Information processing method and apparatus in game, and electronic device and storage medium

By adding logo icons and line-type logos to the game graphical user interface, in response to changes in link status between virtual objects, the problem of difficult to distinguish link relationships in the game and insufficient information is solved, and the user experience is improved.

WO2025044607A1PCT designated stage expired Publication Date: 2025-03-06NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2024/107145
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-08-28
Filing Date
2024-07-24
Publication Date
2025-03-06

AI Technical Summary

Technical Problem

In the game, when the link relationship between two virtual objects is expressed through model connection special effects, it is easy to be difficult to clearly distinguish due to too many scene special effects. Moreover, when the linked object is not within the field of view of the player's virtual object, the amount of information prompted is small.

Method used

The graphical user interface of the game is provided by the terminal device, and in response to a link contact event between the first virtual object and the second virtual object, the two virtual objects are controlled to enter the link state, and an identification icon for referring to the second virtual object is added to the graphical user interface and a linear identification for indicating the link state is added between the identification icon and the first virtual object. Update the representation of the line type identifier according to the link status changes.

Benefits of technology

The discernment and information of the link relationship between the two virtual objects is improved. Even if players are not in the field of view of the linked object, they can understand the current link relationship through the identification icon and line-type logo. The line-type logo is obviously different from the scene special effects, making it easier to distinguish, and enhances the user experience.

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Abstract

Provided in the present application are an information processing method and apparatus in a game, and an electronic device and a storage medium. A graphical user interface of a game is provided by means of a terminal device, so as to display part of a game scene and a first virtual object in the game scene. The method comprises: in response to a linking trigger event between a first virtual object and a second virtual object, controlling the first virtual object and the second virtual object to enter a linked state, adding, in a graphical user interface, an identification icon used for representing the second virtual object, and adding, between the identification icon and the first virtual object, a linear identifier used for indicating the linked state; and in response to a change in the linked state between the first virtual object and the second virtual object, updating a manifestation of the linear identifier, wherein the updated manifestation of the linear identifier matches the linked state. By means of the solution of the present application, the degree of discrimination and the amount of information for manifesting a linked relationship between two virtual objects can be enhanced.
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Description

Information processing method, device, electronic device and storage medium in games

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application number 202311092480.4 filed on August 28, 2023, entitled “Information processing method, device, electronic device and storage medium in games”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the field of game technology, and in particular to an information processing method in a game, an information processing device in a game, an electronic device, and a storage medium. Background Art

[0004] In common games, certain skills are used to establish a link between two virtual objects. This link is typically represented by a model link effect, where each end of the link connects the two virtual objects, with a beam of light of a specific color (such as green) between them. The two linked virtual objects can be teammates or enemies. Linked skills include healing skills (such as Chain Heal), damage-sharing skills (such as Life Link), buff skills, or damage-adding skills.

[0005] The aforementioned method of using model connection effects to represent the link relationship between two objects can make it difficult to clearly identify the link relationship effect due to the large number of effects in the scene. Furthermore, when the linked object is out of the player's virtual object's field of view, the model connection effect only indicates that the virtual object is currently linked to the other object, providing limited information.

[0006] Summary of the Invention

[0007] The purpose of the present disclosure is to provide an information processing method, an information processing device, an electronic device and a storage medium in a game, so as to enhance the recognition and information content of the link relationship between two virtual objects.

[0008] A first aspect of an embodiment of the present disclosure provides an information processing method in a game, wherein a graphical user interface of the game is provided through a terminal device, wherein the content displayed by the graphical user interface includes at least a part of a game scene, and the game scene includes a first virtual object controlled by the terminal device; the method comprises: in response to a link trigger event between the first virtual object and the second virtual object, controlling the first virtual object and the second virtual object to enter a link state, and adding an identification icon for referring to the second virtual object and a line identification for indicating the link state between the identification icon and the first virtual object in the graphical user interface; in response to a change in the link state between the first virtual object and the second virtual object, updating the expression form of the line identification; wherein the updated expression form of the line identification matches the link state.

[0009] According to a second aspect of an embodiment of the present disclosure, there is provided an information processing device for a game, which provides a graphical user interface for the game through a terminal device, wherein the content displayed by the graphical user interface includes at least a part of a game scene, and the game scene includes a first virtual object controlled by the terminal device; the device includes: a link module, which is configured to execute a link trigger event between the first virtual object and the second virtual object, control the first virtual object and the second virtual object to enter a link state, and add an identification icon for referring to the second virtual object in the graphical user interface and a line identification for indicating the link state between the identification icon and the first virtual object; an update module, which is configured to execute an update of the expression form of the line identification in response to a change in the link state between the first virtual object and the second virtual object; wherein the expression form of the updated line identification matches the link state.

[0010] A third aspect of the disclosed embodiments further provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the information processing method in the above-mentioned game.

[0011] A fourth aspect of the embodiments of the present disclosure further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the information processing method in the above-mentioned game.

[0012] The disclosed embodiments provide an information processing method, an information processing device, an electronic device, and a storage medium in a game. In response to a link trigger event between a first virtual object and a second virtual object, the method controls the first virtual object and the second virtual object to enter a link state, adds an identification icon for referring to the second virtual object in a graphical user interface, and adds a line identifier between the identification icon and the first virtual object to indicate the link state. Regardless of whether the second virtual object is displayed in the graphical user interface, the link relationship between the first virtual object and the second virtual object can be used to prompt the player through the identification icon of the second virtual object and the line identifier between the first virtual object, indicating that the second virtual object currently has a link relationship with the second virtual object. The line identifier is significantly different from the scene special effects and is easier to identify. Simultaneously, according to the change in the link state between the first virtual object and the second virtual object, the expression form of the line identifier is updated so that the updated expression form of the line identifier matches the link state. The link state can be determined through the expression form of the line identifier, which provides richer information and facilitates players to perform subsequent operations in a targeted manner based on the link state, thereby improving the user experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0014] FIG1 is a schematic diagram of an implementation environment provided by one of the embodiments of the present disclosure;

[0015] FIG2 is a flow chart of an information processing method in a game provided by one of the embodiments of the present disclosure;

[0016] FIG3 is a schematic diagram of a graphical user interface provided by one of the embodiments of the present disclosure;

[0017] FIG4 is a schematic diagram of another graphical user interface provided by one of the embodiments of the present disclosure;

[0018] FIG5 is a schematic diagram of another graphical user interface provided by one of the embodiments of the present disclosure;

[0019] FIG6 is a schematic diagram of another graphical user interface provided by one of the embodiments of the present disclosure;

[0020] FIG7 is a schematic diagram of a process for determining a direction indicator according to one embodiment of the present disclosure;

[0021] FIG8 is a schematic diagram of a graphical user interface change provided by one of the embodiments of the present disclosure;

[0022] FIG9 is a schematic diagram of the structure of an information processing device in a game provided by one of the embodiments of the present disclosure;

[0023] FIG10 is a schematic structural diagram of an electronic device provided in one of the embodiments of the present disclosure. DETAILED DESCRIPTION

[0024] The following will clearly and completely describe the technical solutions of the present disclosure in conjunction with the embodiments. Obviously, the embodiments described are only a part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making any creative efforts are within the scope of protection of the present disclosure.

[0025] First, the disclosure involves an introduction to the nouns:

[0026] (1) Virtual scene (game scene)

[0027] A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Example virtual scenes may include: mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and at least one element of vehicles; for example, for 2D or 2.5D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 2.5D multiplayer online tactical competitive games, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, routes, rivers, classrooms, tables and chairs, podiums and other elements.

[0028] (2) Game interface

[0029] The game interface refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface and a game screen for players to interact with. In an optional embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, character indicators, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene. The virtual scene of this embodiment is preferably presented from a third-person perspective or a bird's-eye view.

[0030] (3) Virtual objects

[0031] A virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an animated character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined based on the number of clients joining the battle, which is not limited in the embodiments of the present disclosure. In one possible implementation, the user can control the virtual object to move in the virtual scene, for example, to control the virtual object to run, jump, crawl, etc., and can also control the virtual object to fight with other virtual objects using skills, virtual props, etc. provided by the application.

[0032] (4) Player character (also called player virtual object)

[0033] A player character is a virtual object that can be controlled by the player and moves within the game environment. In some video games, it is also called a shikigami character or a hero character. A player character can be at least one of several different forms, including a virtual person, a virtual animal, an anime character, or a virtual vehicle.

[0034] Player characters can configure Linked Skills, such as healing skills (such as Chain Heal), damage-sharing skills (such as Life Link), buffing skills, or damage-adding skills, as needed. For example, if a player character configures the Life Link skill and uses it on a teammate, they can link their life with that of their teammate, sharing any damage taken by either party. Furthermore, both parties gain a certain amount of life regeneration per second during the link. If the link is broken, both parties can instantly recover a small amount of life. Alternatively, a player character could configure the Chain Heal skill, which links virtual objects together to achieve a mutual healing effect. Another Link Skill, when used on a teammate, can increase the teammate's physical attack by a set amount (with a certain spell bonus) or a certain amount of spell attack. When this Link Skill is linked to an enemy, it will periodically inflict a certain amount of base damage to the enemy, reducing its attack power.

[0035] After releasing these link-type skills, the linked relationship is represented by a model connection effect between the two linked parties. This effect easily blends with scene effects (such as attack effects and character action effects). Furthermore, this effect only indicates the existence of a link relationship between the two parties, providing relatively little information. Based on this, embodiments of the present invention provide an information processing method, device, electronic device, and storage medium for gaming. This technology can be applied to gaming scenarios using these link-type skills.

[0036] In one embodiment of the present disclosure, the method for processing information in a game can be executed on a terminal device or a server. The terminal device can be a local terminal device. When the method for processing information in a game is executed on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and a client device.

[0037] In an optional embodiment, the cloud interaction system can run various cloud applications, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming mode, the game program's execution and the game screen presentation are separate. The storage and execution of the in-game information processing methods are completed on the cloud gaming server. The client device is responsible for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device performing information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device via the network. Finally, the client device decodes and outputs the game screen.

[0038] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in various ways, for example, it can be rendered and displayed on the terminal display, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface including the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0039] The embodiment of the present disclosure provides a schematic diagram of an implementation environment as shown in Figure 1. This implementation environment may include: a first terminal device, a game server, and a second terminal device. The first terminal device and the second terminal device each communicate with the game server to implement data communication. In this embodiment, the first terminal device and the second terminal device are each installed with a client that executes the information processing method in the game provided by the present disclosure, and the game server is the server end that executes the information processing method in the game provided by the present disclosure. Through the client, the first terminal device and the second terminal device can each communicate with the game server.

[0040] Taking a first terminal device as an example, the first terminal device establishes communication with a game server by running a client. In an alternative embodiment, the game server establishes a game match based on a game request from the client. The game match parameters can be determined based on the parameters in the received game request. For example, the game match parameters may include the number of participants, the levels of the participating characters, etc. When the first terminal device receives a response from the game server, the first terminal device displays a virtual scene corresponding to the game match through its graphical user interface. In an alternative embodiment, the game server determines a target game match for the client from multiple established game matches based on the game request from the client. When the first terminal device receives a response from the game server, the first terminal device displays the virtual scene corresponding to the game match through its graphical user interface. The first terminal device is controlled by a first user. The virtual object displayed in the graphical user interface of the first terminal device is a player character controlled by the first user. The first user inputs operation commands through the graphical user interface to control the player character to perform corresponding operations in the virtual scene; for example, controlling the player character to release a linked skill to a second virtual object in the virtual scene. The second virtual object can be a teammate or an enemy of the player character.

[0041] The operation of the client on the second terminal device side and the interaction with the game server are similar to those of the first terminal device mentioned above and will not be repeated here.

[0042] The game server receives game data reported by the first terminal device and the second terminal device, performs data calculation, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the rendering of corresponding virtual scenes and / or virtual objects in the graphical user interface according to the synchronization data sent by the server.

[0043] In this embodiment, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same game. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device can have the same character attributes or different character attributes.

[0044] It should be noted that the virtual objects in the current game match may include two or more virtual objects, and different virtual objects may correspond to different terminal devices. That is to say, in the current game match, there are more than two terminal devices that send and synchronize game data with the game server respectively.

[0045] To optimize the presentation of information corresponding to linked skills, thereby enhancing the visual effects and user experience of linked skills, embodiments of the present disclosure provide a method for processing information in a game. This method can be applied to a terminal device, which can be a device operated by a first user. The terminal device provides a graphical user interface (GUI) for the game, and the content displayed by the GUI includes at least a portion of a game scene, which includes a first virtual object controlled by the terminal device, and the first virtual object is the first user's player character. Referring to Figure 2, the method includes the following steps:

[0046] Step S202: In response to a link triggering event between the first virtual object and the second virtual object, the first virtual object and the second virtual object are controlled to enter a link state, and an identification icon for referring to the second virtual object is added in the graphical user interface, and a line identification for indicating the link state is added between the identification icon and the first virtual object.

[0047] The above-mentioned link trigger event can be an event corresponding to a link-type skill initiated by the first virtual object, or an event corresponding to a link-type skill initiated by the second virtual object, or an event corresponding to a link-type skill initiated by other virtual objects other than the first virtual object and the second virtual object. This embodiment does not limit this.

[0048] The identification icon of the second virtual object is the identity identifier of the second virtual object, which can be an avatar icon of the second virtual object, an icon with the character name of the second virtual object, or a combination of the avatar and character name of the second virtual object. By adding the linear identifier, it is indicated that the first virtual object and the second virtual object are in a linked state.

[0049] FIG3 shows a schematic diagram of a graphical user interface, which includes a first virtual object 31 and a second virtual object 32, as well as an identification icon 33 and a linear identification 34 for the second virtual object. Identification icon 33 is represented by a hexagon. Linear identification 34 connects first virtual object 31 and identification icon 33 at both ends, respectively. This linear identification clearly indicates that the first and second virtual objects are linked.

[0050] Step S204 : in response to a change in the link state between the first virtual object and the second virtual object, updating the expression form of the line type identifier; wherein the updated expression form of the line type identifier matches the link state.

[0051] The link state between the first virtual object and the second virtual object refers to the strength of the link between the two characters, and is generally affected by the link duration, the distance between the two objects, or other relevant factors. In order to more intuitively reflect the changes in the link state, this embodiment corresponds the link state to the expression form of the above-mentioned linear marker, and different expression forms of the linear marker represent different link states. The expression form of the linear marker can include at least one of the following information: color, line thickness, line virtuality, line length, and the corresponding identification text and / or number of the line.

[0052] Referring to FIG4 , another graphical user interface diagram, based on FIG3 , further illustrates a line marker 34 based on the current link status. The distance between first virtual object 31 and second virtual object 32 is shown in FIG4 . When the distance reaches a certain value, such as exceeding a set distance threshold, line marker 34 is updated from a solid line to a dashed line. The dashed line marker 34 shown in FIG4 indicates that the current link between first virtual object 31 and second virtual object 32 is a long-distance link.

[0053] The information processing method in the above-mentioned game controls the first virtual object and the second virtual object to enter a link state by responding to a link trigger event between the first virtual object and the second virtual object, and adds an identification icon for referring to the second virtual object in the graphical user interface and a line identification between the identification icon and the first virtual object to indicate the link state. This link relationship between the first virtual object and the second virtual object can prompt the player through the identification icon of the second virtual object and the line identification between the first virtual object, regardless of whether the second virtual object is displayed in the above-mentioned graphical user interface, that it currently has a link relationship with the second virtual object. The line identification is significantly different from the scene special effects and is easier to identify. At the same time, according to the change in the link state between the first virtual object and the second virtual object, the expression form of the line identification is updated so that the expression form of the updated line identification matches the link state. The link state can be determined through the expression form of the line identification, and the amount of information is richer, which facilitates the player to perform subsequent operations in a targeted manner according to the link state, thereby improving the user experience.

[0054] As a possible implementation, the method further includes: in response to a link skill release operation for the first virtual object, triggering a link trigger event between the first virtual object and the second virtual object; or, in response to a link skill release event for the second virtual object, triggering a link trigger event between the first virtual object and the second virtual object. The link skill release operation may be an operation of pressing a designated key on the keyboard of the terminal device, and different link skills have different corresponding key positions. Or, for a touch terminal, the link skill release operation may also be an operation of a virtual control on a touch graphical user interface. The link skill release event for the second virtual object comes from the second terminal device of the second virtual object, and the event is generated by the user of the second terminal device operating the second terminal device to trigger the link skill release, that is, the first virtual object can be both the initiator and the recipient of the above-mentioned link relationship. Through this link triggering method, the link relationship and link status can be represented by identification icons and line identifiers for both active links and passive links, effectively expanding the application scenarios.

[0055] When the above-mentioned link relationship exists between the first virtual object and the second virtual object, the graphical user interface of the second terminal device of the second virtual object, similar to the above-mentioned method, will display the identification icons of the second virtual object and the first virtual object, as well as a linear identification between the identification icon of the first virtual object and the second virtual object, to indicate the above-mentioned link relationship.

[0056] In order to facilitate players to view the above-mentioned linear identifier, the above-mentioned adding of an identifier icon for referring to the second virtual object in the graphical user interface and adding of a linear identifier for indicating the link status between the identifier icon and the first virtual object include: (1) determining the second position in the graphical user interface according to the first position of the first virtual object in the graphical user interface; (2) adding an identifier icon for referring to the second virtual object at the second position, and adding of a linear identifier for indicating the above-mentioned link status between the identifier icon and the first virtual object. The second position of the identifier icon is determined by the first position of the first virtual object, so that the identifier icon and the first virtual object have a certain relative position relationship, such as the identifier icon 33 in Figures 3 and 4, which is located to the right of the first virtual object 31. This makes it easier for players to view the identifier icon and the linear identifier based on the relative position relationship, thereby improving the readability of the corresponding information of the identifier icon and the linear identifier.

[0057] In the game, the player character can be in a third-person perspective or a bird's-eye view, and as the player character moves, the position in the game scene will be different. Based on this, the above-mentioned determination of the second position in the graphical user interface based on the first position of the first virtual object in the graphical user interface includes: obtaining the first position of the first virtual object in the graphical user interface; determining the second position based on the first position and a preset relative position relationship; wherein the first position and the second position maintain the above-mentioned relative position relationship unchanged, and the second position changes with the change of the first position. By maintaining the relative position relationship between the second position of the identification icon and the first position of the first virtual object unchanged, even if the first position changes, the player can quickly view the identification icon and the linear identification based on the relative position relationship, thereby improving the readability of the corresponding information of the identification icon and the linear identification.

[0058] The above-mentioned relative position relationship includes relative direction information and / or relative distance information. As a possible embodiment, the above-mentioned determination of the second position based on the first position and the preset relative position relationship may include: determining the second position in a first preset direction of the first position, wherein the first preset direction includes at least one of the following: up, down, left, right, upper left, lower left, upper right and lower right. These directions are all determined with the first virtual object as the center. Alternatively, the second position is determined within a set angle range at a first distance from the first position, wherein the set angle range can be any angle between the first set angle (such as 30°) and the second set angle such as (60°). Alternatively, the second position is determined in the second preset direction of the first position and within a second preset distance range from the first position. The second preset direction can refer to the first preset direction or be expressed as an angle. The second preset distance range can be set in advance. For example, the upper limit value of the second preset distance range is set according to the maximum distance allowed by the two linked virtual objects. The lower limit value of the second preset distance range is mainly considered to be that the second position cannot be too close to the first position, otherwise the first virtual object will easily block the identification icon at the second position, and it will be difficult to clearly display the linear identification between the identification icon and the first virtual object. Therefore, the lower limit value of the second preset distance range can be set as needed, for example: 2cm to 4cm.

[0059] Another graphical user interface diagram is shown in Figure 5, wherein point A is the first position, the x-axis and y-axis of the coordinate system established with the first position as the origin are shown in the figure, the second preset direction is the direction of the line segment AB1 which is at an angle of 45° with the positive direction of the x-axis, and the first length of the line segment AB1 to the second length of the line segment AB2 is the second preset distance range, then the second position can be located at any point in the line segment B1B2, for example, at the position of B1 or B2, as shown in the small circle in the figure, which represents the second position.

[0060] The second virtual object can be a teammate or an enemy of the first virtual object. During the game, due to the movement of the first virtual object or the movement of the second virtual object, the second virtual object may not be in the above-mentioned graphical user interface. In this scenario, it is difficult for the player to determine the location of the second virtual object. Based on this, adding an identification icon for referring to the second virtual object in the graphical user interface and adding a linear identification for indicating the link status between the identification icon and the first virtual object can include: (1) determining the third position of the direction identification in the identification icon of the second virtual object according to the current position relationship between the second virtual object and the first virtual object; wherein the third position changes with the change of the position relationship between the second virtual object and the first virtual object; (2) adding an identification icon with the above-mentioned direction identification in the graphical user interface; wherein the direction identification is located at the third position of the identification icon; (3) adding a linear identification for indicating the above-mentioned link status between the identification icon and the first virtual object. By setting the direction identification at the third position of the identification icon of the second virtual object, it can be indicated that the second virtual object is in the direction corresponding to the direction identification, providing more reference information for the player, such as the direction identification can guide the player to control the first virtual object to move in the direction to approach the second virtual object.

[0061] As shown in another graphical user interface diagram in Figure 6, a linear marker 53 is connected between the first virtual object 51 and the identification icon 52 of the second virtual object. The second virtual object is determined to be in the upper left direction of the first virtual object in the above manner, so the direction marker 54 is located at the upper left position of the identification icon 52 (that is, the above third position). Through the direction marker 54, the player can intuitively determine the orientation of the second virtual object.

[0062] In order to clarify the setting process of the above-mentioned direction identification, refer to the schematic diagram of the direction identification determination process shown in Figure 7, which is displayed in a top view, wherein the first virtual object 71 and the second virtual object 72 are both represented by circles, and the first virtual object 71 and the second virtual object 72 are connected, with an angle α with the vertical direction. Then, a direction identification 74 is set at the outermost side of the identification icon 73 of the second virtual object on the right side of Figure 7 and at a position with an angle α with the vertical direction. The direction indicated by the direction identification 74 is the direction of the second virtual object 72 relative to the position of the first virtual object.

[0063] The position of the first virtual object and the position of the second virtual object can be the projection position of the center point of the character model in the map as the location of the virtual object, or the midpoint position of the two feet of the virtual object as the location of the virtual object. The specific implementation can be flexibly set as needed, and this embodiment does not limit this.

[0064] Typically, the link state between a first virtual object and a second virtual object changes dynamically. Therefore, in response to a change in the link state between the first virtual object and the second virtual object, updating the representation of the line type identifier includes: acquiring link state parameters corresponding to the first virtual object and the second virtual object in real time; wherein the link state parameters indicate that the link state between the first virtual object and the second virtual object is valid; and if the currently acquired link state parameters change relative to the previously acquired link state parameters, updating the representation of the line type identifier based on the currently acquired link state parameters. By updating the representation of the line type identifier when the link state parameters change, the current link state can be intuitively reflected.

[0065] As a possible implementation, the method further includes: (1) if the link status parameter includes an actual link distance, and the actual link distance is greater than a preset distance validity threshold, determining that the link status parameter indicates that the link status between the first virtual object and the second virtual object is invalid; (2) if the link status parameter includes an actual link duration, and the actual link duration is greater than a preset time validity threshold, determining that the link status parameter indicates that the link status between the first virtual object and the second virtual object is invalid; (3) in response to the link status being invalid, controlling the first virtual object and the second virtual object to exit the link state, and deleting the line mark and mark icon in the graphical user interface. In this way, the player can promptly know whether the link status between the first virtual object and the second virtual object is valid, thereby providing a reference basis for subsequent operations.

[0066] In different game scenes, the expression form of the line type identifier can select different expression parameters. Based on this, the above-mentioned updating of the expression form of the line type identifier according to the link state parameters obtained this time includes: (1) determining the expression parameters of the line type identifier according to the link state parameters obtained this time; wherein the expression parameters include at least one of the following: line thickness parameters, line color parameters, line virtuality parameters and distance identifiers, etc.; wherein the distance identifier is used to represent the distance between the first virtual object and the second virtual object; (2) updating the expression form of the line type identifier with the determined expression parameters. For example, in FIG4 , the dotted line indicates that the distance between the two virtual objects is relatively large. Taking the example of the link status parameter including the actual link distance, the link status parameter including the actual link duration is similar. The line type identifier can be expressed in the following ways: the thicker the line of the line type identifier, the closer the distance between the two virtual objects; the thinner the line of the line type identifier, the farther the distance between the two virtual objects; the darker the line color of the line type identifier (such as dark red), the closer the distance between the two virtual objects; the lighter the line color of the line type identifier (such as orange), the farther the distance between the two virtual objects; the line type identifier is a solid line, which means the distance between the two virtual objects is closer; the line type identifier is a dotted line, which means the distance between the two virtual objects is farther. The above distance identifier can be set on the line type identifier or next to the line type identifier, or it can be set next to the identifier icon. The line type identifier with the above line type identifier expression parameters can intuitively reflect the information related to the link status.

[0067] Because the length of a line segment can usually intuitively reflect the distance between two virtual objects, the above-mentioned expression of updating the linear identifier based on the link status parameters obtained this time may include: if the link status parameters obtained include the actual link distance, updating the length of the linear identifier and / or the distance identifier according to the actual link distance. In this way, players can know the distance information of the second virtual object based on the length of the linear identifier and / or the distance identifier, providing players with more effective reference information. Referring to a schematic diagram of a graphical user interface change shown in Figure 8, the upper figure in the figure is the state at the beginning of the link between the first virtual object 81 and the second virtual object 82. Since the first virtual object 81 and the second virtual object 82 are 2m apart, the linear identifier 84 is relatively thick, and a distance identifier of 2m is displayed near it. At the same time, since the second virtual object 82 is located on the left side of the first virtual object 81, the direction identifier of the identifier icon 83 points to the left. In the lower image, due to the movement of first virtual object 81 or second virtual object 82, the distance between first virtual object 81 and second virtual object 82 is 5 meters. Line marker 84 is updated to a thinner line, and the distance marker is updated to 5 meters. At the same time, because second virtual object 82 is located above and to the left of first virtual object 81, the direction marker is updated to point to the upper left. This update method allows players to intuitively and conveniently view link-related information. Even if the second virtual object moves out of the current graphical user interface, players can still obtain link-related information through information such as the icon and line marker. Players can clearly understand the direction and specific distance of the currently linked second virtual object through the arrow of the direction marker and the indication of the distance marker, allowing them to make reasonable decisions based on this information.

[0068] In order to better remind players of the current link status, the above-mentioned updated linear identifier based on the link status parameters obtained this time includes: if the link status parameters obtained this time include the actual link distance, and the actual link distance is greater than the preset distance reminder threshold, the line color of the updated linear identifier is the first set color; if the link status parameters obtained this time include the actual link duration, and the actual link duration is greater than the preset time reminder threshold, the line color of the updated linear identifier is the second set color. Typically, link-type skills are configured with a distance validity threshold (i.e., the maximum link distance, such as 10m) and a time validity threshold (i.e., the maximum link duration, such as 8 seconds). If the distance validity threshold or the time validity threshold is exceeded, the above-mentioned link status will be disconnected. In order to provide timely reminders to players, link-type skills can also be configured with a distance reminder threshold (e.g., 8m) corresponding to the distance effective threshold. If the distance between two objects in a linked state is greater than the distance reminder threshold, it indicates that the link between the two objects is about to be disconnected, and the line color of the updated linear identifier is the first set color (e.g., red). A time reminder threshold is configured corresponding to the time effective threshold. If the link duration between two objects in a linked state is greater than the time reminder threshold, it indicates that the link between the two objects is about to be disconnected, and the line color of the updated linear identifier is the second set color (e.g., green). This method of updating the color of the linear identifier based on the actual link distance and / or actual link duration can promptly remind players of the current link status and provide reliable information for subsequent control operations.

[0069] The farther the distance between the two virtual objects or the longer the link duration, the lower the link strength of the link state; the closer the distance between the two virtual objects or the shorter the link duration, the higher the link strength of the link state. In specific implementation, threshold parameters (for example, distance threshold and time threshold) can be set, and the actual distance between the first virtual object and the second virtual object (the straight-line distance between the two) is compared with the distance reminder threshold. If the actual distance is less than or equal to the distance reminder threshold, the link state is the first state, and the line type identifier is set to the default color; if the actual distance is greater than the distance threshold, the link state is the second state, and the line type identifier is set to the first set color; wherein the strength of the first state is greater than the strength of the second state. Similarly, the actual link duration between the first virtual object and the second virtual object can also be compared with the time reminder threshold. If the actual link duration is less than or equal to the time reminder threshold, the link state is the first state, and the line type identifier is set to the above-mentioned default color; if the link duration is greater than the time reminder threshold, the link state is the second state, and the line type identifier is set to the second set color. Of course, if the actual distance is greater than the distance reminder threshold, and the actual link duration is less than or equal to the time reminder threshold, the link status is also the second state; or, if the link duration is greater than the time reminder threshold, and the actual distance is less than or equal to the distance reminder threshold, the link status is also the second state.

[0070] In order to further remind the player of relevant information about the second virtual object, the above method also includes: in response to a change in the first attribute parameter of the second virtual object, adding a first special effect corresponding to the first attribute parameter to the line mark and / or the identification icon in the graphical user interface; wherein the first attribute parameter indicates at least one of the following: the attack behavior, defense behavior or life value corresponding to the second virtual object. Different first attribute parameters can correspond to different first special effects, and the first special effects can be color effects, graphic effects, etc. For example, if the second virtual object is a teammate of the first virtual object, when the second virtual object is attacked, a special effect of weapon swinging is added to the line mark and / or the identification icon of the second virtual object in the graphical user interface on the first virtual object side. The user of the first virtual object can determine that the second virtual object is attacked based on the special effect, and can provide help to the second virtual object through the link relationship between the two.

[0071] In order to reflect the relevant attribute changes caused by the player's current link relationship, the above method also includes: in response to the change of the second attribute parameter of the first virtual object, adding a second special effect expression corresponding to the second attribute parameter on the line mark in the graphical user interface and / or on the first virtual object; wherein the second attribute parameter is a parameter corresponding to the behavior related to the link state. For example, if the link relationship between the first virtual object and the second virtual object is a therapeutic link relationship, then when the second virtual object treats the first virtual object, a second special effect expression can be added to the line mark and / or on the first virtual object, so that the player is very clear that he is currently being treated by the second virtual object. Similar to the above-mentioned first special effect expression, the second special effect expression can also be a color special effect and / or a graphic special effect. Through this special effect adding method, the player can clearly understand the attribute changes of the first virtual object.

[0072] As a possible implementation, the indicator icon and / or line indicator may have different presentation formats for different link types. Accordingly, the indicator icon may include a first marker indicating the link type corresponding to the link status; and / or the line indicator may include a second marker indicating the link type corresponding to the link status. Link types include healing links, damage-sharing links, damaging links, and marker links. For example, if the indicator icon is the avatar of the second virtual object, the first marker may be the background color of the avatar or the color of its outer edge. If the link type is a damaging link, indicating that the second virtual object is an enemy of the first virtual object, the background color of the second virtual object's avatar may be red. If the link type is a healing link or a damage-sharing link, indicating that the second virtual object is a friend of the first virtual object, the background color of the second virtual object's avatar may be blue. The second marker may be a set icon. For example, if the second virtual object is an enemy of the first virtual object, the second marker may be a weapon icon such as a sword placed near the line indicator. If the second virtual object is a friend of the first virtual object, the second marker may be a handshake icon placed near the line indicator. This way, players can intuitively determine the current link type.

[0073] The link relationship of this embodiment (corresponding to the link-type skills) can include two types. One is not affected by obstacles, that is, even if there are obstacles between the two parties, the link relationship only considers the distance and the length of time for skill release; the other is that the relationship is affected by obstacles. If the degree of occlusion of the obstacles between the two parties reaches the limit, the player will be reminded through the color of the line that the current link is about to be disconnected. For the link relationship affected by obstacles, the above-mentioned response to the change in the link status between the first virtual object and the second virtual object, the update of the expression form of the linear identifier includes: in response to the presence of an obstacle between the first virtual object and the second virtual object, and the obstacle triggering the change in the link status, the update of the expression form of the linear identifier. For example, if the degree to which the obstacle obstructs the second virtual object is greater than the preset occlusion threshold, the line color of the updated linear identifier is the third color. The obstacles here can be virtual houses, virtual walls, virtual vehicles, etc. In this way, the player can be clearly reminded that the current link has been blocked by an obstacle and is about to be disconnected.

[0074] In order to ensure that the linear identifier reflects the link-related information between virtual objects when it is initially displayed, the steps of adding an identifier icon for the second virtual object in the graphical user interface and adding a linear identifier between the identifier icon and the first virtual object to indicate the link status include: determining the initial representation of the linear identifier for indicating the link status based on the current initial distance between the first virtual object and the second virtual object; wherein the initial representation includes the initial length of the linear identifier; displaying the identifier icon for the second virtual object and the linear identifier between the identifier icon and a designated part of the first virtual object in the graphical user interface; wherein the linear identifier is the initial representation. The designated part can be the character's waist, legs, or back, etc. In this way, the initial length of the linear identifier can be matched with the initial distance between the two virtual objects. At the same time, one end of the linear identifier is connected to the designated part of the first virtual object. Players can easily view the linear identifier based on the designated part, making it more distinguishable from other special effects in the effective scene.

[0075] The above embodiment mainly describes the link scenario between two virtual objects. As a possible implementation method, there may be multiple second virtual objects linked to the first virtual object; adding an identification icon for referring to the second virtual object in the graphical user interface and adding a line identifier for indicating the link status between the identification icon and the first virtual object includes: adding an identification icon for referring to each second virtual object in the above graphical user interface, and adding a line identifier for indicating the link status between the first virtual object and each second virtual object between each identification icon and the first virtual object. Among them, the identification icons of multiple second virtual objects are arranged in sequence and connected to the first virtual object respectively. The identification icons here can be arranged horizontally from left to right, or in a diagonal or vertical line, etc. The arrangement order of each identification icon can be random. Alternatively, as a possible implementation method, the objects can be arranged according to the actual link distance between them, that is, the position of the identification icon of each second virtual object in the graphical user interface is updated according to the distance between the second virtual object corresponding to the identification icon and the first virtual object. In this way, the relevant link information of multiple second virtual objects that are currently linked to the first virtual object can be clearly displayed. The relevant processing of the identification icon and line identification corresponding to each link can refer to the above embodiment and will not be repeated here.

[0076] As a possible implementation, the identification icon of the second virtual object is an avatar identification of the second virtual object and / or a character name identification of the second virtual object. This identification method of the avatar or character name is more intuitive and easy to view. The information processing in the above-mentioned game intuitively reflects the real-time effect of the link by displaying the identification icon of the avatar or character name of the other virtual object that generates the link effect in the graphical user interface, and making the linear identification represent the link status. For example, when the link distance is about to reach the limit, the linear identification will turn orange to remind the player that the current link status is about to be disconnected.

[0077] Corresponding to the above method, an embodiment of the present disclosure further provides an information processing device for a game, which can be applied to the above terminal device and provides a graphical user interface for the game through the terminal device. The content displayed by the graphical user interface includes at least a portion of a game scene, and the game scene includes a first virtual object controlled by the terminal device. Referring to FIG. 9 , the device includes the following modules:

[0078] The link module 92 is configured to execute, in response to a link trigger event between the first virtual object and the second virtual object, control the first virtual object and the second virtual object to enter a link state, add an identification icon for referring to the second virtual object in the graphical user interface, and add a line identifier for indicating the link state between the identification icon and the first virtual object; the update module 94 is configured to execute, in response to a change in the link state between the first virtual object and the second virtual object, update the expression form of the line identifier; wherein the updated expression form of the line identifier matches the link state.

[0079] The information processing device in the above-mentioned game controls the first virtual object and the second virtual object to enter a link state by responding to a link trigger event between the first virtual object and the second virtual object, and adds an identification icon for referring to the second virtual object in the graphical user interface, and adds a line identification between the identification icon and the first virtual object to indicate the link state. This link relationship between the first virtual object and the second virtual object can prompt the player through the identification icon of the second virtual object and the line identification between the first virtual object, regardless of whether the second virtual object is displayed in the above-mentioned graphical user interface, that it currently has a link relationship with the second virtual object. The line identification is significantly different from the scene special effects and is easier to identify. At the same time, according to the change in the link state between the first virtual object and the second virtual object, the expression form of the line identification is updated so that the expression form of the updated line identification matches the link state. The link state can be determined through the expression form of the line identification, and the amount of information is richer, which facilitates the player to perform subsequent operations in a targeted manner according to the link state, thereby improving the user experience.

[0080] The link module 92 is further configured to trigger a link trigger event between the first virtual object and the second virtual object in response to a link skill release operation on the first virtual object; or to trigger a link trigger event between the first virtual object and the second virtual object in response to a link skill release event on the second virtual object. This link triggering method allows both active and passive links to be represented by icons and line markers to indicate the link relationship and link status, effectively expanding application scenarios.

[0081] The link module 92 is further configured to determine a second position in the graphical user interface based on the first position of the first virtual object in the graphical user interface; add an identification icon to the second position to represent the second virtual object; and add a linear marker between the identification icon and the first virtual object to indicate the link status. Determining the second position of the identification icon based on the first position of the first virtual object creates a relative positional relationship between the identification icon and the first virtual object, making it easier for the player to view the identification icon and the linear marker based on this relative positional relationship, thereby improving the readability of the corresponding information between the identification icon and the linear marker.

[0082] The linking module 92 is further configured to obtain a first position of the first virtual object in the graphical user interface; and determine a second position in the graphical user interface based on the first position and a preset relative position relationship; wherein the first position and the second position maintain the relative position relationship unchanged, and the second position changes in accordance with changes in the first position. By maintaining the relative position relationship between the second position of the identification icon and the first position of the first virtual object unchanged, even if the first position changes, the player can quickly view the identification icon and the linear identification based on this relative position relationship, thereby improving the readability of the corresponding information of the identification icon and the linear identification.

[0083] The link module 92 is further configured to determine a third position of a direction indicator in the identification icon of the second virtual object based on the current positional relationship between the second virtual object and the first virtual object; wherein the third position changes as the positional relationship between the second virtual object and the first virtual object changes; add the identification icon with the direction indicator in the graphical user interface; wherein the direction indicator is located at the third position of the identification icon; and add a line indicator between the identification icon and the first virtual object to indicate the link status. By setting the direction indicator at the third position of the identification icon of the second virtual object, it is possible to indicate that the second virtual object is in the direction corresponding to the direction indicator, providing more reference information for the player.

[0084] The updating module 94 is further configured to acquire link status parameters corresponding to the first virtual object and the second virtual object in real time; wherein the link status parameters indicate whether the link between the first virtual object and the second virtual object is valid; and if the link status parameters acquired this time have changed compared to the last acquired link status parameters, update the representation of the line type indicator based on the acquired link status parameters. This method of updating the representation of the line type indicator based on the link status parameters can promptly remind the player of the current link status, providing reliable information for subsequent control operations.

[0085] The update module 94 is further configured to: if the link status parameter includes an actual link distance, and the actual link distance is greater than a preset distance validity threshold, determine that the link status parameter indicates that the link status between the first virtual object and the second virtual object is invalid; if the link status parameter includes an actual link duration, and the actual link duration is greater than a preset time validity threshold, determine that the link status parameter indicates that the link status between the first virtual object and the second virtual object is invalid; and in response to the link status being invalid, control the first virtual object and the second virtual object to exit the link state, and delete the line identifier and the identifier icon in the graphical user interface. This approach can make the solution more complete and more convenient for players to view the link status.

[0086] The updating module 94 is further configured to determine the line marker's display parameters based on the link status parameters; wherein the display parameters include at least one of the following: a line thickness parameter, a line color parameter, a line virtuality parameter, and a distance indicator; wherein the distance indicator is used to represent the distance between the first virtual object and the second virtual object; and update the display form of the line marker based on the determined display parameters. The line marker with the above-mentioned line marker display parameters can intuitively reflect information related to the link status.

[0087] The updating module 94 is further configured to update the length of the line marker and / or the distance marker based on the actual link distance if the currently acquired link status parameter includes the actual link distance. In this manner, the player can determine the distance of the second virtual object based on the length of the line marker and / or the distance marker, providing the player with more effective reference information.

[0088] The updating module 94 is further configured to update the line color of the line marker to a first set color if the currently acquired link status parameter includes an actual link distance and the actual link distance is greater than a preset distance reminder threshold; and to update the line color of the line marker to a second set color if the currently acquired link status parameter includes an actual link duration and the actual link duration is greater than a preset time reminder threshold. By changing the color of the line marker in this manner, the player can be promptly reminded of the current link status.

[0089] The updating module 94 is further configured to, in response to a change in a first attribute parameter of the second virtual object, add a first special effect corresponding to the first attribute parameter to the line marker and / or the marker icon in the graphical user interface; wherein the first attribute parameter indicates at least one of the following: an attack behavior, a defense behavior, or health value corresponding to the second virtual object. This approach can intuitively reflect attribute changes of the second virtual object to the player.

[0090] The updating module 94 is further configured to, in response to a change in a second attribute parameter of the first virtual object, add a second special effect corresponding to the second attribute parameter to the line marker in the graphical user interface and / or to the first virtual object; wherein the second attribute parameter is a parameter corresponding to a behavior related to the link state. This approach can intuitively alert the player to the attribute change of the first virtual object.

[0091] The identification icon includes a first mark indicating the link type corresponding to the link status; and / or the line-shaped identification includes a second mark indicating the link type corresponding to the link status. The link types include: healing link, harm sharing link, harm link, and marker link. This method can intuitively reflect the link type and provide richer information.

[0092] The updating module 94 is further configured to update the representation of the line indicator in response to an obstacle between the first virtual object and the second virtual object, and the obstacle triggering a change in the link status. For example, if the degree to which the obstacle obscures the second virtual object exceeds a preset occlusion threshold, the line color of the line indicator is updated to a third color. This approach can effectively inform the player of the extent to which the link status is affected by the obstacle.

[0093] The link module 92 is further configured to determine an initial representation of a linear marker indicating the link state based on the current initial distance between the first virtual object and the second virtual object; wherein the initial representation includes an initial length of the linear marker; and displaying an identifier icon for the second virtual object and a linear marker between the identifier icon and a designated portion of the first virtual object in the graphical user interface; wherein the linear marker is the initial representation. In this way, the initial length of the linear marker can be matched to the initial distance between the two virtual objects, and at the same time, one end of the linear marker is connected to the designated portion of the first virtual object. Players can easily view the linear marker based on the designated portion, making it more distinguishable from other special effects in the effective scene.

[0094] As a possible implementation, there are multiple second virtual objects linked to the first virtual object; the link module 92 is further configured to add an identification icon in the graphical user interface to refer to each of the second virtual objects, and to add a line-shaped identification between each of the identification icons and the first virtual object to indicate the link status between the first virtual object and each of the second virtual objects. The identification icons of multiple second virtual objects are arranged in sequence and are respectively connected to the first virtual object. As a possible implementation, the position of the identification icon of each second virtual object in the graphical user interface is updated according to the distance between the second virtual object corresponding to the identification icon and the first virtual object. In this way, the relevant link information of multiple second virtual objects that are currently linked to the first virtual object can be clearly displayed.

[0095] As a possible implementation, the identification icon of the second virtual object is an avatar identification of the second virtual object and / or a character name identification of the second virtual object. The identification method of the avatar and the character name is more intuitive and easy to view.

[0096] The information processing device in the game provided by the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for parts not mentioned in the embodiment of the device for recommending virtual goods in the game, reference can be made to the corresponding content in the aforementioned information processing method embodiment of the game.

[0097] The term "and / or" herein simply describes an association relationship between associated objects, indicating that three relationships can exist. For example, "A and / or B" can represent the existence of three situations: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" herein refers to any combination of at least two of any one or more of a plurality of items. For example, "at least one of A, B, and C" can represent any one or more elements selected from the set consisting of A, B, and C.

[0098] An embodiment of the present disclosure also provides an electronic device, as shown in FIG10 , which is a schematic structural diagram of the electronic device, wherein the electronic device includes a processor 101 and a memory 100, the memory 100 stores computer-executable instructions that can be executed by the processor 101, and the processor 101 executes the computer-executable instructions to implement the information processing method in the above-mentioned game, such as the content corresponding to the information processing method in the game shown in FIG2 .

[0099] In the embodiment shown in FIG. 10 , the electronic device further includes a bus 102 and a communication interface 103 , wherein the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .

[0100] The memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 102 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is used in Figure 10, but it does not mean that there is only one bus or one type of bus.

[0101] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 101 or by software instructions. The above processor 101 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present disclosure may be directly embodied as being executed by a hardware decoding processor, or may be executed by a combination of hardware and software modules in the decoding processor. The software module may be located in a storage medium mature in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, etc. The storage medium is located in the memory, and the processor 101 reads the information in the memory and completes the steps of the information processing method in the game in the above embodiment in combination with its hardware.

[0102] The embodiment of the present disclosure also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the information processing device method in the above-mentioned game. The specific implementation can be found in the above-mentioned method embodiment, which will not be repeated here.

[0103] The computer program product of the information processing device method, device and electronic device in the game provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program code, and the instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments and will not be repeated here.

[0104] Unless otherwise specifically stated, the relative steps, numerical expressions and numerical values ​​of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.

[0105] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0106] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0107] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.

Claims

1. A method for processing information in a game, wherein a graphical user interface of the game is provided through a terminal device, wherein the content displayed by the graphical user interface at least includes a part of a game scene, and the game scene includes a first virtual object controlled by the terminal device; the method comprises: In response to a link triggering event between the first virtual object and the second virtual object, controlling the first virtual object and the second virtual object to enter a link state, adding an identification icon for referring to the second virtual object in the graphical user interface, and adding a line type identification for indicating the link state between the identification icon and the first virtual object; In response to a change in the link state between the first virtual object and the second virtual object, the expression form of the line type identifier is updated; wherein the updated expression form of the line type identifier matches the link state.

2. The method according to claim 1, wherein: The method further comprises: In response to a link skill release operation for the first virtual object, triggering a link trigger event between the first virtual object and the second virtual object; or, In response to a link skill release event of the second virtual object, a link trigger event between the first virtual object and the second virtual object is triggered.

3. The method according to claim 1, wherein: Adding an identification icon for referring to the second virtual object in the graphical user interface and adding a line type identification for indicating the link state between the identification icon and the first virtual object includes: determining a second position in the graphical user interface according to a first position of the first virtual object in the graphical user interface; An identification icon for referring to the second virtual object is added at the second position, and a line identification for indicating the link state is added between the identification icon and the first virtual object.

4. The method according to claim 3, wherein: Determining a second position in the graphical user interface according to a first position of the first virtual object in the graphical user interface comprises: Obtaining a first position of the first virtual object in the graphical user interface; A second position is determined in the graphical user interface according to the first position and a preset relative position relationship; wherein the first position and the second position maintain the relative position relationship unchanged, and the second position changes with the change of the first position.

5. The method according to claim 1, wherein: Adding an identification icon for referring to the second virtual object in the graphical user interface and adding a line type identification for indicating the link state between the identification icon and the first virtual object includes: Determining a third position of the direction indicator in the identification icon of the second virtual object according to the current position relationship between the second virtual object and the first virtual object; wherein the third position changes with the change of the position relationship between the second virtual object and the first virtual object; Adding the identification icon with the direction identification in the graphical user interface; wherein the direction identification is located at a third position of the identification icon; A line mark for indicating the link state is added between the mark icon and the first virtual object.

6. The method according to claim 1, wherein: In response to a change in the link state between the first virtual object and the second virtual object, updating the expression form of the line type identifier includes: Acquire link status parameters corresponding to the first virtual object and the second virtual object in real time; wherein the link status parameters indicate that the link status between the first virtual object and the second virtual object is valid; if the link status parameters acquired this time change relative to the link status parameters acquired last time, update the representation of the line type identifier according to the link status parameters acquired this time.

7. The method according to claim 6, wherein: The method further comprises: If the link state parameter includes an actual link distance, and the actual link distance is greater than a preset distance validity threshold, determining that the link state parameter indicates that the link state between the first virtual object and the second virtual object is invalid; If the link state parameter includes an actual link duration, and the actual link duration is greater than a preset time validity threshold, determining that the link state parameter indicates that the link state between the first virtual object and the second virtual object is invalid; In response to the link state being invalid, the first virtual object and the second virtual object are controlled to exit the link state, and the line mark and the mark icon in the graphical user interface are deleted.

8. The method according to claim 6, wherein: The expression form of updating the line type identifier according to the link state parameter obtained this time includes: Determine the performance parameters of the line type identifier according to the link state parameters obtained this time; wherein the performance parameters include at least one of the following: line thickness parameters, line color parameters, line virtuality parameters and distance identifiers; wherein the distance identifier is used to indicate the distance between the first virtual object and the second virtual object; The expression form of the line type identifier is updated with the determined expression parameters.

9. The method according to claim 6, wherein: The expression form of updating the line type identifier according to the link state parameter obtained this time includes: If the link status parameter obtained this time includes an actual link distance, the length of the line type identifier and / or the distance identifier is updated according to the actual link distance.

10. The method according to claim 6, wherein: The expression form of updating the line type identifier according to the link state parameter obtained this time includes: If the link status parameter obtained this time includes an actual link distance, and the actual link distance is greater than a preset distance reminder threshold, updating the line color of the line type identifier to a first set color; If the link status parameter obtained this time includes the actual link duration, and the actual link duration is greater than the preset time reminder threshold, the line color of the line type identifier is updated to a second set color.

11. The method according to claim 1, wherein: The method further comprises: In response to a change in a first attribute parameter of the second virtual object, a first special effect expression corresponding to the first attribute parameter is added to the line logo and / or the logo icon in the graphical user interface; wherein the first attribute parameter indicates at least one of the following: attack behavior, defense behavior or health value corresponding to the second virtual object.

12. The method according to claim 1, wherein: The method further comprises: In response to a change in a second attribute parameter of the first virtual object, a second special effect corresponding to the second attribute parameter is added to the line type identifier in the graphical user interface and / or the first virtual object; wherein the second attribute parameter is a parameter corresponding to a behavior related to the link state.

13. The method according to claim 1, wherein: The identification icon includes a first mark for indicating a link type corresponding to the link state; And / or, the line type identifier includes a second mark for indicating the link type corresponding to the link state; wherein the link type includes: a therapeutic link, a damage sharing link, a damage link and a marking link.

14. The method according to claim 1, wherein: In response to a change in the link state between the first virtual object and the second virtual object, updating the expression form of the line type identifier includes: In response to an obstacle between the first virtual object and the second virtual object, and the obstacle triggers a change in the link state, the representation of the line type marker is updated.

15. The method according to claim 14, wherein: The method further comprises: If the degree to which the obstacle blocks the second virtual object is greater than a preset blocking threshold, the line color of the line type identifier is updated to a third color.

16. The method according to claim 1, wherein: Adding an identification icon for referring to the second virtual object in the graphical user interface and adding a line type identification for indicating the link state between the identification icon and the first virtual object includes: Determining an initial representation form of the line mark used to indicate the link state according to the current initial distance between the first virtual object and the second virtual object; wherein the initial representation form includes an initial length of the line mark; An identification icon for referring to the second virtual object and a line identification between the identification icon and a designated part of the first virtual object are displayed in the graphical user interface; wherein the line identification is the initial representation form.

17. The method according to claim 1, wherein: There are multiple second virtual objects linked to the first virtual object; adding an identification icon for referring to the second virtual object in the graphical user interface and adding a line mark for indicating the link state between the identification icon and the first virtual object includes: An identification icon for referring to each of the second virtual objects is added to the graphical user interface, and a line identification for indicating a link state between the first virtual object and each of the second virtual objects is added between each of the identification icons and the first virtual object.

18. The method according to claim 17, wherein: The position of each identification icon of the second virtual object in the graphical user interface is updated according to the distance between the second virtual object corresponding to the identification icon and the first virtual object.

19. The method according to claim 1, wherein: The identification icon of the second virtual object is an avatar identification of the second virtual object and / or an object name identification of the second virtual object.

20. An information processing device in a game, providing a graphical user interface of the game through a terminal device, wherein the content displayed by the graphical user interface includes at least a part of a game scene, and the game scene includes a first virtual object controlled by the terminal device; the device comprises: a link module, configured to execute, in response to a link triggering event between the first virtual object and the second virtual object, control the first virtual object and the second virtual object to enter a link state, add an identification icon for referring to the second virtual object in the graphical user interface, and add a line type identification for indicating the link state between the identification icon and the first virtual object; The updating module is configured to execute, in response to a change in the link state between the first virtual object and the second virtual object, updating the expression form of the line type identifier; wherein the updated expression form of the line type identifier matches the link state.

21. An electronic device, comprising a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method according to any one of claims 1 to 19.

22. A computer-readable storage medium storing computer-executable instructions, wherein when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 19.

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