Message Processing Method and Apparatus, Electronic Device, and Computer Program

The method addresses inefficiencies in game message processing by dynamically linking messages to virtual character states, enabling efficient and intuitive message selection and transmission through simple trigger operations.

JP2025524494APending Publication Date: 2025-07-30TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2024576596
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-04-24
Filing Date
2024-04-19
Publication Date
2025-07-30

AI Technical Summary

Technical Problem

Existing message processing methods in game scenes require multiple operations to find suitable quick messages, leading to reduced efficiency and increased operation time due to fixed and unchanging message lists that do not adapt to players' needs.

Method used

A method that dynamically displays and sends quick messages based on the state of a virtual character, allowing messages to be selected and transmitted through simple trigger operations, such as clicks or long presses, with intelligent message recommendation and association with specific actions.

Benefits of technology

Enhances message processing efficiency by allowing quick and intuitive message selection and transmission, reducing the need for complex operations and improving convenience in game communication.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a message processing method, an apparatus, a storage medium, and an electronic device. The method includes: when a first virtual character is in a first state, obtaining a first message associated with the first state according to a first trigger operation, where the first state indicates a first action in a virtual scene of the first virtual character; displaying a quick message list including the first message on an interaction interface; and sending the first message according to a second trigger operation on the first message. According to the present application, the convenience of sending messages can be improved.
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Description

Technical Field

[0001] This application claims priority based on a Chinese patent application filed with the Chinese Patent Office on April 24, 2023, with an application number of 202310475236.X and an invention title of "Message Processing Method, Apparatus, Storage Medium, and Electronic Device", the entire content of which is incorporated herein by reference.

[0002] This application relates to the technical field of computers, and in particular, to a message processing method, apparatus, electronic device, and computer program.

Background Art

[0003] In a game scene, in order to realize communication between players without inputting or turning on the microphone, players usually send quick messages within the current game team at key nodes in the game. Among them, the messages for player selection are uniformly displayed in the quick message list on the game interface, and the quick messages required by the player are determined by touch operations (such as swiping).

[0004] In related technologies, the number and content of messages in the quick message list are fixed. For example, in any scene, 10 messages are displayed, and the content and order of each message are kept unchanged. However, since players' needs for quick messages are different in different states, players need to find the most suitable quick message for the current situation through swiping operations. Also, because the number of messages in the quick message list is limited, it is possible that the quick message required by the current player cannot be found even after repeated swiping operations.

[0005] Therefore, as can be seen, in the above-mentioned quick message processing process, the player needs to perform multi-step operations to find a quick message that meets the requirements. Also, when a quick message that meets the requirements cannot be found, the processing of the quick message becomes more complicated, the number of player operation steps increases, and a lot of operation time is consumed. As a result, there may be a technical problem of reduced efficiency in the message processing process.

[0006] For the above problems, no effective solutions have been proposed yet.

Summary of the Invention

Problems to be Solved by the Invention

[0007] An embodiment of the present application aims to provide a message processing method, an apparatus, an electronic device, and a computer program for solving the technical problem of reduced efficiency that occurs in the message processing process.

Means for Solving the Problems

[0008] According to one aspect of an embodiment of the present application, there is provided a method for processing a message (message processing method) executed by an electronic device, the method comprising: When a first virtual character is in a first state, in response to a first trigger operation, obtaining a first message associated with the first state, wherein the first state represents a first behavior in a virtual scene of the first virtual object (also referred to as the first virtual character); Displaying a quick message list including the first message on an interaction interface; and In response to a second trigger operation on the first message, sending the first message.

[0009] According to another aspect of an embodiment of the present application, there is provided an apparatus for processing a message (message processing apparatus), which comprises: An acquisition unit that, when the first virtual character is in the first state, acquires a first message associated with the current first state of the first virtual character in response to a first trigger operation, where the first state indicates a first action in the virtual scene of the first virtual object; A display unit that displays a quick message list including the first message on an interaction interface; and A transmission unit that transmits the first message in response to a second trigger operation on the first message.

[0010] According to another aspect of the embodiments of the present application, a computer-readable storage medium is further provided, on which a computer program is stored, and when the computer program is executed, it is configured to implement the above-mentioned message processing method.

[0011] According to another aspect of the embodiments of the present application, a computer program product including a computer program / instructions is further provided, and when the computer program / instructions are executed by a processor, the above-mentioned message processing method is implemented.

[0012] According to another aspect of the embodiments of the present application, an electronic device including a memory and a processor connected to the memory is further provided, on which a computer program is stored, and the processor is configured to implement the above-mentioned message processing method by the computer program.

Brief Description of the Drawings

[0013] The drawings described herein provide a further understanding of the present application and constitute a part of the present application. The exemplary embodiments and their descriptions of the present application are used to interpret the present application, but are not intended to limit the present application.

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Best Mode for Carrying Out the Invention

[0014] In order to enable those skilled in the art to better understand the technical solution of the present application, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only some embodiments of the present application, not all embodiments. Also, all other embodiments obtained by those skilled in the art without creative labor based on the embodiments in the present application should also belong to the protection scope of the present application.

[0015] Note that terms such as "first" and "second" in the description, claims, and above-mentioned drawings of the present application are used to distinguish similar objects, and are not necessarily for explaining a specific order or sequence. As can be understood, such data can be exchanged when appropriate so that the embodiments of the present application described herein can be implemented in an order other than the order illustrated or described herein. Also, terms such as "comprising" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device comprising a series of steps or units is not limited to the steps or units clearly listed, and may also include those not clearly listed, or other steps or units inherent to these processes, methods, products, or devices.

[0016] The technical solution in the embodiments of the present application complies with legal regulations in the implementation process. When operating according to the technical solution in the embodiments, the data used does not involve the privacy of the user, and while ensuring that the operation process is compliant and legal, the security of the data can be ensured. <Description of Nouns> Shortcut phrase: Also called a quick message. A quick message is, for example, a short message for selection and transmission in an interaction interface. Regarding the quick message, for example, by clicking on a message button on the interaction interface in a virtual scene such as an electronic game, a shortcut phrase list including N shortcut phrases is displayed on the interaction interface, and after clicking on the corresponding shortcut phrase, the selected shortcut phrase is transmitted to the destination and the shortcut phrase list is turned off.

[0017] According to one aspect of an embodiment of the present application, a message processing method is provided. As an optional implementation manner, the above-mentioned message processing method may be used in an application scenario as shown in FIG. 1, but is not limited thereto. In the application scenario as shown in FIG. 1, the terminal device 102 may communicate with the server 106 via the network 104, but is not limited thereto. The server 106 may perform operations on the database 108, for example, an operation of writing data or an operation of reading data, but is not limited to these. The above-mentioned terminal device 102 may include a human-computer interaction screen, a processor, and a memory, but is not limited thereto. The above-mentioned human-computer interaction screen may be used to display a game interface, a quick message list, a first message, etc. on the terminal device 102, but is not limited thereto. The above-mentioned processor may generate a corresponding operation or a corresponding instruction according to the above-mentioned human-computer interaction operation, and may send the generated instruction to the server 106, but is not limited to these. The above-mentioned memory may be used to store related processing data, for example, a first trigger operation, a quick message list, a logged-in account, etc., but is not limited thereto.

[0018] As an optional method, the server 106 may execute the following steps in the message processing method, that is, Step S101: When the first virtual character is in the first state, in response to a first trigger operation, obtain a first message associated with the first state, where the first state indicates a first action in the virtual scene of the first virtual object; Step S102: Display a quick message list including the first message on an interaction interface; and, Step S103: In response to a second trigger operation on the first message, send the first message.

[0019] Adopting the above method, when the virtual object (virtual character) is in the first state, a first message corresponding to the first state can be displayed on a quick message list on an interaction interface (such as a game interface) by a first trigger operation, and the first message can be sent by a second trigger operation. The sent first message can be displayed on the interaction interface, for example. In other words, through a simple touch operation, a target message (such as the first message) that meets the needs of the scene can be quickly sent to the message recipient, eliminating the need for the user to perform operations such as message editing or selecting a message by a slide operation, thus achieving the technical effect of reducing many operation flows and improving the message processing efficiency.

[0020] An embodiment of the present application provides a message processing method. FIG. 2 is a flowchart of the message processing method in the embodiment of the present application. The flow includes the following steps, that is, S201: When the first virtual character is in the first state, in response to a first trigger operation, obtain a first message associated with the first state, where the first state indicates a first action in the virtual scene of the first virtual object; S202: Display a quick message list including the first message on an interaction interface; and S203: Transmit the first message in response to a second trigger operation on the first message.

[0021] As shown in FIG. 3, assuming that the first virtual object switches from a crouching state to a jumping state as shown in FIG. 3(b), in this case, by clicking the message button (i.e., the first trigger operation), the first message associated with the first state is obtained. Then, the quick message list is displayed on the interaction interface (e.g., the game interface), and the two first messages "Get in the car quickly" and "Let's go to P City" corresponding to the jumping state are displayed in the quick message list.

[0022] Obviously, the above-mentioned jumping state is only an example of the first state and is not limited thereto. For example, it may also be states such as falling to the ground, shooting, running, parachuting, engaging in combat, etc. In other words, the first action can be set based on the scene and may be, for example, jumping, falling to the ground, shooting, running, parachuting, engaging in combat, etc.

[0023] For example, when the first virtual object is in a fallen state, by clicking the message button, the first message "Help me" can be displayed in the quick message list. When the first virtual object is shooting, the first message "Come here, support is needed" can be displayed in the quick message list.

[0024] In some embodiments, by stipulating, through pre-set execution logic, under what conditions (i.e., in what specific first state the first virtual object is) the associated first message is to be displayed, it is possible to save the user the trouble of editing the message or searching for the message through slide operations, and enable the user to easily send the desired message, thereby improving the efficiency of message sending and the convenience of operation. According to the above embodiments provided in this application, when the first virtual object is in the first state, through the first trigger operation, the first message corresponding to the first state is displayed in the quick message list on the interaction interface, and through the second trigger operation, the corresponding first message can be sent. In other words, by simply touching the operation to display the first message that meets the needs of the scene (i.e., associated with the first state) on the interaction interface, it is possible to save the user the trouble of editing the message or searching for the message through slide operations, and enable the user to easily send the desired message, thereby improving the efficiency of message sending and the convenience of operation. For example, in the game scene, the above scheme can meet the communication needs of players in different game scenes and reduce many operation flows, so that the technical effect of improving the message processing efficiency can be achieved.

[0025] In some embodiments, the first virtual object is a virtual character associated with a first account logged in to the virtual scene.

[0026] In response to a second trigger operation on the first message, transmitting the first message includes transmitting the first message to a second account of one or more second virtual objects (second virtual characters) associated with the first virtual object in response to the second trigger operation on the first message. Here, the second virtual objects associated with the first virtual object are, for example, other virtual objects located in the same group as the first virtual object. For example, in a game scene, virtual objects in the same group are virtual objects located in the same camp (team).

[0027] In some embodiments, the first message is associated with a first operation, and the message processing method further includes the following, that is, displaying an identifier (ID) of the first operation together with the first message in the quick message list; or setting a display format of the first message in the quick message list to a target format for presenting that the first message is associated with the first operation.

[0028] Note that obtaining the first message associated with the first state may include obtaining one or more first messages associated with the first state based on a pre-set association relationship, or generating one or more first messages based on the first state, but is not limited thereto.

[0029] As a selectable example, displaying the first message corresponding to the first state in the quick message list includes at least one of the following, that is, displaying the first message at the top position in the quick message list; and In the quick message list, display N messages that are not associated with the first message and the state of the first virtual character, where N is a positive integer greater than or equal to 2. In some embodiments, display the N messages that are not associated with the first message and the state of the first virtual character according to different display formats.

[0030] To enable the player to quickly find the first message currently needed, display the first message corresponding to the first state at the top (the uppermost position) in the quick message list as shown in FIG. 4(a), or, to further distinguish the first message from other quick messages that are not associated with the state of the first virtual character, display the first messages "Get in the car quickly" and "Go to P City" in a highlighted form at the top of the quick message list as shown in FIG. 4(b).

[0031] Also, in the embodiments of the present application, the messages in the quick message list include the first messages that are intelligently displayed when a predetermined condition is satisfied, and the quick messages that are not associated with the state of the first virtual character and are preset by the player before the game starts, but are not limited thereto. Among them, the number of quick messages preset by the player and the display order of the N messages themselves are fixed.

[0032] For example, as shown in FIG. 13, assume that before the game starts, the player presets four quick messages (N = 4) that are not associated with the state of the first virtual character as shown in FIG. 13(a). In this case, when the first state of the first virtual object is in a jumping state, by performing the first trigger operation, display the first messages "Get in the car quickly" and "Go to P City" at the top of the quick message list.

[0033] As shown in Fig. 13(b), when the first virtual object is in a fallen state (fallen to the ground), by executing the first trigger operation, the first message "There is an enemy in front, so don't rescue me yet" is displayed at the top of the quick message list.

[0034] As an optional implementation method, in the quick message list, displaying the first message corresponding to the first state includes displaying the first message and N messages in the quick message list, where the display order of the N messages in the quick message list is fixed, and N is a positive integer greater than or equal to 2.

[0035] The above method further includes, when the first virtual object is not in the first state, in response to the first trigger operation, displaying the quick message list on the game interface of the first game application, and displaying N messages in the quick message list.

[0036] As can be seen from Figs. 13(a) and 13(b), no matter what conditions are satisfied, when the corresponding conditions are satisfied, the first message is displayed at the top of the quick message list, and the four quick messages "There is an enemy in front", "There is supplies here", "Gather and come here", and "Don't be afraid, let's go together" can be sequentially displayed below the first message, and the contents of the four pre-set quick messages are fixed, and the order between the four messages is also fixed.

[0037] Also, the number of the above first messages is not limited. For example, it may be one message or multiple messages. When the first message is multiple messages, the multiple messages may be messages bound (or associated) with the first operation, and / or first messages not bound to the first operation. Hereinafter, in conjunction with specific embodiments, the first messages bound to the first operation will be described in detail.

[0038] As can be easily understood, when the first virtual object is in the first state, by executing the first trigger operation, a quick message list can be displayed on the game interface, and the first message corresponding to the first state can be displayed in the quick message list. Specifically, it is as shown in Fig. 14(a). When the first virtual object is not in the first state, by executing the first trigger operation, a quick message list can also be displayed on the game interface, but only N quick messages preset by the player are displayed in the quick message list. Specifically, reference can be made to the illustration in Fig. 14(b).

[0039] That is, when the first virtual object is not in the first state, the display of the first message is cancelled.

[0040] With the first message included in the quick message list and the N quick messages preset by the player, the first message can be intelligently recommended to the player according to needs. Also, by the player's slide operation, one message can be selected from the N quick messages to be the message to be sent. Therefore, the flexibility for the player to select the first message can be improved.

[0041] As another selectable example, displaying the first message corresponding to the first state in the quick message list includes displaying the first message and N messages in the quick message list when the first state is the first state. Among them, the display order of the N messages in the quick message list is fixed. The first message includes the first message, the first message corresponds to the first state, and N is a positive integer of 2 or more.

[0042] As shown in Fig. 13(a), when the first state is the jumping state, by performing the first trigger operation, a quick message list is displayed on the game interface, and the first messages "Get in the car quickly" and "Let's go to P City" corresponding to the jumping state are displayed at the top of the quick message list.

[0043] As shown in Fig. 13(b), when the first state is the falling state, by performing the first trigger operation, a quick message list is displayed on the game interface, and the first message "There is an enemy ahead, so don't rescue me yet" corresponding to the falling state is displayed at the top of the quick message list.

[0044] That is, when a change occurs in the state of the first virtual object, by performing the first trigger operation, different first messages are displayed in the quick message list on the game interface. Among them, different first messages include, for example, cases where the text content of the first message is different and the number of first messages is different, but are not limited to these.

[0045] According to the above method, based on the first state of the first virtual object, different first messages corresponding to the first state can be displayed in the quick message list, so that intelligent recommendation of quick messages can be realized, and appropriate quick messages can be provided to users in different scenes.

[0046] In the related art, the function of the quick message is relatively simple. For example, after performing a second trigger operation (click) on the quick message, only the text content in the message (such as "There is a car ahead, get in the car quickly", etc.) can be sent. In order to increase the diversity of the function of the quick message, by binding a first action (first operation) with a strong association relationship to the quick message, the first operation can be executed simultaneously when the quick message is sent, specifically including the following, that is, In the quick message list, display the label of the first operation together with the first message; or In the quick message list, set the display format of the first message to a target format for presenting that the first message is associated with the first operation. For example, the target format is a highlighted display format.

[0047] In some embodiments, the embodiment of the present application can execute the first operation in response to the second trigger operation on the first message when the first message is associated with the first operation.

[0048] For the first message bound to the first operation and the first message not bound to the first operation, they may be distinguished by one of the following methods, but are not limited thereto, that is, Add an ICON mark as shown in FIG. 4(a) to the first message bound to the first operation, Among them, the ICON mark shown in FIG. 4(a) is only an example and is not limited thereto. For example, it may be other custom icons, symbols, etc.; Determine the first message with a different display format as the first message bound to the first operation. For example, as shown in FIG. 4(b), highlight the first messages "Get in the car quickly" and "Go to P City" as the first messages bound to the first operation; and Determine the first message with a character label as the message bound to the first operation. For example, as shown in FIG. 4(c), it is "Get in the car quickly (drive a vehicle)", and in contrast, the first message "Go to P City" without a character label is a message not bound to the first operation.

[0049] Among them, the character label "drive a vehicle" in "(get in the vehicle quickly (drive a vehicle))" shown in Fig. 4(c) is used to represent an action that has a strong association with the first state of the first virtual object. For example, when the first virtual object is close to the virtual vehicle and the first virtual object is in a jumping state, it means that the first virtual object tries to enter the virtual vehicle, and the purpose after entering the virtual vehicle is to drive the vehicle.

[0050] Also, the first message bound to the first operation may be understood as an intelligent short phrase with a function as shown in Fig. 5, the first message not bound to the first operation may be understood as an intelligent short phrase without a function as shown in Fig. 5, and the quick message preset by the player may be understood as a normal shortcut phrase.

[0051] As a selectable example, in response to a second trigger operation on the first message, displaying the first message on the game interface includes the following, that is, When the first message is bound to the first operation, send the first message in response to the second trigger operation on the first message, and execute the first operation in the first game application, where the first operation is an operation permitted to be executed by the first account.

[0052] For ease of understanding, the following will be described by taking driving a virtual vehicle as an example.

[0053] Assume that the second trigger operation is a click operation. In this case, by clicking on the first message "Let's go to P City" as shown in Fig. 6(a), the text message "Let's go to P City" is sent to the game interface as shown in Fig. 6(b) (it may be understood as sending a text message within the team), and at the same time, the location where the virtual vehicle is located is marked (the first operation is executed).

[0054] As is obvious, the above click operation is just an example and is not limited thereto. For example, further operations such as long pressing, dragging, double clicking, etc. may also be acceptable.

[0055] In one specific embodiment, assuming that the first message bound to the first operation is the driving state, in this case, the realization process includes the following as shown in the flowchart of FIG. 7, that is, S702: When the player approaches any one vehicle, display a "Drive" button on the screen; S704: Determine whether the player clicks the "Drive" button. If the player clicks the "Drive" button, execute step S706; S706: The player enters the virtual vehicle and switches the player's state to the driving state; and S708: Determine whether the player clicks the "Message" button. If the player clicks the "Message" button, execute steps S710 and S712. For the style of the message button, refer to the interface diagram as shown in FIG. 3.

[0056] Note that according to the pre-set logic, since it is stipulated that when the player enters the virtual vehicle, the first virtual object controlled by the player is in the first state, after executing the first trigger operation, a quick message list can be displayed on the game interface, and the first message corresponding to the first state can be displayed in the quick message list. Specifically, as shown in steps S710~S714, that is, S710: Display a quick message list on the game interface; S712: Display two first messages in the quick message list, for example, display "Get in the car quickly", "Let's go to P City", etc.; and S714: Display the two first messages at the top of the shortcut phrase list (quick message list).

[0057] As shown in Fig. 6(a), the above-mentioned first message "Get in the car quickly" is a message bound to the first operation, and the first message "Let's go to City P" is a message not bound to the first operation. Therefore, after clicking on "Let's go to City P", only the text message "Let's go to City P" is sent within the team (on the game interface). However, when clicking on the intelligent short phrase "Get in the car quickly", the text message "Get in the car quickly" can be sent within the team, and at the same time, the location where the virtual vehicle is located can be marked. Specifically, reference can be made to the mark at position 1 shown in Fig. 10(a).

[0058] That is, when there are multiple first messages, by performing the same type of second trigger operation on different types of first messages, different operations can be executed according to the preset logic (processing flow). Among them, different types of first messages include, but are not limited to, the first messages bound to the first operation and the first messages not bound to the first operation.

[0059] As another selectable example, sending the first message and performing the first operation in response to the second type of the second trigger operation on the first message includes the following, that is, displaying a long-press progress bar in response to the second trigger operation representing a long-press operation on the first message, where the long-press progress bar is used to represent the duration of the long-press operation. Among them, the long-press operation is, for example, an operation with a pressing time exceeding 0.1 s. When the long-press progress bar reaches a predetermined progress threshold, the first message is sent and the first operation is performed; or displaying the duration of the long-press operation in response to the second trigger operation representing a long-press operation on the first message. When the duration of the long-press operation reaches a predetermined time length threshold, the first message is sent and the first operation is performed.

[0060] For example, when the first virtual object is in the first state, by responding to the first trigger operation, for example, by clicking the message button shown in FIG. 3, a quick message list is displayed on the game interface, and the first message corresponding to the first state is displayed in the quick message list. After that, different operations can be performed by executing different types of second trigger operations on the first message.

[0061] In some embodiments, in the embodiments of the present application, when the first message is associated with the first operation, the first operation can be executed in response to the second trigger operation on the first message.

[0062] In some embodiments, sending the first message in response to the second trigger operation on the first message is sending the first message in response to the first type of the second trigger operation on the first message; and sending the first message and executing the first operation in response to the second type of the second trigger operation on the first message, wherein the first type of the second trigger operation is different from the second type of the second trigger operation.

[0063] Specifically, when the first type of the second trigger operation is a click and the second type of the second trigger operation is a long press, when clicking the intelligent short phrase "Get in the car quickly" as shown in FIG. 8(a), the text message "Get in the car quickly" is displayed on the game interface, wherein the intelligent short phrase "Get in the car quickly" is bound to the first operation of driving a virtual vehicle.

[0064] When a user long - presses an intelligent short - phrase "Get in the car quickly" as shown in Fig. 8(a), not only the text message "Get in the car quickly" is displayed on the game interface, but also when a predetermined condition is satisfied, a corresponding first operation (first action) can be further executed.

[0065] As a selectable example, executing the first operation includes the following, that is, In response to the second trigger operation representing the long - press operation for the first message, a long - press progress bar is displayed. Among them, the long - press progress bar is used to represent the duration of the long - press operation. When the long - press progress bar reaches a predetermined progress threshold, the first message is sent and the first operation is executed; or In response to the second trigger operation representing the long - press operation for the first message, the duration of the long - press operation is displayed. When the duration of the long - press operation reaches a predetermined time - length threshold, the first message is sent and the first operation is executed.

[0066] For example, when a user long - presses an intelligent short - phrase "Get in the car quickly" as shown in Fig. 8(a), a long - press progress bar is displayed, and when one of the following conditions is satisfied, the text message "Get in the car quickly" is displayed on the game interface and the first operation is executed at the same time. The types of the first operation include, but are not limited to, the following two cases, that is, The first case: When the long - press progress bar reaches a predetermined progress threshold, for example, when it reaches 100%, the first message "Get in the car quickly" is displayed on the game interface, and the first virtual object can enter the virtual vehicle and execute a driving operation; and The second case: As shown in Fig. 8(b), when the duration of the long - press operation reaches a predetermined time - length threshold, for example, when the duration reaches 0.3 s or more, the first message "Get in the car quickly" is displayed on the game interface, and the first virtual object can enter the virtual vehicle and execute a driving operation.

[0067] By binding strongly associated functions to the first message in the above manner, when a player performs a single-step operation (click or long press) on the first message, a multi-step operation can be completed. For example, the text message of the first message can be sent to the team on the game interface, and the first pre-bound operation can be executed, thus simplifying the player's operation steps and improving the efficiency of message processing.

[0068] As a selectable example, performing the first operation in the first game application includes at least one of the following, namely, sending the target content to the second account of the second virtual object located in the same group as the first virtual object, where the target content is pre-set or content generated based on the state of the first virtual object; performing a marking operation on the position where the first virtual object is located; performing a marking operation on the position where the third virtual object (third virtual character) that attacks the first virtual object is located; performing a marking operation on the position where the third virtual object located in a different group from the first virtual object is located; and when it is determined that the distance between the third virtual object located in a different group from the first virtual object and the first virtual object is less than or equal to the distance threshold, performing a marking operation on the position where the third virtual object located in a different group from the first virtual object is located. Here, the distance threshold may be determined based on the application scenario, for example, it is 400m.

[0069] For example, as shown in Fig. 10(a), assuming that virtual objects 1 to 3 are in the same group and virtual object 1 is the first virtual object, in this case, in response to the second trigger operation performed on the first message, the first message is displayed on the game interface and the first message is sent to virtual objects 2 and 3.

[0070] Also, for example, when the virtual object 1 is the first virtual object, in response to a second trigger operation executed on the first message, the first message is displayed on the game interface, and a marking operation is performed on the position where the virtual object 1 is located. For example, the position where the virtual object 1 is located is marked as position 1.

[0071] Also, for example, as shown in FIG. 10(b), assuming that the virtual objects 2 and 3 attack the virtual object 1. In this case, when the virtual object 1 is the first virtual object, in response to a second trigger operation executed on the first message, the first message is displayed on the game interface, and the positions where the virtual objects 2 and 3 that attack the first virtual object are located are marked. For example, the position where the virtual object 2 is located is marked as position 2, and the position where the virtual object 3 is located is marked as position 3.

[0072] Also, for example, when the distance between a virtual object located in a group different from the first virtual object and the first virtual object is smaller than a predetermined distance threshold, a marking operation or the like is executed on the position where the virtual object located in a group different from the first virtual object is located.

[0073] To more clearly understand the realization process of executing the first operation in the first game application, the following will be further described in conjunction with the embodiment shown in FIG. 9.

[0074] S902: The player triggers the corresponding condition and turns on the quick message list. For example, when the first virtual object controlled by the player is in a jumping state, in response to a first trigger operation executed on the message button shown in FIG. 3, the quick message list is displayed on the game interface; S904: A circular judgment area with a diameter of 400 meters is formed with the current position as the center. For example, a circular area with a diameter of 400 meters is formed with the coordinate position of the first virtual vehicle that the first virtual object rides on as the center point of the circle; S906: Determine whether there are other teammates within the circular judgment area. If there are other teammates, execute step S908; otherwise, execute step S922; S908: Determine whether other teammates are in a state of not being in the vehicle. If so, execute step S910; otherwise, execute step S924; and S910: Display the intelligent short phrase "Get in the car quickly" at the top of the quick message list.

[0075] As can be seen from the above embodiments, after displaying the intelligent short phrase "Get in the car quickly" at the top of the quick message list, by performing different types of second trigger operations on the intelligent short phrase, different first operations can be executed in the first game application. Specifically, reference can be made to steps S912 - S920, that is, S912: Determine whether the player has performed a long - press operation on the intelligent short phrase "Get in the car quickly". If so, execute step S918; S914: Turn off the pop - up window (quick message list) and send the text message "Get in the car quickly" within the team; S916: Determine in real - time whether the player has performed a long - press operation on the intelligent short phrase "Get in the car quickly"; S918: Display a progress bar and determine whether the duration of the player's long - press has reached 0.3s, Among them, 0.3s is a preset predetermined time - length threshold, and 0.3s is just an example and is not limited thereto. When the duration of the long - press operation reaches the predetermined time - length threshold of 0.3s, execute step S920; S920: Turn off the pop - up window (quick message list), send the text message "Get in the car quickly" within the team, and execute the first operation, Among them, the first operation may be an operation of marking the position where the first virtual vehicle is currently located, but is not limited to this. Specifically, reference can be made to Fig. 10(a), or the position where the first virtual vehicle is currently located is marked and the marked position is synchronized to other team members, etc. As can be seen, by performing a long-press operation on the intelligent short phrase "Get in the car quickly", different first operations can be executed when predetermined conditions are satisfied; S922: Do not display the intelligent short phrase "Get in the car quickly"; and S924: Do not display the intelligent short phrase "Get in the car quickly".

[0076] According to the above method, according to the preset conditions, when the conditions are satisfied, the first message is displayed, and by performing a single-step operation on the first message, a multi-step operation bound to the preset conditions can be executed. Therefore, the operation steps of the player can be reduced, and the processing efficiency of quick messages can be improved.

[0077] As a selectable example, sending the first message to the second virtual object located in the same group as the first virtual object includes at least one of the following, that is, When the first virtual object is located in the first virtual vehicle permitted to move, the target content indicating the position of the first virtual vehicle is sent to the second account of the second virtual object located in the same group as the first virtual object; When the first virtual object marks a target position on the electronic map of the virtual scene, the target content indicating the target position is sent to the second account of the second virtual object located in the same group as the first virtual object, where the electronic map is, for example, the game map of the game application; When the first virtual object marks a target position on the electronic map of the virtual scene and the target position is within a predetermined target area on the electronic map, the target content indicating the area label of the target area is transmitted to the second account of the second virtual object belonging to the same group as the first virtual object. Among them, the target area is, for example, a pre-specified area on the electronic map, and this application does not limit this; and When the distance between the third virtual object belonging to a group different from the first virtual object and the first virtual object is less than or equal to a distance threshold, the target content indicating the position where the third virtual object belonging to a group different from the first virtual object is located is transmitted to the second account of the second virtual object belonging to the same group as the first virtual object.

[0078] As shown in FIG. 10(b), assuming that virtual object 1 is located in the first virtual vehicle permitted to move, in this case, in response to the second trigger operation executed on the first message, the first message is displayed on the game interface, and a marking operation is executed on the position where the first virtual vehicle is located. Then, the position of the first virtual vehicle after marking is transmitted to the virtual object belonging to the same group as virtual object 1.

[0079] Assuming that the first virtual object marks the position where it is currently located on the electronic map as position 1, in this case, in response to the second trigger operation executed on the first message, the first message is displayed on the game interface, and position 1 is transmitted to the virtual object belonging to the same group as the first virtual object; or As shown in FIG. 11, assuming that the player divides the electronic map into a plurality of areas and each area corresponds to one area label, in this case, when the first virtual object marks the position where it is currently located on the electronic map as position 1 and area 1 is located in city R which is a predetermined first area, the area label of city R is transmitted to the virtual object belonging to the same group as the first virtual object.

[0080] Also, for example, when the distance between a virtual object located in a group different from the first virtual object and the first virtual object is equal to or less than a predetermined distance threshold, the position where the virtual object located in the group different from the first virtual object is located is transmitted to a second virtual object located in the same group as the first virtual object.

[0081] As a selectable example, the interaction interface representing the quick message list including the first message includes the following, that is, detecting whether there is a second virtual object located in the same group as the first virtual object within a first predetermined range, and when it is determined that the second virtual object exists within the first predetermined range, displaying the first message in the quick message list, among which, when the first state indicates that the first virtual object is located within a first virtual vehicle permitted to move, the first message is used to prompt that the first virtual object boards the first virtual vehicle, among which, the first predetermined range is, for example, a range centered on the first virtual object and with a radius of 10 m; or detecting whether there is a third virtual object located in a group different from the first virtual object within a second predetermined range, among which, the second predetermined range is, for example, a range centered on the first virtual object and with a radius of 50 m, and when it is determined that the third virtual object exists within the second predetermined range, displaying the first message in the quick message list, among which, when the first state indicates that the first virtual object is attacked by a third virtual object located in a different group, the first message is used to prompt the following, that is, a third virtual object located in a group different from the first virtual object appears, or the first virtual object is attacked; or detecting whether the first virtual object has marked a target position on the electronic map of the virtual scene, and when it is determined that the target position is marked, displaying the first message together with the label of the target position in the quick message list, and when it is determined that the target position is not marked, displaying the first message together with the label of the default area in the quick message list; or Detect whether the first virtual object has marked a target position on the electronic map of the virtual scene, and when it is determined that the target position has been marked, detect whether the target position is located within a predetermined target area in the electronic map. When the target position is located in the predetermined target area in the electronic map, display the first message in the quick message list together with the label of the target position. When it is determined that the target position has not been marked or the target position is not located within the predetermined target area in the electronic map, display the first message in the quick message list together with the label of the default area.

[0082] For example, assume that the first virtual object is in a driving state and a teammate of the first virtual object is located within a first predetermined range. In this case, by clicking the message button shown in FIG. 3, a quick message list is displayed on the game interface, and the first message "Don't be afraid, let's go together" is displayed at the top of the quick message list.

[0083] As a selectable example, when the first virtual object is in a first state and a virtual object in the same group as the first virtual object is located within a first predetermined range, in response to a first trigger operation, a quick message list is displayed on the game interface, and displaying a first message corresponding to the first state in the quick message list includes the following, that is, When the first virtual object is located in a first virtual vehicle permitted to move and a virtual object in the same group as the first virtual object is located within a first predetermined range, in response to a first trigger operation, a quick message list is displayed on the game interface, and a first message corresponding to the first virtual vehicle is displayed in the quick message list. Among them, the first predetermined range is a range determined centered on the position where the first virtual vehicle is located, and the first message is used to prompt a virtual object in the same group as the first virtual object to board the first virtual vehicle.

[0084] Also, for example, assume that the first virtual object is in an operating state and a teammate of the first virtual object is located within a second predetermined range. In this case, by clicking the message button shown in FIG. 3, a quick message list is displayed on the game interface, and the first message "Need help" is displayed at the top of the quick message list.

[0085] As a selectable example, when the first virtual object is in a first state and a virtual object belonging to a different group from the first virtual object is located within a second predetermined range, in response to a first trigger operation, displaying a quick message list on the game interface and displaying a first message corresponding to the first state in the quick message list includes the following, that is, When the first virtual object is attacked by a virtual object belonging to a different group from the first virtual object and the virtual object belonging to a different group from the first virtual object is located within a second predetermined range, in response to a first trigger operation, a quick message list is displayed on the game interface and a first message is displayed in the quick message list. Among them, the first message is used to present the following message to the virtual object belonging to the same group as the first virtual object, that is, a virtual object belonging to a different group from the first virtual object appears, or the first virtual object is attacked.

[0086] Also, for example, assume that the first virtual object marks the position where it is currently located on the electronic map as position 1. In this case, when the first virtual object is in an operating state, by clicking the message button shown in FIG. 3, a quick message list is displayed on the game interface, and the first message "Come to position 1 quickly" is displayed at the top of the quick message list.

[0087] Also, for example, if the first virtual object marks the current location in the electronic map as Location 1, and Location 1 is located in the area of P City in the electronic map. In this case, when the first virtual object is in the driving state, by clicking the message button shown in FIG. 3, a quick message list is displayed on the game interface, and the first message "Let's go to P City" is displayed at the top of the quick message list. Among them, "Let's go to P City" is the first message corresponding to the driving state and the first location P City.

[0088] Also, for example, if the first virtual object marks the current location in the electronic map as Location 1, and Location 1 is located outside the plurality of pre-marked areas (such as Z City, S City, G Port shown in FIG. 11) in the electronic map. In this case, when the first virtual object is in the driving state, by clicking the message button shown in FIG. 3, a quick message list is displayed on the game interface, and the first message "Let's go to a safe area" is displayed at the top of the quick message list. Among them, "Let's go to a safe area" is the first message corresponding to the driving state and a predetermined default area.

[0089] In other words, when the first virtual object is in different first states, by performing the first trigger operation, a quick message list can be displayed on the interaction interface in all cases. However, by displaying a first message containing different text contents corresponding to different first states at the top of the quick message list, players can be made to find and use appropriate quick messages even in different scenes, so that the convenience of sending messages can be improved.

[0090] To make it easier to clearly understand the realization process of displaying the first message, the following will be further described in conjunction with the flowchart shown in FIG. 12.

[0091] S1202: The player triggers the corresponding condition and turns on the quick message list; S1204: Determine whether the player has marked on the electronic map. Among them, the electronic map is pre-divided into a plurality of regions as shown in FIG. 11. The mark on the player's large map may be within or outside the plurality of regions after division. When the player marks on the electronic map, execute step S1206; otherwise, execute step S1212. S1206: Determine the location of the marked point and display the first message "Let's go to XX" in the quick message list. For example, when the mark made by the player on the electronic map is within the area of R City, display the first message "Let's go to R City" in the quick message list. When the mark made by the player on the electronic map is within the area of G Town, display the first message "Let's go to G Town" in the quick message list. When the mark made by the player on the electronic map is located outside the plurality of regions shown in FIG. 11, execute step S1212. S1208: Determine whether the player has clicked on the first message. If the player has clicked on the first message, execute step S1210. S1210: Turn off the pop-up window (quick message list) and send a text message within the team. For example, send a text message "Let's go to R City" or "Let's go to G Town" within the team; and S1212: Switch the content of the first message to "Let's go to a safe area".

[0092] As can be seen in combination with the analysis of each of the above embodiments, according to the pre-set logical conditions, when the state of the first virtual object is the first state, the first message corresponding to the first state can be displayed at the top of the quick message list with a simple trigger operation, which not only satisfies the quick messages required by the player in any scene, but also can reduce the cumbersome process of repeatedly performing a slide operation to find the first message, so that the operation time can be reduced and the message processing efficiency can be improved.

[0093] Moreover, by binding strongly related operations to text messages, the player can use two different types of trigger operations, namely click or long press, to send plain text content, or execute the first operation bound while sending the text content, and can complete the conventional 4-5 step operations with a simple long press operation without changing the player's operation habits, ensuring the convenience of user operations and message sending, and improving the communication efficiency between users.

[0094] Regarding the embodiments of each of the above methods, for the convenience of description, they are shown as a combination of a series of operations. However, as those skilled in the art can understand, the present application is not limited by the order of the described operations, because according to the present application, some steps can be executed in other orders or simultaneously. Also, as those skilled in the art can understand, all the embodiments described in the specification are preferred embodiments, and such operations and modules are not necessarily essential for the application.

[0095] According to another aspect of the embodiments of the present application, furthermore, a message processing device as shown in FIG. 15 is provided, and the device includes the following, namely, Acquisition unit 1501: When the first virtual character is in the first state, in response to the first trigger operation, acquire the first message associated with the current first state of the first virtual character, where the first state indicates the first action in the virtual scene of the first virtual object; Display unit 1502: Display a quick message list including the first message on the interaction interface; and Transmission unit 1503: Transmit the first message in response to a second trigger operation on the first message.

[0096] When the above-described apparatus provided in the present application is used, when the first virtual object is in the first state, a first message corresponding to the first state can be displayed in the quick message list on the interaction interface by a first trigger operation, and the corresponding first message can also be sent by a second trigger operation. In other words, with a simple touch operation, a first message that satisfies the needs of the scene (i.e., is associated with the first state) can be displayed on the interaction interface, saving the user the trouble of editing the message or searching for the message by a slide operation, facilitating the transmission of the user's intended message, and improving the efficiency of message transmission and the convenience of operation. For example, in a game scene, the above-described solution can not only satisfy the communication needs of players in different game scenes but also reduce many operation flows, thus realizing the technical effect of improving message processing efficiency.

[0097] Note that since the embodiments of the message processing apparatus here can refer to the embodiments of the above-described message processing method, the detailed description thereof is omitted here.

[0098] According to another aspect of the embodiments of the present application, furthermore, an electronic device for implementing (executing) the above-described message processing method is provided, and the electronic device may be the terminal device shown in FIG. 16. In this embodiment, the case where the electronic device is a background device is taken as an example for explanation. As shown in FIG. 16, the electronic device includes a memory 1602 and a processor 1604. A computer program is stored in the memory 1602, and the processor 1604 is configured to execute the steps in the embodiments of any one of the above methods by the computer program.

[0099] Optionally, in this embodiment, the above-described electronic device may be located in at least one of a plurality of network devices of a computer network.

[0100] As an option, in this embodiment, the above-described processor may be configured to execute the above-described message processing method by a computer program.

[0101] As an option, as can be understood by those skilled in the art, the structure shown in FIG. 16 is merely illustrative, and the electronic device may be a target terminal such as a smartphone (e.g., an Android smartphone, an iOS smartphone, etc.), a tablet computer, a handheld computer, a Mobile Internet Devices (MID), a PAD, etc. FIG. 16 does not limit the structure of the above-described electronic device. For example, the electronic device may further include more or fewer components (e.g., a network interface, etc.) than shown in FIG. 16, or may have an arrangement different from that shown in FIG. 16.

[0102] Among them, the memory 1602 can be used to store software programs and modules, for example, program instructions / modules corresponding to the message processing method and apparatus in the embodiments of the present application. The processor 1604 executes the software programs and modules stored in the memory 1602 to perform various functions, applications, and data processing, that is, to implement the above-mentioned message processing method. The memory 1602 may include a high-speed random access memory, and may further include a non-volatile memory, such as one or more magnetic storage devices, flash memories, or other non-volatile solid memories. In some examples, the memory 1602 may further include a memory installed remotely with respect to the processor 1604, and these remote memories can be connected to the terminal via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, enterprise intranets, LANs, mobile communication networks, and combinations thereof. Among them, the memory 1602 can be specifically used to store, but is not limited to, the first trigger operation, quick message list, target state, etc. As an example, as shown in FIG. 16, the above-mentioned memory 1602 may include, but is not limited to, the first display unit 1502 and the second display unit 1504 in the above-mentioned message processing apparatus. Also, modules and units in the above-mentioned message processing apparatus may be included, but the detailed description thereof is omitted in this example.

[0103] Optionally, the transmission device 1606 is used to transmit and receive data via a network. Specific examples of the above-mentioned network may include wired networks and wireless networks. In one example, the transmission device 1606 includes a network interface controller (NIC), which can communicate with the Internet or LAN by being connected to other network devices and routers via a cable. In one example, the transmission device 1606 is an RF (Radio Frequency) module, which can be used to communicate with the Internet in a wireless manner.

[0104] Further, the above-described electronic device further includes a display 1608 for displaying the above-described message and the like, and a connection bus 1616 for connecting each module in the above-described electronic device.

[0105] In another embodiment, the above-described target terminal or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting a plurality of nodes in a form of network communication. Among them, a P2P (Peer To Peer) network may be formed between the nodes, and any form of computer, for example, electronic devices such as servers and terminals, may all join the P2P network and become a node in the blockchain system.

[0106] In another aspect of the present application, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to enable the computer device to implement the message processing method provided in each of the above aspects, wherein the computer program is configured to execute the steps in the embodiment of any one of the above methods during execution.

[0107] Optionally, in this embodiment, the above-described computer-readable storage medium may be used to store a computer program for executing the above-described message processing method.

[0108] As an option, in this embodiment, as can be understood by those skilled in the art, all or some of the steps in each method of the above-described embodiments can be completed by a program instructing the hardware related to the target terminal, and the program can be stored in a computer-readable storage medium. The storage medium may include, but is not limited to, a flash memory, a ROM (Read-Only Memory), a RAM (Random Access Memory), a magnetic disk, an optical disk, etc.

[0109] The numbers of the above-described embodiments of the present application are for illustrative purposes only and do not represent the superiority or inferiority of the embodiments.

[0110] In the above-described embodiments, the units integrated therein are realized in the form of software function units, or can be stored in the above-described computer-readable storage medium when sold or used as an independent product. Based on such an understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art or all or part of the technical solution may be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a program for causing one or more computer devices (such as a personal computer, a server, or a network device) to execute all or some of the steps of the above-described method according to each embodiment of the present application.

[0111] In the above-described embodiments of the present application, emphasis may be placed on the description of each embodiment. For parts not described in detail in a certain embodiment, reference may be made to the relevant descriptions of other embodiments.

[0112] In some embodiments provided in this application, as can be understood, the disclosed client may be implemented in other ways. Among them, the above-described device embodiments are merely illustrative. For example, the above-described division of units is only a division of logical functions, and there may be other division methods when actually implemented. For example, a plurality of units or assemblies may be combined, or integrated into another system, or some features may be ignored or not executed. Also, the connections, direct connections, or communicable connections shown or described between each other may be indirect connections or communicable connections through some interfaces, units, or modules, or may be electrical connections or other forms of connections.

[0113] Also, the units described as the above-mentioned separated components do not have to be physically separated, and the components shown as units do not have to be physical units. That is, they may be located in one place, or distributed among a plurality of network units. According to actual needs, some or all of the units can be selected to implement the technical solution of this embodiment.

[0114] Furthermore, each functional unit in each embodiment of this application may be integrated into one processing unit, may exist physically alone, or two or more of them may be integrated into one unit. The above-mentioned integrated units may be implemented in the form of hardware, or in the form of software functional units.

[0115] The preferred embodiments of this application have been described above. However, this application is not limited to these embodiments. Without departing from the spirit of this application, any changes to this application belong to the technical scope of this application.

Claims

1. A method for processing messages executed by an electronic device, comprising: when a first virtual character is in a first state, obtaining a first message associated with the first state in response to a first trigger operation, wherein the first state indicates a first action in a virtual scene of the first virtual character; displaying a quick message list including the first message on an interaction interface; and transmitting the first message in response to a second trigger operation on the first message.

2. The method according to claim 1, wherein the first virtual character is a virtual character associated with a first account logged in to the virtual scene, the step of transmitting the first message in response to a second trigger operation on the first message comprises transmitting the first message to a second account of one or more second virtual characters associated with the first virtual character in response to a second trigger operation on the first message.

3. The method according to claim 1 or 2, wherein the first message is associated with a first operation, and the method further comprises displaying a label of the first operation together with the first message in the quick message list; or setting a display format of the first message to a target format for presenting that the first message is associated with the first operation in the quick message list.

4. The method according to claim 1 or 2, further comprising executing the first operation in response to the second trigger operation on the first message when the first message is associated with the first operation.

5. The method according to claim 1 or 2, wherein the first message is associated with a first operation, the step of transmitting the first message in response to a second trigger operation on the first message comprises transmitting the first message in response to a second trigger operation of a first type on the first message; and In response to the second trigger operation of the second type for the first message, a step of sending the first message and executing the first operation, wherein the second trigger operation of the first type is different from the second trigger operation of the second type, a method.

6. The method according to claim 5, wherein In response to the second trigger operation of the second type for the first message, the step of sending the first message and executing the first operation is In response to the second trigger operation representing a long-press operation for the first message, a step of displaying a long-press progress bar, wherein the long-press progress bar is used to represent the duration of the long-press operation, and when the long-press progress bar reaches a predetermined progress threshold, sending the first message and executing the first operation; or In response to the second trigger operation representing a long-press operation for the first message, a step of displaying the duration of the long-press operation, and when the duration of the long-press operation reaches a predetermined time threshold, sending the first message and executing the first operation, a method comprising.

7. The method according to claim 4, wherein The execution of the first operation is A step of sending the target content to a second account of a second virtual character located in the same group as the first virtual character; A step of performing a marking operation on the position where the first virtual character is located; A step of performing a marking operation on the position where a third virtual character that attacks the first virtual character is located; A step of performing a marking operation on the position where a third virtual character located in a group different from the first virtual character is located; and When it is determined that the distance between a third virtual character located in a group different from the first virtual character and the first virtual character is less than or equal to a distance threshold, a step of performing a marking operation on the position where the third virtual character located in a group different from the first virtual character is located including at least one of

8. The method according to claim 7, wherein The step of sending the target content to a second account of a second virtual character located in the same group as the first virtual character is When the first virtual character is located within a first virtual vehicle permitted to move, a step of transmitting the target content indicating the position of the first virtual vehicle to a second account of a second virtual character belonging to the same group as the first virtual character; When the first virtual character marks a target position on the electronic map of the virtual scene, a step of transmitting the target content indicating the target position to a second account of a second virtual character belonging to the same group as the first virtual character; When the first virtual character has marked a target position on the electronic map of the virtual scene and the target position is located within a predetermined target area on the electronic map, a step of transmitting the target content indicating the area identifier of the target area to a second account of a second virtual character belonging to the same group as the first virtual character; and When the distance between a third virtual character belonging to a different group from the first virtual character and the first virtual character is equal to or less than a distance threshold, a step of transmitting the target content indicating the position where the third virtual character belonging to a different group from the first virtual character is located to a second account of a second virtual character belonging to the same group as the first virtual character A method including at least one of the above.

9. The method according to claim 1 or 2, wherein The step of displaying a quick message list including the first message on the interaction interface is Detecting whether there is a second virtual character belonging to the same group as the first virtual character within a first predetermined range, and when it is determined that there is a second virtual character within the first predetermined range, displaying the first message in the quick message list, wherein when the first state indicates that the first virtual character is located within a first virtual vehicle permitted to move, the first message is used to prompt the first virtual character to board the first virtual vehicle; or Detecting whether there is a third virtual character in a second predetermined range that belongs to a different group from the first virtual character, and when it is determined that the third virtual character exists within the second predetermined range, displaying the first message in a quick message list, wherein, depending on the first state, when it is shown that the first virtual character is attacked by a third virtual character belonging to a different group, the first message is used to indicate that a third virtual character belonging to a different group from the first virtual character has appeared or that the first virtual character is under attack; or Detecting whether the first virtual character has marked a target position on an electronic map of the virtual scene, and when it is determined that the target position is marked, displaying the first message in the quick message list together with a label of the target position, and when it is determined that the target position is not marked, displaying the first message in the quick message list together with a label of a default area; or A method comprising: detecting whether the first virtual character has marked a target position on an electronic map of the virtual scene, and when it is determined that the target position is marked, detecting whether the target position is within a predetermined target area on the electronic map, and when the target position is within the predetermined target area on the electronic map, displaying the first message in the quick message list together with a label of the target position, and when the target position is not marked or when it is determined that the target position is not within the predetermined target area on the electronic map, displaying the first message in the quick message list together with a label of a default area.

10. The method according to claim 1 or 2, wherein The step of displaying a quick message list including the first message on the interaction interface Comprises the step of displaying the first message at the top position of the quick message list; and The step of displaying, in the quick message list, N messages not associated with the first message and the state of the first virtual character, where N is a positive integer of 2 or more.

11. The method according to claim 1 or 2, further comprising: when the first message associated with the first state has not been obtained, displaying, in the quick message list, N messages not associated with the state of the first virtual character, where N is a positive integer greater than or equal to 2.

12. An apparatus for processing messages, comprising: an acquisition unit that, when a first virtual character is in a first state, acquires a first message associated with the current first state of the first virtual character in response to a first trigger operation, where the first state indicates a first action in the virtual scene of the first virtual character; a display unit that displays, on an interaction interface, a quick message list including the first message; and a transmission unit that transmits the first message in response to a second trigger operation on the first message.

13. An electronic device, comprising: a processor; and a memory connected to the processor, wherein the memory stores a computer program, and the processor is configured to execute the computer program to implement the method according to claim 1 or 2.

14. A program for causing a computer to execute the method according to claim 1 or 2.

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