vary; for example, a sunny sun icon can be a complete circle, while a cloudy cloud icon can be a circle with a shadow. In this way, the combination of color and shape can more intuitively convey weather information, improving the player's recognition speed and accuracy. Optionally, graphic symbols can have dynamic effects to enhance visual appeal and the accuracy of information delivery. For example, the sun icon for sunny days can slowly rotate, the cloud icon for cloudy days can slowly move, the raindrop icon for rain can gradually disappear from top to bottom, and the snowflake icon for snow can fall from top to bottom. Dynamic effects can increase the vividness and realism of weather icons, making it easier for players to understand and remember weather information. Furthermore, dynamic effects can also be used to represent the process of weather changes, such as gradually changing from sunny to cloudy, or from cloudy to rain. Optionally, graphic icons can be associated with the location of weather events to provide more precise information. For example, if it is about to rain in a certain area, a raindrop icon can be displayed on the sandbox for that area; if it is snowing in a certain area, a snowflake icon can be displayed on the sandbox for that area. In this way, players can quickly understand the weather conditions in different areas through graphic icons, thus making more informed decisions. In addition, the position of the graphic icons can be dynamically updated to reflect changes in weather events; for example, when a rain area moves, the position of the raindrop icon will also move accordingly.
[0046] Optionally, graphic icons can be combined with other game elements to enhance the delivery of information. For example, graphic icons can be combined with game elements such as terrain, buildings, and units to provide richer information. For instance, when it rains in a certain area, raindrop effects can be displayed on buildings in that area, or a wet effect can be displayed on units. In this way, by combining graphic icons with other game elements, the realism and immersion of weather information can be enhanced, making it easier for players to understand and remember weather conditions.
[0047] Optionally, the graphic icons can be interactive to provide more information. For example, when a player hovers their mouse over the graphic icon, detailed weather information can be displayed, including the weather extent, duration, and weather effects. Furthermore, the graphic icons can also be clickable; for instance, clicking the graphic icon opens a weather details panel displaying even more detailed information. In this way, interactive features can provide richer information, improving the player experience and satisfaction.
[0048] Optionally, graphic icons can be integrated with other game systems to provide more comprehensive information. For example, graphic icons can be combined with weather systems, weather forecast systems, and weather effects systems to provide more comprehensive weather information. For instance, weather systems can monitor weather changes in real time, weather forecast systems can predict future weather conditions, and weather effects systems can simulate the impact of weather on the game environment. In this way, by integrating with other game systems, more comprehensive and accurate weather information can be provided, improving the player's gaming experience and decision-making abilities.
[0049] In an optional implementation, the method includes: responding to a first action on the weather identifier by displaying weather details of the weather event. This allows players to obtain detailed weather information through simple interactive operations, improving the convenience and efficiency of information retrieval.
[0050] Optionally, the first action can be any interactive action performed by the player on the weather icon within the game interface, such as clicking, double-tapping, or long-pressing. These actions can trigger the system to display weather details, allowing players to quickly understand the current or future weather conditions. For example, at higher levels, players can click the weather icon to view detailed weather information, including the weather range, duration, and weather effects. This allows players to make better decisions based on weather conditions, enhancing the gaming experience.
[0051] Optionally, weather details can be displayed in a pop-up window, a floating window, or a tooltip panel. These display methods can flexibly adapt to different game interface layouts, ensuring that the display of weather details does not interfere with the player's other operations. For example, when a player clicks the weather icon, the system can display a floating window in the upper right corner of the screen containing detailed weather information. In this way, players can view weather details without leaving the current interface, improving the convenience of information access.
[0052] Optionally, weather details may include, but are not limited to, weather extent, duration, and weather effects. Weather extent displays the geographical area affected by the weather, helping players understand its specific impact. Duration displays the start and end times of the weather, aiding players in planning their game strategies. Weather effects show the specific impact of the weather on units, buildings, and other elements in the game; for example, heavy rain may lower troop morale or reduce building durability. This comprehensive understanding of the weather allows players to make more informed decisions.
[0053] Optionally, the weather details display can be dynamic, meaning it updates in real time based on changes in weather events. For example, when weather events change, the system can automatically update the information in the weather details to ensure that the weather information obtained by players is always up-to-date. This allows players to understand weather changes promptly and adjust their game strategies accordingly. Furthermore, dynamic displays can enhance player engagement and immersion, increasing the game's interactivity.
[0054] Optionally, the weather details display can be linked to other in-game information. For example, when a player views the weather details, the system can simultaneously display weather-related tasks, events, or prompts. This allows players to better understand the impact of weather on the game, enhancing its strategic depth and enjoyment. Furthermore, linked displays can help players discover new game content, increasing replayability.
[0055] Optionally, the display of weather details can be integrated with player personalization settings. For example, players can specify the types of weather they are interested in, and the system will prioritize displaying information for those weather types when showing weather details. This allows players to quickly obtain the weather information they care about, improving information retrieval efficiency. Furthermore, personalization settings can also enhance player satisfaction and the overall gaming experience.
[0056] In an optional implementation, in response to a first action targeting the weather identifier, weather details of the weather event are displayed. This allows players to obtain detailed weather information with simple operations, improving the convenience and efficiency of information retrieval.
[0057] Optionally, weather details may include weather extent information and / or weather duration information. For example, weather extent information can display the geographical area affected by the weather, helping players understand the specific coverage of the weather. Weather duration information can display the duration of the weather, such as 18 days remaining, helping players understand the duration of the weather event. Providing this information allows players to better plan their game strategies, which is especially important in strategy games where the impact of weather needs to be considered.
[0058] Optionally, weather details can be displayed as a pop-up window, a floating window, or a specific area within the graphical user interface. For example, when a player clicks the weather icon, a floating window can pop up in the upper right corner of the screen, displaying detailed weather information. This display method is not only intuitive but also does not interfere with other player actions, ensuring a smooth gaming experience. Furthermore, the floating window can be set to display for a few seconds before automatically disappearing, avoiding prolonged occupation of screen space.
[0059] In an optional implementation, in response to a first action targeting the weather identifier, weather details of the weather event are displayed. This allows players to obtain detailed weather information with simple operations, improving the convenience and efficiency of information retrieval.
[0060] Optionally, weather details include weather effect information. This information can specifically describe how weather affects units, buildings, terrain, and other elements in the game. For example, heavy rain may significantly increase troop morale and decrease building durability. By displaying this effect information, players can better understand the specific impact of weather on the game environment and make more informed decisions.
[0061] Optionally, weather effects information may include, but is not limited to, the following: effects on unit movement speed, attack power, and defense capabilities; effects on building durability and construction time; and effects on terrain accessibility and resource production. This detailed information can help players fully understand the multifaceted impact of weather changes on the game environment, thereby enabling them to better formulate strategies.
[0062] Optionally, weather effect information can be displayed in various formats such as text, icons, and numerical values. For example, icons can show the degree of morale decline, while numerical values can show the reduction in building durability. These diverse display methods can cater to different players' preferences and improve the readability and comprehensibility of the information.
[0063] Optionally, weather effect information can be displayed in conjunction with weather range and time information. For example, when a player hovers over a weather icon, the range, duration, and specific effects of the weather can be displayed simultaneously. This allows players to quickly grasp comprehensive weather information, improving the efficiency and accuracy of information acquisition.
[0064] Optionally, the weather effect information display can have a dynamic update function. For example, when weather events change, the system can update the displayed weather effect information in real time. This allows players to obtain the latest weather impact information promptly, avoiding decision-making errors caused by information lag.
[0065] Optionally, weather effect information can be integrated with the game's quest system. For example, some quests may require players to complete them under specific weather conditions; the system can display relevant weather effect information in the quest description to help players better understand the quest requirements. This can increase the challenge and fun of the quests, enhancing the player's gaming experience.
[0066] Optionally, weather effects information can be integrated with the game's economic system. For example, certain weather conditions may affect resource production and trading prices. The system can display relevant weather effect information in the economic interface to help players better manage resources and make trading decisions. This can increase the game's strategic depth and enhance the player's gaming experience.
[0067] In an optional implementation, the method includes: if the field of view height of the current display field of view meets the second condition, responding to a trigger operation targeting a specified scene location in the virtual scene, and displaying weather information for the specified scene location. This allows players to obtain weather information for a specific location from a lower field of view level through a simple trigger operation, improving the convenience and accuracy of information acquisition.
[0068] Optionally, when players zoom in to a lower map level, the system will hide the weather icon to avoid obscuring details such as terrain, buildings, and units on the sandbox. However, players can still hover their mouse over specific locations to trigger the display of weather information for that location. This design not only ensures clear presentation of sandbox information but also provides a flexible way to query weather information, allowing players to quickly understand the weather conditions in specific areas.
[0069] Optionally, the trigger action can be mouse hover, touch click, or other forms of user interaction. For example, a player can hover the mouse over a location on the map, and the system will display the weather information for that location in a specific area of the screen (such as the upper right corner). This design allows players to obtain the necessary weather information without complex operations, improving the user experience. Alternatively, in addition to mouse hover, the system can also support other forms of trigger actions, such as touch operations on a touchscreen. For example, on a mobile device, a player can touch a location on the screen to trigger the display of weather information for that location. This design ensures a consistent user experience across different devices, enhancing the game's playability.
[0070] Optionally, weather information for a specified scene location can include detailed information such as weather type, weather range, weather duration, and weather effects. For example, when a player hovers over a location, the system can display the weather type (e.g., heavy rain), the affected area (e.g., within a 5-kilometer radius), the duration (e.g., 18 days remaining), and the weather effects (e.g., significantly increased troop morale and decreased building durability). This detailed information can help players better formulate game strategies.
[0071] Optionally, weather information can be displayed in a specific area of the screen, such as the upper right or upper left corner. This allows players to quickly check the weather without interrupting their current actions. Furthermore, the system offers options to allow players to customize the display location of the weather information to meet the needs of different players.
[0072] Optionally, the response time of the triggered action can be optimized to ensure that players can quickly obtain weather information. For example, the system can display weather information immediately after detecting mouse hover, or display it a few seconds after hovering, to avoid accidental operations. This design not only improves the efficiency of information acquisition but also enhances the user experience.
[0073] In an optional implementation, the method includes: if the field of view height of the current display field of view meets the second condition, responding to a trigger operation targeting a specified scene location in the virtual scene, and displaying weather information for the specified scene location. This allows players to obtain weather information for a specific location through simple mouse interaction from a low field of view, improving the convenience and accuracy of information acquisition.
[0074] Optionally, weather information for a specified scene location can be displayed in a specific location on the graphical user interface, such as the upper right corner of the screen. This allows players to quickly check the weather information without interrupting their current actions. This design improves the efficiency of information display and enhances the user experience by making efficient use of screen space.
[0075] In an optional implementation, this includes displaying virtual weather elements in the virtual scene based on weather events. This enhances the realism and immersion of the game by displaying virtual weather elements in the virtual scene, allowing players to more intuitively experience weather changes.
[0076] Optionally, virtual weather elements refer to visual effects in the game that simulate real-world weather phenomena, such as rain, snow, and fog. These virtual weather elements can appear dynamically in the virtual scene, updating in real time based on the location and time of the weather event. For example, when the weather event is a rainstorm, the virtual scene will show raindrops falling from the sky, puddles forming on the ground, and trees and buildings getting wet. In this way, players can more intuitively experience changes in the weather, thus better immersing themselves in the game environment.
[0077] Optionally, the display of virtual weather elements can be correlated with the type and intensity of the weather event. For example, light rain can be displayed as sparse raindrops, while heavy rain can be displayed as dense raindrops and lightning effects. Furthermore, different weather events can have different visual effects; for instance, fog can be displayed as diffused white smoke, and snow can be displayed as falling snowflakes. These visual effects can be dynamically adjusted based on the specific parameters of the weather event, thus providing a richer visual experience.
[0078] Optionally, the display of virtual weather elements can also interact with other elements in the virtual scene. For example, raindrops can interact with the ground, buildings, trees, etc., creating effects such as splashes and puddles. Snow can cover the ground, buildings, and trees, forming snow. Fog can obscure vision, making distant objects blurry. These interactive effects can enhance the realism and immersion of the game, making players feel more present in the experience.
[0079] Optionally, the display of virtual weather elements can be integrated with other systems in the game. For example, weather events can affect the game's physics system; rain can increase ground friction, and snow can slow down moving objects. Weather events can also affect the game's AI system; for instance, NPCs' behavior may change in rainy weather, as they may seek shelter. These interconnected effects can increase the game's complexity and enjoyment, providing players with different gaming experiences under different weather conditions.
[0080] Optionally, the display of virtual weather elements can be integrated with the game's sound effects system. For example, rain and thunder sounds can be played during rainy days, the sound of snowflakes falling during snowy days, and the sound of wind and fog during foggy days. These sound effects can enhance the realism of weather events, allowing players to perceive changes in the weather through hearing. Furthermore, sound effects can be synchronized with visual effects; for instance, corresponding sound effects can be played when raindrops fall to the ground, making the player's experience more immersive and realistic.
[0081] Optionally, the display of virtual weather elements can be integrated with the game's lighting system. For example, during rainy weather, lighting effects can be adjusted to make the sky overcast and the ground dark. During snowy weather, the reflection of light can be increased to brighten the ground and building surfaces. During foggy weather, the scattering of light can be adjusted to soften the light. These lighting effects can enhance the visual impact of weather events, allowing players to more intuitively experience changes in the weather.
[0082] Optionally, the display of virtual weather elements can be integrated with the game's weather forecast system. For example, the game can offer a weather forecast function, allowing players to check the forecast to understand future weather changes. The weather forecast can display the weather conditions for the next few days, including weather type, duration, and affected area. In this way, players can prepare in advance, such as adjusting marching routes and choosing appropriate equipment. The weather forecast function can increase the game's strategy and playability, making players pay more attention to weather factors during gameplay.
[0083] Optional, as shown Figure 3 The graphical user interface 3000 displays a screen where the current viewing height meets the first condition. The image shows virtual objects 3210, 3220, and 3230 in the virtual scene. For example, they could be mountains, cities, trees, etc. in the virtual field. The graphical user interface displays the weather indicator 3100 corresponding to the weather event based on the location of the weather event.
[0084] Optional, as shown Figure 4 In response to the first action on the weather icon, such as a touch click, double touch, long press, mouse hover, etc., display the weather details 3120 for the weather event.
[0085] Optional, as shown Figure 5 The graphical user interface 3000 displays a screen where the current field of view height meets the second condition, and hides (does not display) the weather event's weather indicator. Optionally, if the current field of view height meets the second condition, it responds to a triggered operation at a specified scene location in the virtual scene, such as a touch click, double-click, long press, mouse hover, etc., and displays weather information at the specified scene location, such as a weather icon or weather description. Optionally, the weather information 4110 and 4120 at the specified scene location are displayed at specific locations in the graphical user interface, such as the upper right corner, upper left corner, lower left corner, etc.
[0086] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the methods described above.
[0087] In one implementation, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.
[0088] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.
[0089] Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).
[0090] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic fields, and infrared radiation. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various exemplary embodiments of this disclosure, such as: an information processing method in a game, including: acquiring weather events in a virtual scene; in response to the current display field of view height satisfying a first condition, displaying a weather icon corresponding to the weather event in a graphical user interface based on the location where the weather event occurred; and in response to the current display field of view height satisfying a second condition, canceling the display of the weather icon for the weather event.
[0091] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as a computer program. The processor executes the executable instructions to perform the method steps of various exemplary embodiments of this disclosure. Furthermore, the electronic device may also include a display for displaying a graphical user interface.
[0092] The following is for reference. Figure 6 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 6 The electronic device 600 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[0093] like Figure 6 As shown, the electronic device 600 may include: a processor 610, a memory 620, a bus 630, an I / O (input / output) interface 640, a network adapter 650, and a display 660.
[0094] Memory 620 may include volatile memory, such as RAM 621 and cache unit 622, and may also include non-volatile memory, such as ROM 623. Memory 620 may also include one or more program modules 624, such program modules 624 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 624 may include the modules in the above-described device.
[0095] The processor 610 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0096] The processor 610 can be used to execute executable instructions stored in the memory 620 to perform the methods described above in this disclosure, such as the following method steps: an information processing method in a game, including: acquiring a weather event in a virtual scene; in response to the current display field of view height satisfying a first condition, displaying a weather icon corresponding to the weather event in a graphical user interface according to the location where the weather event occurs; and in response to the current display field of view height satisfying a second condition, canceling the display of the weather icon for the weather event.
[0097] Bus 630 is used to connect different components of electronic device 600 and may include a data bus, an address bus and a control bus.
[0098] Electronic device 600 can communicate with one or more external devices 700 (such as keyboard, mouse, external controller, etc.) through I / O interface 640.
[0099] Electronic device 600 can communicate with one or more networks via network adapter 650. For example, network adapter 650 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 650 can communicate with other modules of electronic device 600 via bus 630.
[0100] Electronic device 600 can display a graphical user interface, such as virtual scenes or virtual characters, through display 660.
[0101] although Figure 6 Other hardware and / or software modules may also be configured in the electronic device 600, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0102] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be referred to as "circuit," "module," or "system," respectively.
[0103] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.
Claims
1. An information processing method in a game, characterized in that, include: Obtain weather events from a virtual scene; In response to the current display field of view height satisfying a first condition, a weather icon corresponding to the weather event is displayed in the graphical user interface according to the location where the weather event occurred; In response to the current display field of view height satisfying the second condition, the weather icon for the weather event is removed from the display.
2. The method according to claim 1, characterized in that, The acquisition of weather events associated with the virtual scene includes: Obtain the weather event in the current display field of view of the virtual scene.
3. The method according to claim 1, characterized in that, The weather events mentioned include current weather events or future weather events.
4. The method according to claim 1, characterized in that, The field of view height that satisfies the first condition is greater than the field of view height that satisfies the second condition.
5. The method according to claim 1, characterized in that, The weather identifiers include graphic identifiers used to represent weather information.
6. The method according to claim 1, characterized in that, include: In response to the first action on the weather identifier, display the weather details of the weather event.
7. The method according to claim 6, characterized in that, The weather details include: weather range information, and / or weather time information.
8. The method according to claim 6, characterized in that, The weather details include: weather effect information.
9. The method according to claim 1, characterized in that, include: If the field of view height of the current display field of view meets the second condition, in response to a trigger operation for a specified scene location in the virtual scene, the weather information of the specified scene location is displayed.
10. The method according to claim 9, characterized in that, Weather information for the specified scene location is displayed at a specific location on the graphical user interface.
11. The method according to claim 1, characterized in that, include: Virtual weather elements are displayed in the virtual scene based on the weather event.
12. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 11.
13. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 11 by executing the executable instructions.
