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

By using a virtual camera in the game to observe and select target positions in real time, the difficulty in determining target positions caused by the long movement of virtual characters in team combat games is solved, and the game efficiency and experience are improved.

WO2025119003A1PCT designated stage expired Publication Date: 2025-06-12SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
PCT/CN2024/133896
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-12-05
Filing Date
2024-11-22
Publication Date
2025-06-12

AI Technical Summary

Technical Problem

In team combat games, due to the large coverage of the game scene, controlled virtual characters need a certain amount of time to move in the game scene, resulting in the inability to determine the target position in a timely and accurate manner, which increases the risk of repeated confirmation of game events and task failure.

Method used

By controlling the movement of the first virtual camera to observe the game scene in real time and selecting the target position according to the specific situation in the game scene, the search step of the target position is reduced and the efficiency of determining the target position is improved. At the same time, after determining the target position, the game screen of the game scene is captured by setting a second virtual camera at the target position and displayed on the graphical user interface, helping the player understand the situation of the target position in real time.

Benefits of technology

It improves the efficiency of determining the target position, improves the player's gaming experience, and reduces the risk of repeated confirmation of game events and task failure.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

An information processing method in a game. The method comprises: in response to a controlled virtual character releasing a target skill in a game scene, removing the binding between a first virtual camera and the controlled virtual character; in a period in which a target skill effect lasts, controlling the first virtual camera to move in the game scene, and displaying a second game picture formed by the first virtual camera capturing the game scene during real-time movement; in response to a selection instruction for a target position in the game scene, configuring a second virtual camera at the target position, wherein the second virtual camera is used for capturing the game scene at the target position to form a third game picture; and displaying on a graphical user interface the third game picture, and a first game picture formed by the first virtual camera capturing the game scene. The present disclosure further relates to an information processing apparatus in a game, and an electronic device and a computer-readable storage medium.
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Description

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

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This disclosure claims priority to Chinese patent application number 202311659452.6, filed on December 5, 2023, entitled “Information processing method, device, electronic device and readable 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 information processing methods, devices, electronic devices, and readable storage media in games. Background Art

[0004] With the development of the Internet, more and more games are emerging in front of players. Among them, competitive battles between different camps, such as 5v5 competitive battles, are one of them. Different camps can include a specified number of virtual characters, and different virtual characters can have different skills. The virtual characters release skills and attack each other. The game is won after all the virtual characters in the enemy camp lose their health.

[0005] Among them, for team combat, it is necessary to convert the team's disadvantage into an advantage in an instant, so it is necessary to shift the team's strategy to the enemy's rear or any target position on the map that is beneficial to the team; at the same time, in order to cause damage to the enemy's virtual character unexpectedly, it is also necessary for the virtual character of the team to appear instantly at the target position of the enemy's virtual character. However, due to the large coverage of the game scene, the controlled virtual character needs a certain amount of time to move in the game scene, and the situation of the target position in the game scene cannot be determined in a timely and accurate manner. Repeated confirmation is required to increase game events. At the same time, there may be problems of mission failure due to lack of understanding of the target position. Summary of the Invention

[0006] In view of this, the present disclosure provides an information processing method, device, electronic device and readable storage medium in the game. When the controlled virtual character releases the target skill, the game scene is observed in real time by controlling the movement of the first virtual camera, and the target position is selected according to the specific situation in the game scene, thereby reducing the steps of searching for the target position and improving the efficiency of determining the target position. At the same time, after determining the target position, a second virtual camera is set at the target position to shoot the game screen corresponding to the game scene at the target position, and display it on the graphical user interface, which helps players understand the situation at the target position in real time, adjust the game play in time, and enhance the player's gaming experience.

[0007] In a first aspect, embodiments of the present disclosure provide a method for processing information in a game, wherein a terminal device provides a graphical user interface, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled virtual character controlled by the terminal device, and wherein the controlled virtual character is configured with a target skill. The information processing method includes:

[0008] In response to a movement control instruction for the controlled virtual character, the controlled virtual character is controlled to move in the game scene, and a first game screen formed by photographing the game scene through a first virtual camera bound to the controlled virtual character is displayed in the graphical user interface;

[0009] In response to the controlled virtual character releasing the target skill in the game scene, controlling the controlled virtual character to obtain a target skill effect, and releasing the binding between the first virtual camera and the controlled virtual character;

[0010] During the duration of the target skill effect, in response to the movement control instruction for the controlled virtual character, controlling the first virtual camera to move in the game scene, and switching the first game screen displayed in the graphical user interface to a second game screen formed by capturing the game scene during the real-time movement of the first virtual camera;

[0011] In response to a selection instruction for a target position in the game scene, canceling control of the first virtual camera moving in the game scene and configuring a second virtual camera at the target position; wherein the second virtual camera is used to capture the game scene through the target position to form a third game screen;

[0012] The first virtual camera is controlled to be reconfigured to be bound to the controlled virtual character, and the first game screen and the third game screen are displayed on the graphical user interface.

[0013] In a second aspect, embodiments of the present disclosure provide another method for processing information in a game. A terminal device provides a graphical user interface, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled virtual character controlled by the terminal device, and the controlled virtual character is configured with a target skill. The information processing method includes:

[0014] In response to a movement control instruction for the controlled virtual character, controlling the controlled virtual character to move in the game scene;

[0015] In response to the controlled virtual character releasing the target skill in the game scene, controlling the controlled virtual character to obtain a target skill effect and generating an element indicator in the game scene;

[0016] During the duration of the target skill effect, responding to the movement control instruction for the controlled virtual character, controlling the element indicator to move in the game scene, so as to determine a target position in the game scene through the movement of the element indicator;

[0017] In response to the element indicator moving to the target position in the game scene, a first virtual scene element is generated at the target position, wherein the first virtual scene element is used to connect between the first position corresponding to the controlled virtual character and the target position in the game scene.

[0018] In a third aspect, embodiments of the present disclosure further provide an information processing device for use in a game, wherein a terminal device provides a graphical user interface, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled virtual character controlled by the terminal device, wherein the controlled virtual character is configured with a target skill, and wherein the information processing device comprises:

[0019] a first movement control module configured to execute a movement control instruction for the controlled virtual character, control the controlled virtual character to move in the game scene, and display a first game screen formed by shooting the game scene with a first virtual camera bound to the controlled virtual character in the graphical user interface;

[0020] a binding release module, configured to, in response to the controlled virtual character releasing the target skill in the game scene, control the controlled virtual character to obtain a target skill effect, and release the binding between the first virtual camera and the controlled virtual character;

[0021] a screen switching module configured to, during the duration of the target skill effect, respond to the movement control instruction for the controlled virtual character, control the first virtual camera to move in the game scene, and switch the first game screen displayed in the graphical user interface to a second game screen formed by capturing the game scene during the real-time movement of the first virtual camera;

[0022] a position selection module configured to respond to a selection instruction for a target position in the game scene, cancel control of the first virtual camera moving in the game scene, and configure a second virtual camera at the target position; wherein the second virtual camera is used to capture the game scene through the target position to form a third game screen;

[0023] The screen display module is configured to execute control to reconfigure the first virtual camera to be bound to the controlled virtual character, and display the first game screen and the third game screen on the graphical user interface.

[0024] In a fourth aspect, embodiments of the present disclosure further provide an information processing device for use in a game, wherein a terminal device provides a graphical user interface, wherein the graphical user interface displays at least a portion of a game scene, wherein the controlled virtual character is configured with a target skill, and wherein the game scene includes the controlled virtual character controlled by the terminal device, wherein the information processing device comprises:

[0025] A second movement control module is configured to execute a movement control instruction for the controlled virtual character, and control the controlled virtual character to move in the game scene;

[0026] an element indicator generating module configured to, in response to the controlled virtual character releasing the target skill in the game scene, control the controlled virtual character to obtain a target skill effect and generate an element indicator in the game scene;

[0027] a position determination module configured to, during the duration of the target skill effect, respond to the movement control instruction for the controlled virtual character and control the element indicator to move in the game scene, so as to determine a target position in the game scene through the movement of the element indicator;

[0028] The scene element generation module is configured to generate a first virtual scene element at the target position in response to the element indicator moving to the target position in the game scene, wherein the first virtual scene element is used to connect the first position corresponding to the controlled virtual character and the target position in the game scene.

[0029] In a fifth aspect, an embodiment of the present disclosure further provides an electronic device, comprising: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to perform the steps of the information processing method in the game as described in the first aspect or the second aspect.

[0030] In a sixth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the steps of the information processing method in the game as described in the first aspect or the second aspect are executed.

[0031] The information processing method, device, electronic device, and readable storage medium provided by the embodiments of the present disclosure are configured to respond to movement control instructions for a controlled virtual character, control the controlled virtual character to move in a game scene, and display a first game screen formed by capturing the game scene through a first virtual camera bound to the controlled virtual character on a graphical user interface; respond to the controlled virtual character releasing a target skill in the game scene, control the controlled virtual character to obtain a target skill effect, and release the binding between the first virtual camera and the controlled virtual character; while the target skill effect persists, respond to movement control instructions for the controlled virtual character, control the first virtual camera to move in the game scene, and switch the first game screen displayed in the graphical user interface to a second game screen formed by capturing the game scene while the first virtual camera is moving in real time; respond to a selection instruction for a target location in the game scene, cancel control of the first virtual camera's movement in the game scene, and configure a second virtual camera at the target location; wherein the second virtual camera is used to capture the game scene through the target location to form a third game screen; and control the reconfiguration of the first virtual camera to be bound to the controlled virtual character, and display the first game screen and the third game screen on the graphical user interface. In this way, when the controlled virtual character releases the target skill, the game scene is observed in real time by controlling the movement of the first virtual camera, and the target position is selected according to the specific situation in the game scene, which reduces the steps of searching for the target position and improves the efficiency of determining the target position; at the same time, after determining the target position, the game screen corresponding to the game scene at the target position is captured by setting a second virtual camera at the target position, and displayed on the graphical user interface, which helps players understand the situation at the target position in real time, adjust the gameplay in time, and enhance the player's gaming experience.

[0032] Furthermore, by generating a first virtual scene element at the target position, the target position is connected to the first position corresponding to the controlled virtual character, so that any virtual scene element in the game scene can be transferred between the first position and the target position through the first virtual scene element, thereby reducing the character's movement time in the game scene, and further reducing the game time, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0033] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0034] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.

[0035] FIG1 is a flow chart of an information processing method in a game provided by one embodiment of the present disclosure;

[0036] FIG2 is a schematic diagram of target position selection provided by one embodiment of the present disclosure;

[0037] FIG3 is a flowchart of another method for processing information in a game provided by one embodiment of the present disclosure;

[0038] FIG4 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure;

[0039] FIG5 is a second schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;

[0040] FIG6 is a third schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;

[0041] FIG7 is a fourth schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;

[0042] FIG8 is a schematic diagram of a structure of an information processing device in a game provided by one embodiment of the present disclosure;

[0043] FIG9 is a second structural diagram of an information processing device for playing a game provided by one embodiment of the present disclosure;

[0044] FIG10 is a schematic structural diagram of an electronic device provided by one embodiment of the present disclosure. DETAILED DESCRIPTION

[0045] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the disclosure for which protection is sought, but merely represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, every other embodiment obtained by those skilled in the art without making creative work falls within the scope of protection of the present disclosure.

[0046] First, the nouns involved in this disclosure are introduced:

[0047] (1) Game scene

[0048] A game scene is a virtual scene displayed (or provided) when an application is running on a terminal or server. Optionally, the game scene is a simulation of the real world, a virtual environment that is semi-simulated and semi-fictitious, or a purely fictitious virtual environment. The game 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 game scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example game 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 game 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.

[0049] (2) Graphical User Interface

[0050] A graphical user interface (GUI) is an interface display format for communication between humans and computers. It allows users to manipulate icons, logos, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch-sensitive terminal to select commands, start programs, or perform other tasks.

[0051] (3) Controlled virtual characters

[0052] A controlled virtual character (AVC) is a virtual object that can be controlled by the player and moves within the game environment. It is also called a player avatar or player avatar object. In some electronic games, it can also be 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.

[0053] Next, the technical background of the present disclosure is introduced:

[0054] With the development of the Internet, more and more games are emerging in front of players. Among them, competitive battles between different camps, such as 5v5 competitive battles, are one of them. Different camps can include a specified number of virtual characters, and different virtual characters can have different skills. The virtual characters release skills and attack each other. The game is won after all the virtual characters in the enemy camp lose their health.

[0055] Among them, due to the large coverage of the game scene, the controlled virtual character requires a certain amount of time to move within the game scene; and for team combat, it is necessary to instantly turn the team's disadvantage into an advantage, so it is necessary to shift the team's strategy to the enemy's rear or any other advantageous position on the map; at the same time, in order to unexpectedly damage the enemy virtual character, it is also necessary for the virtual character to instantly appear at the enemy's virtual character's position. In this case, it is necessary to set up a skill that can instantly move the virtual character within the game scene. The skill of the controlled virtual character is to set up portals at different locations in the game scene, and to transport the controlled virtual character itself or the controlled virtual character's own virtual character through the portal, so as to achieve the effect of instantly moving the strategy within the game scene or attacking the enemy virtual character unexpectedly.

[0056] In the related art, when setting up a portal in a game scene, the portal can only be opened at a fixed position in the game scene (such as on a wall in the game scene), and the selection of the portal position is relatively limited; even if the location of the portal can be selected, it requires players to spend a lot of time to determine a suitable location for setting the portal, and the portal only has the function of teleporting virtual characters, resulting in low portal selection efficiency and human-computer interaction efficiency.

[0057] Based on this, the embodiments of the present disclosure provide an information processing method in a game to improve the efficiency of determining a target position and enhance the gaming experience of players.

[0058] In one embodiment of the present disclosure, the information processing method in the game can be run on a local terminal device or a server. When the skill release method is run on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0059] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information processing method in the game are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game 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 through the network. Finally, the client device decodes and outputs the game screen.

[0060] In an optional embodiment, taking a game as an example, a local terminal device stores a 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 a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, 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 includes 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.

[0061] In one possible implementation, the disclosed embodiments provide a method for processing information within a game, providing a graphical user interface via a terminal device. The terminal device may be the aforementioned local terminal device (e.g., a local touch terminal) or a client device in the aforementioned cloud interaction system. The following description uses the example of the information processing method within the game running on a local terminal device (hereinafter referred to as the terminal device).

[0062] Please refer to Figure 1, which is a flow chart of an information processing method in a game provided by an embodiment of the present disclosure. As shown in Figure 1, the information processing method provided by the embodiment of the present disclosure includes:

[0063] S101. Responding to a movement control instruction for the controlled virtual character, controlling the controlled virtual character to move in the game scene, and displaying in the graphical user interface a first game screen formed by photographing the game scene through a first virtual camera bound to the controlled virtual character.

[0064] S102: In response to the controlled virtual character releasing the target skill in the game scene, controlling the controlled virtual character to obtain a target skill effect, and releasing the binding between the first virtual camera and the controlled virtual character.

[0065] S103. During the duration of the target skill effect, respond to the movement control instruction for the controlled virtual character, control the first virtual camera to move in the game scene, and switch the first game screen displayed in the graphical user interface to a second game screen formed by photographing the game scene during the real-time movement of the first virtual camera.

[0066] S104. In response to a selection instruction for a target position in the virtual scene, cancel control of the first virtual camera moving in the game scene, and configure a second virtual camera at the target position; wherein the second virtual camera is used to shoot the game scene through the target position to form a third game screen.

[0067] S105: Control to reconfigure the first virtual camera to be bound to the controlled virtual character, and display the first game screen and the third game screen on the graphical user interface.

[0068] An information method in a game provided by an embodiment of the present disclosure, when a controlled virtual character releases a target skill, controls the movement of a first virtual camera to observe the game scene in real time, and selects the target position according to the specific situation in the game scene, thereby reducing the steps of searching for the target position and improving the efficiency of determining the target position; at the same time, after determining the target position, setting a second virtual camera at the target position to shoot the game screen corresponding to the game scene at the target position, and displaying it on a graphical user interface, helps players understand the situation at the target position in real time, adjust the game play in time, and enhance the player's gaming experience.

[0069] The following describes the exemplary steps of the embodiment of the present disclosure:

[0070] S101. Responding to a movement control instruction for the controlled virtual character, controlling the controlled virtual character to move in the game scene, and displaying in the graphical user interface a first game screen formed by photographing the game scene through a first virtual camera bound to the controlled virtual character.

[0071] In the embodiment of the present disclosure, the game screen displayed on the graphical user interface can be determined based on the game scene shot by the first virtual camera. The specific game screen displayed is determined based on the orientation of the first virtual camera. When the orientation of the first virtual camera changes, the game screen on the graphical user interface will also change.

[0072] In one possible implementation, for a game running on a PC, movement control instructions for a controlled virtual character may be performed through operations on an external input device. For example, the movement of the controlled virtual character in the game scene may be controlled by moving the mouse, and the movement direction of the controlled virtual character may be controlled according to the movement direction of the mouse.

[0073] When the controlled virtual character moves in the game scene, the first virtual camera bound to the controlled virtual character will follow the controlled virtual character and display the game screen captured by the first virtual camera during the process of following the controlled virtual character's movement in the graphical user interface.

[0074] In a possible implementation, the controlled virtual character can release skills while moving in the game scene, and the target skill effects can be displayed in the graphical user interface.

[0075] S102: In response to the controlled virtual character releasing the target skill in the game scene, controlling the controlled virtual character to obtain a target skill effect, and releasing the binding between the first virtual camera and the controlled virtual character.

[0076] In an embodiment of the present disclosure, the game scene of the present disclosure can be a competitive battle between different camps, for example, it can be a 5v5 competitive battle. Different camps can include a specified number of virtual characters, and different virtual characters can have different skills. The skills of the virtual characters are divided into ordinary skills and ultimate skills. When the controlled virtual character uses ordinary skills to attack, ordinary attacks are performed according to the corresponding skills of the controlled virtual character itself, and when the controlled virtual character uses the ultimate skill to attack, it will release damage values ​​or gain effects that exceed the ordinary skills.

[0077] In one possible implementation, since the game scene is relatively large, the controlled virtual character requires a certain amount of time to move within the game scene. For team combat, it is necessary to instantly convert a team disadvantage into an advantage, which requires shifting the team's strategy to the enemy's rear or to any advantageous position on the map. At the same time, in order to unexpectedly damage the enemy virtual character, it is also necessary for the own virtual character to instantly appear at the enemy's virtual character's location. In this case, it is necessary to set a skill that can instantly move the virtual character within the game scene. The skill of the controlled virtual character is to set virtual scene elements (e.g., virtual portals) at different locations within the game scene, and to transport the controlled virtual character itself or the controlled virtual character's own virtual character through the virtual scene elements (e.g., virtual portals) to achieve the effect of instantaneous strategic shift within the game scene or unexpected attack on the enemy virtual character. The following will explain the process of the controlled virtual character setting and using virtual scene elements (e.g., virtual portals) through target skills.

[0078] In one possible implementation, the operation of the controlled virtual character releasing the target skill in the game scene can be performed by operating an external input device for PC games. For example, it can be controlled through an input keyboard, and the target skill can be released by pressing keys on the keyboard (such as WASD keys).

[0079] In a possible implementation, when the controlled virtual character releases a target skill, a virtual scene element (eg, a virtual portal) that needs to be placed may be obtained as an effect of the target skill.

[0080] In a possible implementation, after determining that the controlled virtual character releases a target skill, a corresponding virtual scene element may be generated at the location in the game scene.

[0081] Specifically, the information processing method further includes:

[0082] a1: In response to the controlled virtual character releasing the target skill in the game scene, a first virtual scene element is generated at a first position corresponding to the controlled virtual character.

[0083] a2: In response to a selection instruction for a target position in the virtual scene, generate a second virtual scene element at the target position.

[0084] In the embodiment of the present disclosure, after it is determined that the controlled virtual character releases the target skill in the game scene, two virtual scene elements can be set, one representing the starting position of the transmission and the other representing the end position of the transmission. A virtual scene element can be generated at the position where the controlled virtual character is located, and then another virtual scene element can be generated at the selected target position.

[0085] In one possible implementation, the first position corresponding to the controlled virtual character may be the current position of the controlled virtual character in the game scene, or a position in the game scene that is within a preset distance range from the current position of the controlled virtual character. However, the purpose of setting the virtual scene elements is to enable the controlled virtual character to observe the game scene at the target position through the virtual scene elements in order to teleport the controlled virtual character or the attack skills released by the controlled virtual character. Therefore, the first position is preferably selected as the position of the controlled virtual character.

[0086] In one possible implementation, the target position of the second virtual scene element can be set behind the position of the enemy virtual character (to facilitate the strategic transfer of the controlled virtual character and the teammate virtual characters in the same camp as the controlled virtual character or to attack the enemy virtual character unexpectedly). Since any virtual character in the game scene can be teleported through the virtual scene elements, the virtual cliffs and other positions in the game scene can also be set as virtual scene elements. When the enemy virtual character passes through the virtual scene elements, it will directly fall off the virtual cliff, causing damage to the enemy virtual character.

[0087] In one possible implementation, when the player has not selected a specific placement location, in order to more clearly prompt the player that the target skill is currently being released, an element indicator can be first generated in the game scene to indicate the player's current selection location. At the same time, when the first location is determined to be selected, the element indicator can be directly visualized at the first location to generate the first virtual scene element.

[0088] b1: In response to the controlled virtual character releasing the target skill in the game scene, an element indicator is placed at a first position corresponding to the controlled virtual character.

[0089] b2: In response to the scene element placement instruction, generate the first virtual scene element at the first position. In one possible implementation, the element indicator may be a display element that is consistent in size and shape with the first virtual scene element. For example, if the first virtual scene element is displayed as a circle with a radius of X, then the element indicator is also displayed as a circle with a radius of X.

[0090] In a possible implementation, in order to distinguish the element indicator from the first virtual scene element, it is also necessary to distinguish the specific display forms of the two. For example, the edge line of the element indicator can be set to a thinner dotted line, while the first virtual scene element can be set to a thicker solid line.

[0091] When setting the first virtual scene element, if there are historical virtual scene elements at the first position and / or the target position, the historical virtual scene elements need to be removed to place the first virtual scene element.

[0092] Specifically, the step of “generating a first virtual scene element at a first position corresponding to the controlled virtual character” includes:

[0093] c1: Detect whether a historical virtual scene element already exists at the first position.

[0094] c2: If no historical virtual scene element exists at the first position, generate a first virtual scene element at the first position corresponding to the controlled virtual character.

[0095] c3: If a historical virtual scene element already exists at the first position, cancel the historical virtual scene element and generate a first virtual scene element at the first position corresponding to the controlled target virtual character.

[0096] In one possible implementation, if there is a historical virtual scene element at the currently selected first position, the historical virtual scene element needs to be set to a demolished state. When the historical virtual scene element is set to a demolished state, a prompt message can also be displayed on the graphical user interface to prompt that the current historical virtual scene element is in a state to be demolished. The prompt message can be a text prompt message or by updating the display state of the historical virtual scene element to prompt that the current historical virtual scene element is in a state to be demolished.

[0097] For example, taking the example of updating the display status of the historical virtual scene element to prompt that the current historical virtual scene element is in a state to be demolished, if the historical virtual scene element is in a normal state, it is displayed as a yellow edge line, and when the historical virtual scene element is in a state to be demolished, it is displayed as a red edge line.

[0098] In a possible implementation, after the historical virtual scene element is set to a to-be-demolished state, the historical virtual scene element may be automatically demolished after a preset time period, or the player may demolish the historical virtual scene element by inputting a demolition command.

[0099] In a possible implementation, if after the first virtual scene element is set at the first position in the game scene, the player controls the controlled virtual character to move, or the player is not currently satisfied with the setting of the first virtual scene element at the first position, the first virtual scene element can be canceled.

[0100] Specifically, the information processing method includes:

[0101] d1: in response to a cancel operation on the first virtual scene element, cancel the first virtual scene element generated at the first position;

[0102] d2: In response to a selection operation on a second position in the game scene, regenerate the first virtual scene element at the second position.

[0103] In one possible embodiment, after the element indicator is displayed, a cancel control can also be displayed at the same time. When a trigger operation is received for the cancel control in the element indicator, the first virtual scene element generated at the first position is directly canceled, and a second position is reselected in the game scene, and the first virtual scene element is re-placed at the second position.

[0104] Among them, for the triggering operation of the cancel control, for games running on mobile terminals, it can be triggered by a touch operation (long press operation, click operation or sliding operation, etc.) of the cancel control; for games running on the PC, the triggering operation for the cancel control can be triggered by the input operation of the external output device, for example, by clicking the left mouse button to trigger it.

[0105] It is worth noting that only the first virtual scene element at the position and the starting position can be rebuilt or cancelled. After the second virtual scene element is placed at the selected target position, the second virtual scene element can no longer be rebuilt or cancelled.

[0106] In a possible implementation, when selecting a target location, the game scene may be photographed by a first virtual camera, and the photographed second game screen may be displayed, so as to assist the player in selecting the target location by displaying the second game screen.

[0107] S103. During the duration of the target skill effect, respond to the movement control instruction for the controlled virtual character, control the first virtual camera to move in the game scene, and switch the first game screen displayed in the graphical user interface to a second game screen formed by photographing the game scene during the real-time movement of the first virtual camera.

[0108] In one possible embodiment, while the target skill effect persists, the generated element indicator can be controlled to follow the movement of the first virtual camera in the game scene, so that the game screen captured by the first virtual camera in the game scene can be displayed through the element indicator to assist in determining the position of the virtual scene.

[0109] Specifically, the information processing method further includes:

[0110] e1: During the duration of the target skill effect, respond to the movement control instruction for the controlled virtual character, control the element indicator to follow the first virtual camera to move in the game scene, so as to prompt the virtual scene position determined by the element indicator.

[0111] In one possible implementation, after the controlled virtual character releases the target skill, the binding between the first virtual camera and the controlled virtual character is released, and the first virtual camera is directly controlled to move in the game scene. At the same time, the element indicator is controlled to follow the first virtual camera to move in the game scene. The game scene is photographed by the first virtual camera to form a second game screen, and the second game screen can be displayed in the element indicator to assist the player in selecting the target position.

[0112] In one possible implementation, for a controlled virtual character, if the controlled virtual character does not have flying skills, the controlled virtual character can generally only move in a two-dimensional plane corresponding to the game scene (for example, moving on the ground in the game scene and unable to fly into the sky in the game scene to move), while the first virtual camera can move in the three-dimensional space of the game scene.

[0113] Specifically, the step of “responding to a movement control instruction for the controlled virtual character and controlling the controlled virtual character to move in the game scene” includes:

[0114] f1: responding to a movement control instruction for the controlled virtual character, controlling the controlled virtual character to move in a two-dimensional plane corresponding to the game scene.

[0115] The step of “responding to the movement control instruction for the controlled virtual character while the target skill effect lasts to control the first virtual camera to move in the game scene” includes:

[0116] g1: During the duration of the target skill effect, respond to the movement control instruction for the controlled virtual character and control the first virtual camera to move in the three-dimensional space corresponding to the game scene.

[0117] In one possible implementation, the moving range of the first virtual camera is any position in the game scene. For a controlled virtual character, the moving range of the controlled virtual character in the game scene is limited. For example, if the controlled virtual character is set not to have flying skills, then the controlled virtual character will not be able to cover high positions. Therefore, in order to view any position in the three-dimensional game scene and select a more reasonable target position, in the embodiment of the present disclosure, the three-dimensional game scene is photographed by moving the first virtual camera. Since the moving range of the first virtual camera is any position in the game scene, the range of target position selection can be increased, thereby improving the rationality and accuracy of target position selection.

[0118] For example, please refer to Figure 2, which is a schematic diagram of target position selection provided by an embodiment of the present disclosure. As shown in Figure 2, the operation of placing the second virtual scene element is selected by drawing a scene ray through the first virtual camera, and after determining the focus of the scene ray and the game scene in the three-dimensional game map, the portal is placed. As shown in Figure 2, they are a side view and a top view after the second virtual scene element is placed, and the focus of the scene ray and the game scene in the three-dimensional game map is determined to be the placement position (target position) of the second virtual scene element. S104, in response to the selection instruction for the target position in the virtual scene, cancel the control of the first virtual camera to move in the game scene, and configure the second virtual camera at the target position; wherein, the second virtual camera is used to shoot the game scene through the target position to form a third game screen. Further, when selecting a scene position, a selection instruction can be directly issued to select the scene position.

[0119] Specifically, the step of “responding to a selection instruction for a target position in the virtual scene, generating a second virtual scene element at the target position” includes:

[0120] h1: When the element indicator is located at a third position in the virtual scene, in response to the scene element placement instruction, the third position is determined as the target position in the virtual scene, and a selection instruction for the target position is triggered.

[0121] The selection instruction for the target position is used to trigger generation of the second virtual scene element at the target position.

[0122] In one possible implementation, for a game running on a PC, the target position selection instruction may be performed by operating an external input device. For example, it may be issued through a mouse, and the target position in the game scene may be selected by clicking the left mouse button.

[0123] In one possible implementation, because it is necessary to observe the game scene at the target position, after the target position is selected through the target position selection operation, a second virtual camera needs to be configured at the target position to shoot the game scene at the target position through the second virtual camera to form a third game screen. The player can observe the third game screen of the target position through the virtual scene elements and determine the attack strategy for the game scene.

[0124] Furthermore, after determining that the target position is selected in the game scene, the first virtual camera needs to be bound to the controlled virtual character again so that the game screen of the controlled virtual character during movement can be captured by the first virtual camera. At the same time, the first game screen captured by the first virtual camera and the third game screen captured by the second virtual camera are displayed in the game scene.

[0125] S105: Control to reconfigure the first virtual camera to be bound to the controlled virtual character, and display the first game screen and the third game screen on the graphical user interface.

[0126] In a possible implementation, because a first virtual scene element is set at the first position and a second virtual scene element is set at the target position, the third game screen captured by the second virtual camera can be displayed through the first virtual scene element located at the first position.

[0127] Specifically, the step of “displaying the first game screen and the third game screen on the graphical user interface” includes:

[0128] i1: Displaying the first game screen including the first virtual scene element on the graphical user interface, and displaying the third game screen in the first virtual scene element.

[0129] In one possible embodiment, a first game screen is formed by shooting a game scene from the perspective of a bound controlled virtual character through a first virtual camera, and the first game screen occupies the majority of the display screen on the graphical user interface, and a first virtual scene element is displayed in the first game screen. At the same time, a third game screen formed by shooting the game scene at the target position through a second virtual camera is only displayed in the first virtual scene element.

[0130] For example, taking the first virtual scene element as a circle, what is displayed on the graphical user interface is the first game screen taken by the first virtual camera, and the circular first virtual scene element is displayed in the first game screen. At the same time, the third game screen at the target position taken by the second virtual camera is displayed in the circular first virtual scene element.

[0131] In one possible implementation, the first virtual camera and the second virtual camera are associated with each other, and the shooting range of the second virtual camera is determined based on the game field of view of the controlled virtual character at the target position; the shooting angle of the second virtual camera at the target position corresponds to the shooting angle of the first virtual camera; when the first virtual camera is controlled to move to change the viewing angle of the controlled virtual character, the second virtual camera will also rotate simultaneously with the first virtual camera to change the current third game screen.

[0132] Specifically, the information processing method further includes:

[0133] j1: In response to a perspective adjustment instruction, control the adjustment of the first shooting angle of the first virtual camera in the game scene, and control the adjustment of the second shooting angle corresponding to the second virtual camera at the target position according to the first shooting angle, so that the shooting angle of the second virtual camera is consistent with the shooting angle of the first virtual camera.

[0134] In one possible implementation, after determining the movement of the first virtual camera, it is necessary to determine the current moving direction of the first virtual camera, and then determine the first shooting angle of the first virtual camera in the game scene; at the same time, control the second virtual camera to move following the moving direction of the first virtual camera, so that the shooting angle of the second virtual camera is consistent with the shooting angle of the first virtual camera, determine the second shooting angle of the second virtual camera, and present the game screen formed by the second virtual camera shooting the game scene at the second shooting angle.

[0135] Furthermore, the information processing method further includes:

[0136] k1: controlling the update of the first game screen displayed on the graphical user interface according to the adjusted first shooting angle, and controlling the update of the third game screen displayed in the first virtual scene element according to the adjusted second shooting angle.

[0137] In one possible embodiment, the third game screen captured by the second virtual camera is adjusted according to the adjusted shooting angle of the second virtual camera, and the third game screen is controlled to move in a direction opposite to the movement direction of the second virtual camera, and then the display content of the third game screen is adjusted to present an effect that the third game screen is adjusted following the adjustment of the viewing angle of the controlled virtual character.

[0138] In one possible implementation, when the first virtual camera is used as a reference, if the first virtual camera moves, it is necessary to determine the moving direction of the first virtual camera, and then control the second virtual camera to move synchronously with the first virtual camera. The moving direction of the second virtual camera is consistent with the moving direction of the first virtual camera, and the specific moving angle can be consistent with the moving angle of the first virtual camera, or it can be determined according to a preset mapping relationship based on the moving angle of the first virtual camera (first shooting angle) to determine the specific moving angle of the second virtual camera (second shooting angle).

[0139] Furthermore, after determining the moving direction of the second virtual camera, it is also necessary to adjust the angle of the third game screen captured by the second virtual camera. According to the mirror principle, the moving direction of the third game screen should be opposite to the moving direction of the second virtual camera.

[0140] For example, after determining that the first virtual camera moves 45° to the left, the second virtual camera also needs to be controlled to move 45° to the left, and the third game screen will need to move 45° to the right. Before the movement, there is an enemy virtual character at the right edge of the third game screen, and after the movement, the enemy virtual character displayed in the third game screen will move toward the center line position in the third game screen, moving close to the center line position in the third game screen.

[0141] In one possible embodiment, the first virtual scene element and the second virtual scene element are used to connect between the first position corresponding to the controlled virtual character and the target position in the game scene. Therefore, any virtual character in the game scene can travel between the first position and the target position through the first virtual scene element and the second scene element.

[0142] Specifically, the information processing method further includes:

[0143] l1:

[0144] In response to a first interaction event between a target virtual character and the first virtual scene element, controlling the target virtual character to move from the first position to the target position corresponding to the second virtual scene element; and / or in response to a second interaction event between the target virtual character and the second virtual scene element, controlling the target virtual character to move from the target position to the first position corresponding to the first virtual scene element;

[0145] The target virtual character includes any virtual character in the game scene.

[0146] Specifically, any virtual character in the game scene can be a controlled virtual character, a friendly virtual character in the same camp as the controlled virtual character, or an enemy virtual character in an enemy camp as the controlled virtual character.

[0147] In one possible implementation, after any target virtual character in the game scene approaches the first virtual scene element or the second virtual scene element, it can observe the game scene at the second virtual scene element or the first virtual scene element, and use the first virtual scene element or the second virtual scene element to teleport the character or skill to attack the virtual character at the second virtual scene element or the first virtual scene element, or rescue the virtual character at the second virtual scene element or the first virtual scene element; after the enemy virtual character is teleported through the second virtual scene element or the first virtual scene, the target virtual character can directly interact with the enemy virtual character virtually and adopt corresponding response strategies.

[0148] In one possible implementation, if an enemy virtual character is observed at the first virtual scene element by observing the third game screen, the controlled virtual character can be controlled at the first virtual scene element to release attack skills, so that the attack skills can be transmitted through the first virtual scene element and the second virtual scene element, so that the controlled virtual character can attack the enemy virtual character without moving to the location of the enemy virtual character, thereby ensuring the safety of the controlled virtual character.

[0149] Specifically, the information processing method further includes:

[0150] m1: In response to an attack instruction for the third game screen displayed in the first virtual scene element, control the controlled virtual character to release an attack skill on the third game screen.

[0151] m2: Determine the attack judgment range corresponding to the attack skill based on the effective attack range corresponding to the attack skill and the position difference between the second position and the first position of the controlled virtual character.

[0152] m3: Determine the attack effect of the attack skill on the first virtual character located near the second virtual scene element based on the attack determination range.

[0153] The attack judgment range is determined by the difference between the effective attack range and the position difference.

[0154] In the embodiment of the present disclosure, when the controlled virtual character attacks the third game screen, due to the transmission function of the first virtual scene element and the second virtual scene element, it is equivalent to the controlled virtual character standing at the target position and performing a skill attack; and since the first position and the target position correspond to each other during setting, if the current position of the controlled virtual character is not exactly the first position, then the effective attack range will be determined based on the position difference between the second position of the controlled virtual character and the first position, which is equivalent to the position difference between the second position and the target position.

[0155] In one possible implementation, during the skill transmission process, the attack damage value of the skill will not be weakened by the first virtual scene element, and the damage value of the first virtual scene element will not change; at the same time, when the controlled virtual character itself is transmitted by the first virtual scene element, a transmission animation can be played on the graphical user interface to play the transmission process of the controlled virtual character in real time.

[0156] The skills that can be transferred by the first virtual scene element can be restricted. Skills that can be transferred by the first virtual scene element can be transferred through the first virtual scene element. For skills that cannot be transferred by the first virtual scene element, when the controlled virtual character attempts to transfer them through the first virtual scene element, a prompt message indicating that the transfer is impossible will be displayed to inform the player that the skill cannot be transferred.

[0157] In a possible implementation, even when attacking an enemy virtual character through the first virtual scene element and the second virtual scene element, it is necessary to determine whether the transmitted attack skill can cause damage to the enemy virtual character in combination with the skill release range of the attack skill.

[0158] In one possible implementation, after the controlled virtual character releases an attack skill toward the third game screen displayed in the first virtual scene element, taking the first virtual scene element and the second virtual scene element as an example that the attack skill will not be weakened, the effective attack range of the released attack skill is determined, and then the effective attack range is determined with the position of the second virtual scene as the center. If the distance between the enemy virtual character and the position of the second virtual scene is within the effective attack range, it is determined that the currently released attack skill can cause damage to the enemy virtual character. If the distance between the enemy virtual character and the position of the second virtual scene is outside the effective attack range, it is determined that the currently released attack skill cannot cause damage to the enemy virtual character, and the currently released attack skill fails to attack the enemy virtual character.

[0159] Furthermore, in a possible implementation, the first virtual scene element and the second virtual scene element have a certain validity period. After the first virtual scene element and the second virtual scene element become invalid, the virtual characters in the game scene will no longer be able to be transferred and will have to wait for the next time to set the first virtual scene element and the second virtual scene element again.

[0160] Specifically, the information processing method further includes:

[0161] n1: in response to triggering of a virtual scene element invalidation event, canceling display of the first virtual scene element and the second virtual scene element;

[0162] The virtual scene element failure event includes at least one of the following:

[0163] The effective time of the virtual scene element ends, the target virtual character is defeated / eliminated, and the virtual scene element is closed in advance.

[0164] In one possible embodiment, the end of the effective time of the virtual scene element may refer to the effective time of the virtual scene element being reduced to a preset time threshold; wherein the preset time threshold may be 0s, that is, when the effective time of the first virtual scene element and the second virtual scene element is reduced to 0s, the first virtual scene element and the second virtual scene element become invalid, triggering a virtual scene element invalidation event; similarly, the target virtual character being defeated / eliminated may refer to the life value of the controlled virtual character being less than the preset life threshold; wherein the preset life value threshold is 0, that is, when the life value of the controlled virtual character is reduced to 0, the controlled virtual character dies, the first virtual scene element and the second virtual scene element become invalid, triggering a virtual scene element invalidation event.

[0165] In one possible implementation, the controlled virtual character, as the setter of the virtual scene element, has the right to end the display of the virtual scene element in advance before the expiration of the validity period of the first virtual scene element and the second virtual scene element. When the controlled virtual character approaches the virtual scene element and receives a virtual scene element closing instruction, it determines that the virtual scene element is closed in advance, triggering a virtual scene element failure event.

[0166] In one possible implementation, for a game running on a mobile terminal, the virtual scene element closing instruction may be displayed in a graphical user interface, and triggered by a touch operation (long press, click, or slide) on the virtual scene element closing control; for a game running on a PC, the virtual scene element closing control may be triggered by an input operation on an external output device, for example, by clicking the left mouse button. In another possible implementation, an element indicator may be pre-set, and the virtual scene element may be set simply by moving the element indicator.

[0167] Specifically, please refer to Figure 3, which is a flow chart of another information processing method in a game provided by an embodiment of the present disclosure. As shown in Figure 3, the information processing method provided by an embodiment of the present disclosure includes:

[0168] S301: In response to a movement control instruction for the controlled virtual character, control the controlled virtual character to move in the game scene.

[0169] S302: In response to the controlled virtual character releasing the target skill in the game scene, controlling the controlled virtual character to obtain a target skill effect, and generating an element indicator in the game scene.

[0170] S303. During the duration of the target skill effect, respond to the movement control instruction for the controlled virtual character, control the element indicator to move in the game scene, and determine a target position in the game scene through the movement of the element indicator.

[0171] S304. In response to the element indicator moving to the target position in the game scene, a first virtual scene element is generated at the target position, wherein the first virtual scene element is used to connect between the first position corresponding to the controlled virtual character and the target position in the game scene.

[0172] An information method in a game provided by an embodiment of the present disclosure connects the target position with the first position corresponding to a controlled virtual character by generating a first virtual scene element at a target position, so that any virtual scene element in the game scene can be transferred between the first position and the target position through the first virtual scene element, thereby reducing the character's movement time in the game scene and further reducing the game duration, thereby saving power consumption of terminal devices and reducing the performance overhead of the game server.

[0173] The following describes the exemplary steps of the embodiment of the present disclosure:

[0174] In one possible embodiment, when the element indicator is controlled to move in the game scene, the shooting angle of the first virtual camera can be adjusted to increase the game perspective. For example, the game perspective can be adjusted from a first-person perspective to a third-person perspective so that the moving position of the element indicator in the game scene can be observed in the game scene.

[0175] For example, when the game perspective is not adjusted, the game perspective corresponding to the first virtual camera is behind the character's head. After the target skill is cast, the game perspective corresponding to the first virtual camera is pulled to a high altitude or directly adjusted to a third-person perspective.

[0176] In a possible implementation, the element indicator may be a display element having the same size and shape as the first virtual scene element. For example, if the display style of the first virtual scene element is a circle with a radius of X, then the display style of the element indicator is also a circle with a radius of X.

[0177] In one possible embodiment, in order to distinguish the element indicator from the first virtual scene element, the specific display forms of the two need to be differentiated. For example, the edge of the element indicator can be set as a thinner dashed line, while the first virtual scene element is a thicker solid line. In one possible embodiment, after the controlled virtual character releases the target skill, the controlled virtual character is controlled to enter the progress stage. After the progress stage is completed, a three-dimensional game map (a three-dimensional thumbnail map of the entire game scene) is displayed in the graphical user interface, so that the placement location (target location) of the first virtual scene element can be selected in the three-dimensional game map.

[0178] In one possible implementation, for the operation of placing the first virtual scene element, for a game running on a mobile terminal, the virtual scene element placement control can be displayed in a graphical user interface, and triggered by a touch operation (long press operation, click operation or sliding operation, etc.) on the virtual scene element placement control; for a game running on a PC, the release of the target skill of the controlled virtual character can be triggered through the input operation of an external output device, for example, by pressing the Shift key on the keyboard.

[0179] In one possible implementation, when the controlled virtual character releases the target skill, the controlled virtual character is controlled to enter the preparation stage. In the progress stage of the controlled virtual character, the controlled virtual character can continue to move in the game scene or perform corresponding game tasks. When it is determined that the progress time of the controlled virtual character reaches a preset time threshold, the progress stage of the controlled virtual character is determined to be over, and at this time the controlled virtual character is controlled to no longer move at the current position.

[0180] It is worth noting that if during the progress stage of the controlled virtual character, the controlled virtual character is attacked by other enemy virtual characters and its health value is reduced to a preset health value threshold (which can be set to 0), that is, when the controlled virtual character is in a death state, it will stop releasing target skills and display a special effect animation of the controlled virtual character's death in the graphical user interface, indicating that the current controlled virtual character is in a death state.

[0181] In a possible implementation, in order to more intuitively display the progress of the currently controlled virtual character so that the player can understand the current form progress value of the controlled virtual character, the progress of the controlled virtual character can be displayed in real time.

[0182] In one possible implementation, the progress prompt information may be displayed in the form of a progress bar. As the progress time of the controlled virtual character increases, the progress bar gradually fills up from 0. When the progress time of the controlled virtual character reaches a preset time threshold, the progress of the progress bar is filled up, prompting the player that the progress time of the current controlled virtual character has reached the preset time threshold and the progress is completed.

[0183] Among them, there is a mapping relationship between the increase speed of the progress value progress bar and the progress time, and the growth display is performed according to the relevant mapping relationship. For example, when the progress time threshold is 2s, if the current progress time reaches 1s, then the filling area in the progress value progress bar should also be located in the middle position of the entire progress value progress bar.

[0184] In a possible implementation, the preset time threshold may be set by the system server based on the average historical progress time of the controlled virtual character, or may be customized by the player based on the game strategy before the game starts.

[0185] Furthermore, after the progress is completed, a three-dimensional game map of the game scene is displayed in the graphical user interface, and the player can select the target location in the three-dimensional game map.

[0186] In a possible implementation, if the player has determined the location in the game scene where the first virtual scene element needs to be set (for example, it can be set next to a cliff in the game scene to lure the enemy virtual character through the portal and fall off the cliff).

[0187] When setting the first virtual scene element, if there is a historical virtual scene element at the first position, the historical virtual scene element needs to be removed to place the first virtual scene element.

[0188] Specifically, the step of “generating a first virtual scene element at the target position” includes:

[0189] o1: Check whether there is a historical virtual scene element at the target location.

[0190] o2: If there is no historical virtual scene element at the target position, generate a first virtual scene element at the target position corresponding to the controlled virtual character.

[0191] o3: If a historical virtual scene element already exists at the target location, cancel the historical virtual scene element and generate a first virtual scene element at the target location.

[0192] In a possible implementation, in the case where there are historical virtual scene elements at the target location, the setting is consistent with the above-mentioned setting method and will not be described in detail here.

[0193] Furthermore, any virtual character in the game scene can travel between the first position and the target position through the first virtual scene element.

[0194] Specifically, the information processing method further includes:

[0195] p1: In response to a third interaction event between a target virtual character and the first virtual scene element, control the target virtual character to be transferred from the first position to the target position, or transfer the target virtual character from the target position to the first position corresponding to the second virtual scene element.

[0196] The target virtual character includes any virtual character in the game scene.

[0197] In a possible implementation, any target virtual character in the game scene may be a controlled virtual character, a friendly virtual character in the same camp as the controlled virtual character, or an enemy virtual character in an enemy camp as the controlled virtual character.

[0198] In a possible implementation manner, the specific transmission method is consistent with the above transmission method and will not be described in detail here.

[0199] Furthermore, similarly, the controlled virtual character can attack the enemy virtual character at the target position through the set first virtual scene element, that is, the attack skill can be transmitted through the first virtual scene element to attack the enemy virtual character.

[0200] q1: In response to an attack instruction directed at the first virtual scene element, control the controlled virtual character to release an attack skill directed at the first virtual scene element.

[0201] q2: Determine the attack judgment range corresponding to the attack skill based on the effective attack range corresponding to the attack skill and the position difference between the second position and the first position of the controlled virtual character.

[0202] q3: Determine the attack effect of the attack skill on the second virtual character located near the first virtual scene element based on the attack determination range.

[0203] In the embodiment of the present disclosure, similarly, when the controlled virtual character attacks the first virtual scene element, due to the transmission function of the first virtual scene element, it is equivalent to the controlled virtual character standing at the target position and performing a skill attack; and since the first position and the target position correspond to each other during setting, if the current position of the controlled virtual character is not exactly the first position, then the effective attack range will be determined based on the position difference between the second position of the controlled virtual character and the first position, which is equivalent to the position difference between the second position and the target position.

[0204] In a possible implementation, the specific implementation of the controlled virtual character attacking through the set first virtual scene element is consistent with the above-mentioned specific implementation of the controlled virtual character attacking through the first virtual scene element and the second virtual scene element, and will not be repeated here.

[0205] Furthermore, the first virtual scene element has a certain validity period. After the first virtual scene element and the second virtual scene element become invalid, the virtual character in the game scene will no longer be able to be transferred and will have to wait for the next time to set the first virtual scene element again.

[0206] Specifically, the information processing method further includes:

[0207] r1: In response to triggering of a virtual scene element invalidation event, canceling the display of the first virtual scene element.

[0208] The virtual scene element failure event includes at least one of the following:

[0209] The effective time of the virtual scene element ends, the controlled virtual character is defeated / eliminated, and the virtual scene element is closed in advance.

[0210] In the embodiment of the present disclosure, the method for determining whether the first virtual scene element is invalid is consistent with the above-mentioned method for determining whether the first virtual scene element and the second virtual scene element are invalid, and will not be repeated here.

[0211] The following is an example of how to set up and use virtual scene elements in the embodiment of the present disclosure.

[0212] Please refer to Figure 4, which is one of the schematic diagrams of the graphical user interface provided by the embodiment of the present disclosure. As shown in Figure 4, a controlled virtual character 410 is displayed in the graphical user interface 400. After the controlled virtual character 410 releases the target skill, the controlled virtual character 410 enters the skill release preparation stage, and at the same time, a preparation progress prompt message 420 is displayed in the graphical user interface 400 to prompt the preparation progress time of the current controlled virtual character 410 through the preparation progress prompt message 420.

[0213] When it is determined that the preparation time of the controlled virtual character reaches the preset time threshold, please refer to Figure 5, which is a second schematic diagram of the graphical user interface provided in an embodiment of the present disclosure. As shown in Figure 5, the three-dimensional game map is displayed in the graphical user interface and the controlled virtual character is no longer displayed, and the first element indicator 430 is controlled to move in the game scene, and the first game screen in the game scene captured by the first virtual camera when moving in the game scene is displayed in real time in the first element indicator 430.

[0214] Please refer to Figure 6, which is the third schematic diagram of the graphical user interface provided by the embodiment of the present disclosure. As shown in Figure 6, the first element indicator 440 is displayed at the first position, and the cancel control 450 is displayed at the preset position of the first element indicator 440. By touching the cancel control 450, the selection of the target position for placing the first virtual scene element is canceled.

[0215] Furthermore, after placing the first virtual scene element in the game scene, please refer to Figure 7, which is the fourth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure. As shown in Figure 7, in response to the triggering of the first virtual scene element, the first virtual scene element 460 is displayed at the preset position (first position) of the controlled virtual character 410, and the game scene at the target position (at the second virtual scene element) away from the controlled virtual character 410 is displayed in the first virtual scene element 460. At this time, it is found that the game scene represented in the third game screen displayed by the second virtual scene element includes the enemy virtual character 470, and the enemy virtual character 470 is displayed in the first virtual scene element 460.

[0216] The information processing in the game provided by the embodiments of the present disclosure includes responding to movement control instructions for a controlled virtual character, controlling the controlled virtual character to move in a game scene, and displaying a first game screen formed by shooting the game scene with a first virtual camera bound to the controlled virtual character in a graphical user interface; responding to the controlled virtual character releasing a target skill in the game scene, controlling the controlled virtual character to obtain a target skill effect, and releasing the binding between the first virtual camera and the controlled virtual character; while the target skill effect lasts, responding to movement control instructions for the controlled virtual character, controlling the first virtual camera to move in the game scene, and switching the first game screen displayed in the graphical user interface to a second game screen formed by shooting the game scene with the first virtual camera in real-time movement; responding to a selection instruction for a target position in the game scene, canceling control of the first virtual camera to move in the game scene, and configuring a second virtual camera at the target position; wherein the second virtual camera is used to shoot the game scene through the target position to form a third game screen; controlling the first virtual camera to be reconfigured to be bound to the controlled virtual character, and displaying the first game screen and the third game screen on the graphical user interface. In this way, when the controlled virtual character releases the target skill, the game scene is observed in real time by controlling the movement of the first virtual camera, and the target position is selected according to the specific situation in the game scene, which reduces the steps of searching for the target position and improves the efficiency of determining the target position; at the same time, after determining the target position, the game screen corresponding to the game scene at the target position is captured by setting a second virtual camera at the target position, and displayed on the graphical user interface, which helps players understand the situation at the target position in real time, adjust the gameplay in time, and enhance the player's gaming experience.

[0217] Furthermore, by generating a first virtual scene element at the target position, the target position is connected to the first position corresponding to the controlled virtual character, so that any virtual scene element in the game scene can be transferred between the first position and the target position through the first virtual scene element, thereby reducing the character's movement time in the game scene, and further reducing the game time, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0218] Based on the same inventive concept, the embodiments of the present disclosure also provide an information processing device in the game corresponding to the information processing method in the game. Since the principle of solving the problem by the device in the embodiments of the present disclosure is similar to the information processing method in the above-mentioned game in the embodiments of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0219] Please refer to Figures 8 and 9. Figure 8 is a schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present disclosure. Figure 9 is a schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present disclosure. As shown in Figure 8, the information processing device 800 includes:

[0220] a first movement control module 810 configured to execute and respond to movement control instructions for the controlled virtual character, control the controlled virtual character to move in the game scene, and display a first game screen formed by photographing the game scene through a first virtual camera bound to the controlled virtual character in the graphical user interface;

[0221] a binding release module 820 configured to, in response to the controlled virtual character releasing the target skill in the game scene, control the controlled virtual character to obtain a target skill effect, and release the binding between the first virtual camera and the controlled virtual character;

[0222] The screen switching module 830 is configured to respond to the movement control instruction for the controlled virtual character during the duration of the target skill effect, control the first virtual camera to move in the game scene, and switch the first game screen displayed in the graphical user interface to a second game screen formed by capturing the game scene during the real-time movement of the first virtual camera;

[0223] a position selection module 840 configured to respond to a selection instruction for a target position in the game scene, cancel control of the first virtual camera moving in the game scene, and configure a second virtual camera at the target position; wherein the second virtual camera is used to capture the game scene through the target position to form a third game screen;

[0224] The screen display module 850 is configured to execute control to reconfigure the first virtual camera to be bound to the controlled virtual character, and display the first game screen and the third game screen on the graphical user interface.

[0225] In a possible implementation, the information processing device 800 further includes a scene element placement module (not shown in the figure), which is configured to execute:

[0226] In response to the controlled virtual character releasing the target skill in the game scene, generating a first virtual scene element at a first position corresponding to the controlled virtual character;

[0227] In response to a selection instruction for a target position in the virtual scene, a second virtual scene element is generated at the target position.

[0228] In a possible implementation, when the screen display module 850 is configured to display the first game screen and the third game screen on the graphical user interface, the screen display module 850 is configured to execute:

[0229] The first game screen including the first virtual scene element is displayed on the graphical user interface, and the third game screen is displayed in the first virtual scene element.

[0230] In a possible implementation, the shooting range of the second virtual camera is determined based on the game field of view of the controlled virtual character at the target position.

[0231] In a possible implementation, a shooting angle of the second virtual camera at the target position corresponds to a shooting angle of the first virtual camera.

[0232] In a possible implementation, the information processing device 800 further includes a viewing angle adjustment module (not shown in the figure), which is configured to execute:

[0233] In response to the perspective adjustment instruction, the control adjusts the first shooting angle of the first virtual camera in the game scene, and controls the adjustment of the second shooting angle corresponding to the second virtual camera at the target position according to the first shooting angle, so that the shooting angle of the second virtual camera is consistent with the shooting angle of the first virtual camera.

[0234] In a possible implementation, the information processing device 800 further includes a picture adjustment module (not shown in the figure), which is configured to execute:

[0235] The first game screen displayed on the graphical user interface is updated according to the adjusted first shooting angle control, and the third game screen displayed in the first virtual scene element is updated according to the adjusted second shooting angle control.

[0236] In a possible implementation, the information processing device 800 further includes a first role transfer module (not shown in the figure), which is configured to execute:

[0237] In response to a first interaction event between a target virtual character and the first virtual scene element, controlling the target virtual character to move from the first position to the target position corresponding to the second virtual scene element; and / or in response to a second interaction event between the target virtual character and the second virtual scene element, controlling the target virtual character to move from the target position to the first position corresponding to the first virtual scene element;

[0238] The target virtual character includes any virtual character in the game scene.

[0239] In a possible implementation, the information processing device 800 further includes a first skill transfer module (not shown in the figure), which is configured to execute:

[0240] In response to an attack instruction for the third game screen displayed in the first virtual scene element, controlling the controlled virtual character to release an attack skill on the third game screen;

[0241] determining an attack determination range corresponding to the attack skill according to an effective attack range corresponding to the attack skill and a position difference between a second position of the controlled virtual character and the first position;

[0242] An attack effect of the attack skill on the first virtual character located near the second virtual scene element is determined based on the attack determination range.

[0243] In a possible implementation, the information processing device 800 further includes a virtual scene element cancellation module (not shown in the figure), which is configured to execute:

[0244] In response to a cancel operation on the first virtual scene element, canceling the first virtual scene element generated at the first position;

[0245] In response to a selection operation on a second position in the game scene, the first virtual scene element is regenerated at the second position.

[0246] In a possible implementation, when the first movement control module 810 is configured to respond to a movement control instruction for the controlled virtual character and control the controlled virtual character to move in the game scene, the first movement control module 810 is configured to execute:

[0247] In response to the movement control instruction for the controlled virtual character, the controlled virtual character is controlled to move in the two-dimensional plane corresponding to the game scene.

[0248] In a possible implementation, when the screen switching module 830 is configured to respond to the movement control instruction for the controlled virtual character and control the first virtual camera to move in the game scene while the target skill effect persists, the screen switching module 830 is configured to execute:

[0249] During the duration of the target skill effect, the first virtual camera is controlled to move in the three-dimensional space corresponding to the game scene in response to the movement control instruction for the controlled virtual character.

[0250] In one possible implementation, when the scene element placement module is configured to generate a first virtual scene element at a first position corresponding to the controlled virtual character in response to the controlled virtual character releasing the target skill in the game scene, the scene element placement module is configured to execute:

[0251] In response to the controlled virtual character releasing the target skill in the game scene, providing an element indicator at a first position corresponding to the controlled virtual character;

[0252] In response to the scene element placement instruction, the first virtual scene element is generated at the first position.

[0253] In a possible implementation, the information processing device 800 further includes an element indicator following movement module (not shown in the figure), and the element indicator following movement module is configured to execute:

[0254] During the duration of the target skill effect, in response to the movement control instruction for the controlled virtual character, the element indicator is controlled to follow the first virtual camera to move in the game scene to prompt the virtual scene position determined by the element indicator.

[0255] In a possible implementation, when the scene element placement module is configured to execute a response to a selection instruction for a target position in the virtual scene and to generate a second virtual scene element at the target position, the scene element placement module is configured to execute:

[0256] When the element indicator is located at a third position in the virtual scene, in response to the scene element placement instruction, determining the third position as the target position in the virtual scene and triggering a selection instruction for the target position;

[0257] The selection instruction for the target position is used to trigger generation of the second virtual scene element at the target position.

[0258] In a possible implementation, when the scene element placement module is configured to generate a first virtual scene element at a first position corresponding to the controlled virtual character, the scene element placement module is configured to execute:

[0259] Detecting whether a historical virtual scene element already exists at the first position;

[0260] If no historical virtual scene element exists at the first position, generating a first virtual scene element at the first position corresponding to the controlled virtual character;

[0261] If a historical virtual scene element already exists at the first position, the historical virtual scene element is canceled and a first virtual scene element is generated at the first position corresponding to the controlled virtual character.

[0262] In a possible implementation, the information processing device 800 further includes a first virtual scene element invalidation module (not shown in the figure), and the first virtual scene invalidation cancellation module is configured to execute:

[0263] In response to triggering of a virtual scene element invalidation event, canceling display of the first virtual scene element and the second virtual scene element;

[0264] The virtual scene element failure event includes at least one of the following:

[0265] The effective time of the virtual scene element ends, the controlled virtual character is defeated / eliminated, and the virtual scene element is closed in advance.

[0266] In a possible implementation, as shown in FIG9 , the information processing device 800 includes:

[0267] A second movement control module 860 is configured to execute a movement control instruction for the controlled virtual character, and control the controlled virtual character to move in the game scene;

[0268] An element indicator generating module 870 is configured to control the controlled virtual character to obtain a target skill effect in response to the controlled virtual character releasing the target skill in the game scene, and generate an element indicator in the game scene;

[0269] a position determination module 880 configured to, during the duration of the target skill effect, respond to the movement control instruction for the controlled virtual character and control the element indicator to move in the game scene, so as to determine a target position in the game scene through the movement of the element indicator;

[0270] The scene element generation module 890 is configured to generate a first virtual scene element at the target position in response to the element indicator moving to the target position in the game scene, wherein the first virtual scene element is used to connect the first position corresponding to the controlled virtual character and the target position in the game scene.

[0271] In a possible implementation, the information processing device 800 further includes a second role transfer module (not shown in the figure), and the second role transfer module is configured to execute:

[0272] In response to a third interaction event between the target virtual character and the first virtual scene element, controlling the target virtual character to move from the first position to the target position, or controlling the target virtual character to move from the target position to the first position corresponding to the second virtual scene element;

[0273] The target virtual character includes any virtual character in the game scene.

[0274] In a possible implementation, the information processing device 800 further includes a second skill transfer module (not shown in the figure), which is configured to execute:

[0275] In response to an attack instruction directed at the first virtual scene element, controlling the controlled virtual character to release an attack skill directed at the first virtual scene element;

[0276] determining an attack determination range corresponding to the attack skill according to an effective attack range corresponding to the attack skill and a position difference between a second position of the controlled virtual character and the first position;

[0277] The attack skill is determined based on the attack determination range, and the attack effect caused to the second virtual character located near the first virtual scene element.

[0278] In a possible implementation, when the scene element generation module 890 is configured to generate the first virtual scene element at the target position, the scene element generation module 890 is configured to execute:

[0279] Detecting whether a historical virtual scene element already exists at the target location;

[0280] If no historical virtual scene element exists at the target position, generating a first virtual scene element at the target position corresponding to the controlled virtual character;

[0281] If a historical virtual scene element already exists at the target location, the historical virtual scene element is cancelled and a first virtual scene element is generated at the target location.

[0282] In a possible implementation, the information processing device 800 further includes a second virtual scene element invalidation module (not shown in the figure), and the second virtual scene invalidation cancellation module is configured to execute:

[0283] In response to triggering of a virtual scene element invalidation event, canceling display of the first virtual scene element;

[0284] The virtual scene element failure event includes at least one of the following:

[0285] The effective time of the virtual scene element ends, the controlled virtual character is defeated / eliminated, and the virtual scene element is closed in advance.

[0286] An information processing device in a game provided by an embodiment of the present disclosure responds to a movement control instruction for a controlled virtual character, controls the controlled virtual character to move in a game scene, and displays a first game screen formed by shooting the game scene with a first virtual camera bound to the controlled virtual character on a graphical user interface; responds to the controlled virtual character releasing a target skill in the game scene, controls the controlled virtual character to obtain a target skill effect, and releases the binding between the first virtual camera and the controlled virtual character; responds to a movement control instruction for the controlled virtual character, controls the first virtual camera to move in the game scene while the target skill effect persists, and switches the first game screen displayed in the graphical user interface to a second game screen formed by shooting the game scene with the first virtual camera in real-time movement; responds to a selection instruction for a target position in the game scene, cancels control of the first virtual camera moving in the game scene, and configures a second virtual camera at the target position; wherein the second virtual camera is used to shoot the game scene through the target position to form a third game screen; controls the first virtual camera to be reconfigured to be bound to the controlled virtual character, and displays the first game screen and the third game screen on the graphical user interface. In this way, when the controlled virtual character releases the target skill, the game scene is observed in real time by controlling the movement of the first virtual camera, and the target position is selected according to the specific situation in the game scene, which reduces the steps of searching for the target position and improves the efficiency of determining the target position; at the same time, after determining the target position, the game screen corresponding to the game scene at the target position is captured by setting a second virtual camera at the target position, and displayed on the graphical user interface, which helps players understand the situation at the target position in real time, adjust the gameplay in time, and enhance the player's gaming experience.

[0287] Furthermore, by generating a first virtual scene element at the target position, the target position is connected to the first position corresponding to the controlled virtual character, so that any virtual scene element in the game scene can be transferred between the first position and the target position through the first virtual scene element, thereby reducing the character's movement time in the game scene, and further reducing the game time, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0288] Please refer to Figure 10 , which is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. As shown in Figure 10 , the electronic device 1000 includes a processor 1010 , a memory 1020 , and a bus 1030 .

[0289] The memory 1020 stores machine-readable instructions executable by the processor 1010. When the electronic device 1000 is running, the processor 1010 communicates with the memory 1020 via the bus 1030, so that the processor 1010 executes the following instructions during operation:

[0290] In response to a movement control instruction for the controlled virtual character, the controlled virtual character is controlled to move in the game scene, and a first game screen formed by photographing the game scene through a first virtual camera bound to the controlled virtual character is displayed in the graphical user interface;

[0291] In response to the controlled virtual character releasing the target skill in the game scene, controlling the controlled virtual character to obtain a target skill effect, and releasing the binding between the first virtual camera and the controlled virtual character;

[0292] During the duration of the target skill effect, in response to the movement control instruction for the controlled virtual character, controlling the first virtual camera to move in the game scene, and switching the first game screen displayed in the graphical user interface to a second game screen formed by capturing the game scene during the real-time movement of the first virtual camera;

[0293] In response to a selection instruction for a target position in the game scene, canceling control of the first virtual camera moving in the game scene and configuring a second virtual camera at the target position; wherein the second virtual camera is used to capture the game scene through the target position to form a third game screen;

[0294] The first virtual camera is controlled to be reconfigured to be bound to the controlled virtual character, and the first game screen and the third game screen are displayed on the graphical user interface.

[0295] In a possible implementation, the instructions executed by the processor 1010 further include:

[0296] In response to the controlled virtual character releasing the target skill in the game scene, generating a first virtual scene element at a first position corresponding to the controlled virtual character;

[0297] In response to a selection instruction for a target position in the virtual scene, a second virtual scene element is generated at the target position.

[0298] In a possible implementation, in the instructions executed by the processor 1010, the step of displaying the first game screen and the third game screen on the graphical user interface includes:

[0299] The first game screen including the first virtual scene element is displayed on the graphical user interface, and the third game screen is displayed in the first virtual scene element.

[0300] In a possible implementation, the shooting range of the second virtual camera is determined based on the game field of view of the controlled virtual character at the target position.

[0301] In a possible implementation manner, a shooting angle of the second virtual camera at the target position corresponds to a shooting angle of the first virtual camera.

[0302] In a possible implementation, the instructions executed by the processor 1010 further include:

[0303] In response to the perspective adjustment instruction, the control adjusts the first shooting angle of the first virtual camera in the game scene, and controls the adjustment of the second shooting angle corresponding to the second virtual camera at the target position according to the first shooting angle, so that the shooting angle of the second virtual camera is consistent with the shooting angle of the first virtual camera.

[0304] In a possible implementation, the instructions executed by the processor 1010 further include:

[0305] The first game screen displayed on the graphical user interface is updated according to the adjusted first shooting angle control, and the third game screen displayed in the first virtual scene element is updated according to the adjusted second shooting angle control.

[0306] In a possible implementation, the instructions executed by the processor 1010 further include:

[0307] In response to a first interaction event between a target virtual character and the first virtual scene element, controlling the target virtual character to move from the first position to the target position corresponding to the second virtual scene element; and / or in response to a second interaction event between the target virtual character and the second virtual scene element, controlling the target virtual character to move from the target position to the first position corresponding to the first virtual scene element;

[0308] The target virtual character includes any virtual character in the game scene.

[0309] In one possible implementation, the instructions executed by the processor 1010 control the controlled virtual character to release an attack skill on the third game screen displayed in the first virtual scene element in response to an attack instruction for the third game screen;

[0310] determining an attack determination range corresponding to the attack skill according to an effective attack range corresponding to the attack skill and a position difference between a second position of the controlled virtual character and the first position;

[0311] An attack effect of the attack skill on the first virtual character located near the second virtual scene element is determined based on the attack determination range.

[0312] In a possible implementation, the instructions executed by the processor 1010 further include:

[0313] In response to a cancel operation on the first virtual scene element, canceling the first virtual scene element generated at the first position;

[0314] In response to a selection operation on a second position in the game scene, the first virtual scene element is regenerated at the second position.

[0315] In a possible implementation, in the instructions executed by the processor 1010, the step of responding to the movement control instruction for the controlled virtual character and controlling the controlled virtual character to move in the game scene includes:

[0316] In response to a movement control instruction for the controlled virtual character, the controlled virtual character is controlled to move in a two-dimensional plane corresponding to the game scene;

[0317] The step of controlling the first virtual camera to move in the game scene in response to the movement control instruction for the controlled virtual character during the duration of the target skill effect includes:

[0318] During the duration of the target skill effect, the first virtual camera is controlled to move in the three-dimensional space corresponding to the game scene in response to the movement control instruction for the controlled virtual character.

[0319] In one possible implementation, the instructions executed by the processor 1010, in response to the controlled virtual character releasing the target skill in the game scene, generating a first virtual scene element at a first position corresponding to the controlled virtual character, include:

[0320] In response to the controlled virtual character releasing the target skill in the game scene, providing an element indicator at a first position corresponding to the controlled virtual character;

[0321] In response to the scene element placement instruction, the first virtual scene element is generated at the first position.

[0322] In a possible implementation, the instructions executed by the processor 1010 further include:

[0323] During the duration of the target skill effect, in response to the movement control instruction for the controlled virtual character, the element indicator is controlled to follow the first virtual camera to move in the game scene to prompt the virtual scene position determined by the element indicator.

[0324] In one possible implementation, in the instructions executed by the processor 1010, the step of generating a second virtual scene element at the target location in response to a selection instruction for the target location in the virtual scene includes:

[0325] When the element indicator is located at a third position in the virtual scene, in response to the scene element placement instruction, determining the third position as the target position in the virtual scene and triggering a selection instruction for the target position;

[0326] The selection instruction for the target position is used to trigger generation of the second virtual scene element at the target position.

[0327] In one possible implementation, the instructions executed by the processor 1010 include generating a first virtual scene element at a first position corresponding to the controlled virtual character, including:

[0328] Detecting whether a historical virtual scene element already exists at the first position;

[0329] If no historical virtual scene element exists at the first position, generating a first virtual scene element at the first position corresponding to the controlled virtual character;

[0330] If a historical virtual scene element already exists at the first position, the historical virtual scene element is cancelled and a first virtual scene element is generated at the first position corresponding to the controlled virtual character.

[0331] In a possible implementation, the instructions executed by the processor 1010 further include:

[0332] In response to triggering of a virtual scene element invalidation event, canceling display of the first virtual scene element and the second virtual scene element;

[0333] The virtual scene element failure event includes at least one of the following:

[0334] The effective time of the virtual scene element ends, the controlled virtual character is defeated / eliminated, and the virtual scene element is closed in advance.

[0335] Through the above method, when the controlled virtual character releases the target skill, the game scene is observed in real time by controlling the movement of the first virtual camera, and the target position is selected according to the specific situation in the game scene, which reduces the steps of searching for the target position and improves the efficiency of determining the target position; at the same time, after determining the target position, a second virtual camera is set at the target position to shoot the game screen corresponding to the game scene at the target position, and display it on the graphical user interface, which helps players to understand the situation at the target position in real time, adjust the game play in time, and improve the player's gaming experience; at the same time, the rotation between the first virtual camera and the second virtual camera is related. When it is determined that the first virtual camera is rotating, the second virtual camera will follow the rotation of the first virtual camera, and then adjust the displayed third game screen to improve the accuracy of observing the game scene at the target position, and show the changes in the scene at the target position when following the changes in the perspective of the controlled virtual character, further enhancing the realism of the game and the player's gaming experience.

[0336] Furthermore, the memory 1020 stores machine-readable instructions executable by the processor 1010. When the electronic device executes another information processing method in the embodiment, the processor 1010 communicates with the memory 1020 via the bus 1030. The processor 1010 executes the machine-readable instructions, and the processor 1010 executes the preamble of the method item to perform the following steps:

[0337] In response to a movement control instruction for the controlled virtual character, controlling the controlled virtual character to move in the game scene;

[0338] In response to the controlled virtual character releasing the target skill in the game scene, controlling the controlled virtual character to obtain a target skill effect and generating an element indicator in the game scene;

[0339] During the duration of the target skill effect, responding to the movement control instruction for the controlled virtual character, controlling the element indicator to move in the game scene, so as to determine a target position in the game scene through the movement of the element indicator;

[0340] In response to the element indicator moving to the target position in the game scene, a first virtual scene element is generated at the target position, wherein the first virtual scene element is used to connect between the first position corresponding to the controlled virtual character and the target position in the game scene.

[0341] In a possible implementation, the instructions executed by the processor 1010 further include:

[0342] In response to a third interaction event between the target virtual character and the first virtual scene element, controlling the target virtual character to move from the first position to the target position, or controlling the target virtual character to move from the target position to the first position corresponding to the second virtual scene element;

[0343] The target virtual character includes any virtual character in the game scene.

[0344] In a possible implementation, the instructions executed by the processor 1010 further include:

[0345] In response to an attack instruction directed at the first virtual scene element, controlling the controlled virtual character to release an attack skill directed at the first virtual scene element;

[0346] determining an attack determination range corresponding to the attack skill according to an effective attack range corresponding to the attack skill and a position difference between a second position of the controlled virtual character and the first position;

[0347] The attack skill is determined based on the attack determination range, and the attack effect caused to the second virtual character located near the first virtual scene element.

[0348] In one possible implementation, the instructions executed by the processor 1010 to generate the first virtual scene element at the target location include:

[0349] Detecting whether a historical virtual scene element already exists at the target location;

[0350] If no historical virtual scene element exists at the target position, generating a first virtual scene element at the target position corresponding to the controlled virtual character;

[0351] If a historical virtual scene element already exists at the target location, the historical virtual scene element is cancelled and a first virtual scene element is generated at the target location.

[0352] In a possible implementation, the instructions executed by the processor 1010 further include:

[0353] In response to triggering of a virtual scene element invalidation event, canceling display of the first virtual scene element;

[0354] The virtual scene element failure event includes at least one of the following:

[0355] The effective time of the virtual scene element ends, the controlled virtual character is defeated / eliminated, and the virtual scene element is closed in advance.

[0356] In the above manner, by connecting the target position with the first position corresponding to the controlled virtual character through the first virtual scene element generated at the target position, any virtual scene element in the game scene can be transferred between the first position and the target position through the first virtual scene element, thereby reducing the character's movement time in the game scene, and further reducing the game time, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0357] The present disclosure also provides a computer-readable storage medium having a computer program stored thereon, such that when the computer program is executed by a processor, the following instructions are executed:

[0358] In response to a movement control instruction for the controlled virtual character, the controlled virtual character is controlled to move in the game scene, and a first game screen formed by photographing the game scene through a first virtual camera bound to the controlled virtual character is displayed in the graphical user interface;

[0359] In response to the controlled virtual character releasing the target skill in the game scene, controlling the controlled virtual character to obtain a target skill effect, and releasing the binding between the first virtual camera and the controlled virtual character;

[0360] During the duration of the target skill effect, in response to the movement control instruction for the controlled virtual character, controlling the first virtual camera to move in the game scene, and switching the first game screen displayed in the graphical user interface to a second game screen formed by capturing the game scene during the real-time movement of the first virtual camera;

[0361] In response to a selection instruction for a target position in the game scene, canceling control of the first virtual camera moving in the game scene and configuring a second virtual camera at the target position; wherein the second virtual camera is used to capture the game scene through the target position to form a third game screen;

[0362] The first virtual camera is controlled to be reconfigured to be bound to the controlled virtual character, and the first game screen and the third game screen are displayed on the graphical user interface.

[0363] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0364] In response to the controlled virtual character releasing the target skill in the game scene, generating a first virtual scene element at a first position corresponding to the controlled virtual character;

[0365] In response to a selection instruction for a target position in the virtual scene, a second virtual scene element is generated at the target position.

[0366] In one possible implementation, in the instructions executed by a computer-readable storage medium, the step of displaying the first game screen and the third game screen on the graphical user interface includes:

[0367] The first game screen including the first virtual scene element is displayed on the graphical user interface, and the third game screen is displayed in the first virtual scene element.

[0368] In a possible implementation, the shooting range of the second virtual camera is determined based on the game field of view of the controlled virtual character at the target position.

[0369] In a possible implementation manner, a shooting angle of the second virtual camera at the target position corresponds to a shooting angle of the first virtual camera.

[0370] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0371] In response to the perspective adjustment instruction, the control adjusts the first shooting angle of the first virtual camera in the game scene, and controls the adjustment of the second shooting angle corresponding to the second virtual camera at the target position according to the first shooting angle, so that the shooting angle of the second virtual camera is consistent with the shooting angle of the first virtual camera.

[0372] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0373] The first game screen displayed on the graphical user interface is updated according to the adjusted first shooting angle control, and the third game screen displayed in the first virtual scene element is updated according to the adjusted second shooting angle control.

[0374] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0375] In response to a first interaction event between a target virtual character and the first virtual scene element, controlling the target virtual character to move from the first position to the target position corresponding to the second virtual scene element; and / or in response to a second interaction event between the target virtual character and the second virtual scene element, controlling the target virtual character to move from the target position to the first position corresponding to the first virtual scene element;

[0376] The target virtual character includes any virtual character in the game scene.

[0377] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0378] In response to an attack instruction for the third game screen displayed in the first virtual scene element, controlling the controlled virtual character to release an attack skill on the third game screen;

[0379] determining an attack determination range corresponding to the attack skill according to an effective attack range corresponding to the attack skill and a position difference between a second position of the controlled virtual character and the first position;

[0380] An attack effect of the attack skill on the first virtual character located near the second virtual scene element is determined based on the attack determination range.

[0381] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0382] In response to a cancel operation on the first virtual scene element, canceling the first virtual scene element generated at the first position;

[0383] In response to a selection operation on a second position in the game scene, the first virtual scene element is regenerated at the second position.

[0384] In one possible implementation, in the instructions executed by a computer-readable storage medium, the step of responding to a movement control instruction for the controlled virtual character and controlling the controlled virtual character to move in the game scene includes:

[0385] In response to a movement control instruction for the controlled virtual character, the controlled virtual character is controlled to move in a two-dimensional plane corresponding to the game scene;

[0386] The step of controlling the first virtual camera to move in the game scene in response to the movement control instruction for the controlled virtual character during the duration of the target skill effect includes:

[0387] During the duration of the target skill effect, the first virtual camera is controlled to move in the three-dimensional space corresponding to the game scene in response to the movement control instruction for the controlled virtual character.

[0388] In one possible implementation, in the instructions executed by a computer-readable storage medium, generating a first virtual scene element at a first position corresponding to the controlled virtual character in response to the controlled virtual character releasing the target skill in the game scene includes:

[0389] In response to the controlled virtual character releasing the target skill in the game scene, providing an element indicator at a first position corresponding to the controlled virtual character;

[0390] In response to the scene element placement instruction, the first virtual scene element is generated at the first position.

[0391] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0392] During the duration of the target skill effect, in response to the movement control instruction for the controlled virtual character, the element indicator is controlled to follow the first virtual camera to move in the game scene to prompt the virtual scene position determined by the element indicator.

[0393] In one possible implementation, in the instructions executed by a computer-readable storage medium, the step of generating a second virtual scene element at the target location in response to a selection instruction for the target location in the virtual scene includes:

[0394] When the element indicator is located at a third position in the virtual scene, in response to the scene element placement instruction, determining the third position as the target position in the virtual scene and triggering a selection instruction for the target position;

[0395] The selection instruction for the target position is used to trigger generation of the second virtual scene element at the target position.

[0396] In one possible implementation, in the instructions executed by a computer-readable storage medium, generating a first virtual scene element at a first position corresponding to the controlled virtual character includes:

[0397] Detecting whether a historical virtual scene element already exists at the first position;

[0398] If no historical virtual scene element exists at the first position, generating a first virtual scene element at the first position corresponding to the controlled virtual character;

[0399] If a historical virtual scene element already exists at the first position, the historical virtual scene element is cancelled and a first virtual scene element is generated at the first position corresponding to the controlled virtual character.

[0400] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0401] In response to triggering of a virtual scene element invalidation event, canceling display of the first virtual scene element and the second virtual scene element;

[0402] The virtual scene element failure event includes at least one of the following:

[0403] The effective time of the virtual scene element ends, the controlled virtual character is defeated / eliminated, and the virtual scene element is closed in advance.

[0404] Through the above method, when the controlled virtual character releases the target skill, the game scene is observed in real time by controlling the movement of the first virtual camera, and the target position is selected according to the specific situation in the game scene, which reduces the steps of searching for the target position and improves the efficiency of determining the target position; at the same time, after determining the target position, a second virtual camera is set at the target position to shoot the game screen corresponding to the game scene at the target position, and display it on the graphical user interface, which helps players to understand the situation at the target position in real time, adjust the game play in time, and improve the player's gaming experience; at the same time, the rotation between the first virtual camera and the second virtual camera is related. When it is determined that the first virtual camera is rotating, the second virtual camera will follow the rotation of the first virtual camera, and then adjust the displayed third game screen to improve the accuracy of observing the game scene at the target position, and show the changes in the scene at the target position when following the changes in the perspective of the controlled virtual character, further enhancing the realism of the game and the player's gaming experience.

[0405] Furthermore, an embodiment of the present disclosure provides another computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the processor performs the following steps:

[0406] In response to a movement control instruction for the controlled virtual character, controlling the controlled virtual character to move in the game scene;

[0407] In response to the controlled virtual character releasing the target skill in the game scene, controlling the controlled virtual character to obtain a target skill effect and generating an element indicator in the game scene;

[0408] During the duration of the target skill effect, responding to the movement control instruction for the controlled virtual character, controlling the element indicator to move in the game scene, so as to determine a target position in the game scene through the movement of the element indicator;

[0409] In response to the element indicator moving to the target position in the game scene, a first virtual scene element is generated at the target position, wherein the first virtual scene element is used to connect between the first position corresponding to the controlled virtual character and the target position in the game scene.

[0410] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0411] In response to a third interaction event between the target virtual character and the first virtual scene element, controlling the target virtual character to move from the first position to the target position, or controlling the target virtual character to move from the target position to the first position corresponding to the second virtual scene element;

[0412] The target virtual character includes any virtual character in the game scene.

[0413] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0414] In response to an attack instruction directed at the first virtual scene element, controlling the controlled virtual character to release an attack skill directed at the first virtual scene element;

[0415] determining an attack determination range corresponding to the attack skill according to an effective attack range corresponding to the attack skill and a position difference between a second position of the controlled virtual character and the first position;

[0416] The attack skill is determined based on the attack determination range, and the attack effect caused to the second virtual character located near the first virtual scene element.

[0417] In one possible implementation, the instructions executed by the computer-readable storage medium, generating the first virtual scene element at the target location, include:

[0418] Detecting whether a historical virtual scene element already exists at the target location;

[0419] If no historical virtual scene element exists at the target position, generating a first virtual scene element at the target position corresponding to the controlled virtual character;

[0420] If a historical virtual scene element already exists at the target location, the historical virtual scene element is cancelled and a first virtual scene element is generated at the target location.

[0421] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0422] In response to triggering of a virtual scene element invalidation event, canceling display of the first virtual scene element;

[0423] The virtual scene element failure event includes at least one of the following:

[0424] The effective time of the virtual scene element ends, the controlled virtual character is defeated / eliminated, and the virtual scene element is closed in advance.

[0425] In the above manner, by connecting the target position with the first position corresponding to the controlled virtual character through the first virtual scene element generated at the target position, any virtual scene element in the game scene can be transferred between the first position and the target position through the first virtual scene element, thereby reducing the character's movement time in the game scene, and further reducing the game time, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0426] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0427] In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. There may be other division methods in actual implementation. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed may be through some communication interface, indirect coupling or communication connection of devices or units, which may be electrical, mechanical or other forms.

[0428] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0429] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0430] 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.

[0431] 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-mentioned 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-mentioned 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 should be based on the scope of protection of the claims.

Claims

1. A method for processing information in a game, wherein a terminal device provides a graphical user interface, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled virtual character controlled by the terminal device, wherein the controlled virtual character is configured with a target skill, and wherein the method for processing information comprises: In response to a movement control instruction for the controlled virtual character, the controlled virtual character is controlled to move in the game scene, and a first game screen formed by photographing the game scene through a first virtual camera bound to the controlled virtual character is displayed in the graphical user interface; In response to the controlled virtual character releasing the target skill in the game scene, controlling the controlled virtual character to obtain a target skill effect, and releasing the binding between the first virtual camera and the controlled virtual character; During the duration of the target skill effect, in response to the movement control instruction for the controlled virtual character, control the first virtual camera to move in the game scene, and switch the first game screen displayed in the graphical user interface to a second game screen formed by photographing the game scene during the real-time movement of the first virtual camera; In response to a selection instruction for a target position in the game scene, canceling control of the first virtual camera moving in the game scene, and configuring a second virtual camera at the target position; wherein the second virtual camera is used to shoot the game scene through the target position to form a third game screen; The first virtual camera is controlled to be reconfigured to be bound to the controlled virtual character, and the first game screen and the third game screen are displayed on the graphical user interface.

2. The information processing method according to claim 1, wherein: The information processing method further includes: In response to the controlled virtual character releasing the target skill in the game scene, generating a first virtual scene element at a first position corresponding to the controlled virtual character; In response to a selection instruction for a target position in the virtual scene, a second virtual scene element is generated at the target position.

3. The information processing method according to claim 2, wherein: The step of displaying the first game screen and the third game screen on the graphical user interface includes: The first game screen including the first virtual scene element is displayed on the graphical user interface, and the third game screen is displayed in the first virtual scene element.

4. The information processing method according to claim 3, wherein: The shooting range of the second virtual camera is determined based on the game field of view of the controlled virtual character at the target position.

5. The information processing method according to claim 3, wherein: The shooting angle of the second virtual camera at the target position corresponds to the shooting angle of the first virtual camera.

6. The information processing method according to claim 5, wherein: The information processing method further includes: In response to a perspective adjustment instruction, control is performed to adjust a first shooting angle of the first virtual camera in the game scene, and control is performed to adjust a second shooting angle corresponding to the second virtual camera at the target position according to the first shooting angle, so that the shooting angle of the second virtual camera is consistent with the shooting angle of the first virtual camera.

7. The information processing method according to claim 6, wherein: The information processing method further includes: The first game screen displayed on the graphical user interface is updated according to the adjusted first shooting angle control, and the third game screen displayed in the first virtual scene element is updated according to the adjusted second shooting angle control.

8. The information processing method according to claim 2, wherein: The information processing method further includes: In response to a first interaction event between a target virtual character and the first virtual scene element, controlling the target virtual character to be transferred from the first position to the target position corresponding to the second virtual scene element; and / or in response to a second interaction event between the target virtual character and the second virtual scene element, controlling the target virtual character to be transferred from the target position to the first position corresponding to the first virtual scene element; The target virtual character includes any virtual character in the game scene.

9. The information processing method according to claim 3, wherein: The information processing method further includes: In response to an attack instruction for the third game screen displayed in the first virtual scene element, controlling the controlled virtual character to release an attack skill on the third game screen; Determining an attack determination range corresponding to the attack skill according to an effective attack range corresponding to the attack skill and a position difference between a second position of the controlled virtual character and the first position; The attack effect of the attack skill on the first virtual character located near the second virtual scene element is determined based on the attack determination range.

10. The information processing method according to claim 2, wherein: After generating a first virtual scene element at a first position corresponding to the controlled virtual character in response to the controlled virtual character releasing the target skill in the game scene, the information processing method further includes: In response to a cancel operation on the first virtual scene element, canceling the first virtual scene element generated at the first position; In response to a selection operation on a second position in the game scene, the first virtual scene element is regenerated at the second position.

11. The information processing method according to claim 1, wherein: The step of responding to the movement control instruction for the controlled virtual character and controlling the controlled virtual character to move in the game scene comprises: In response to a movement control instruction for the controlled virtual character, the controlled virtual character is controlled to move in a two-dimensional plane corresponding to the game scene; The step of responding to the movement control instruction for the controlled virtual character and controlling the first virtual camera to move in the game scene during the duration of the target skill effect comprises: During the duration of the target skill effect, in response to the movement control instruction for the controlled virtual character, the first virtual camera is controlled to move in the three-dimensional space corresponding to the game scene.

12. The information processing method according to claim 2, wherein: The step of generating a first virtual scene element at a first position corresponding to the controlled virtual character in response to the controlled virtual character releasing the target skill in the game scene comprises: In response to the controlled virtual character releasing the target skill in the game scene, providing an element indicator at a first position corresponding to the controlled virtual character; In response to the scene element placement instruction, the first virtual scene element is generated at the first position.

13. The information processing method according to claim 12, wherein: The information processing method further includes: During the duration of the target skill effect, in response to the movement control instruction for the controlled virtual character, the element indicator is controlled to follow the first virtual camera to move in the game scene to prompt the virtual scene position determined by the element indicator.

14. The information processing method according to claim 13, wherein: The step of generating a second virtual scene element at the target position in response to a selection instruction for the target position in the virtual scene comprises: When the element indicator is located at a third position in the virtual scene, in response to the scene element placement instruction, the third position is determined as the target position in the virtual scene, and a selection instruction for the target position is triggered; The selection instruction for the target position is used to trigger generation of the second virtual scene element at the target position.

15. The information processing method according to claim 2, wherein: The step of generating a first virtual scene element at a first position corresponding to the controlled virtual character comprises: Detecting whether a historical virtual scene element already exists at the first position; If there is no historical virtual scene element at the first position, generating a first virtual scene element at the first position corresponding to the controlled virtual character; If a historical virtual scene element already exists at the first position, the historical virtual scene element is cancelled and a first virtual scene element is generated at the first position corresponding to the controlled virtual character.

16. The information processing method according to claim 2, wherein: The information processing method further includes: In response to triggering of a virtual scene element failure event, canceling display of the first virtual scene element and the second virtual scene element; The virtual scene element failure event includes at least one of the following: The effective time of the virtual scene element ends, the controlled virtual character is defeated / eliminated, and the virtual scene element is closed in advance.

17. A method for processing information in a game, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least part of a game scene, wherein the game scene includes a controlled virtual character controlled by the terminal device, wherein the controlled virtual character is configured with a target skill, wherein the method for processing information comprises: In response to a movement control instruction for the controlled virtual character, controlling the controlled virtual character to move in the game scene; In response to the controlled virtual character releasing the target skill in the game scene, controlling the controlled virtual character to obtain a target skill effect and generating an element indicator in the game scene; During the duration of the target skill effect, responding to the movement control instruction for the controlled virtual character, controlling the element indicator to move in the game scene, so as to determine a target position in the game scene through the movement of the element indicator; In response to the element indicator moving to the target position in the game scene, a first virtual scene element is generated at the target position, wherein the first virtual scene element is used to connect the first position corresponding to the controlled virtual character and the target position in the game scene.

18. The information processing method according to claim 17, wherein: The information processing method further includes: In response to a third interaction event between the target virtual character and the first virtual scene element, controlling the target virtual character to be transferred from the first position to the target position, or transferring the target virtual character from the target position to the first position corresponding to the second virtual scene element; The target virtual character includes any virtual character in the game scene.

19. The information processing method according to claim 17, wherein: The information processing method further includes: In response to an attack instruction for the first virtual scene element, controlling the controlled virtual character to release an attack skill for the first virtual scene element; Determining an attack determination range corresponding to the attack skill according to an effective attack range corresponding to the attack skill and a position difference between a second position of the controlled virtual character and the first position; The attack skill is determined based on the attack determination range to cause an attack effect on a second virtual character located near the first virtual scene element.

20. The information processing method according to claim 17, wherein: The step of generating a first virtual scene element at the target position comprises: Detecting whether a historical virtual scene element already exists at the target location; If there is no historical virtual scene element at the target position, generating a first virtual scene element at the target position corresponding to the controlled virtual character; If a historical virtual scene element already exists at the target position, the historical virtual scene element is cancelled and a first virtual scene element is generated at the target position.

21. The information processing method according to claim 17, wherein: The information processing method further includes: In response to triggering of a virtual scene element failure event, canceling display of the first virtual scene element; The virtual scene element failure event includes at least one of the following: The effective time of the virtual scene element ends, the controlled virtual character is defeated / eliminated, and the virtual scene element is closed in advance.

22. An information processing device in a game, providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled virtual character controlled by the terminal device, wherein the controlled virtual character is configured with a target skill, wherein the information processing device comprises: A first movement control module is configured to execute and respond to a movement control instruction for the controlled virtual character, control the controlled virtual character to move in the game scene, and display a first game screen formed by shooting the game scene with a first virtual camera bound to the controlled virtual character in the graphical user interface; a binding release module, configured to execute, in response to the controlled virtual character releasing the target skill in the game scene, controlling the controlled virtual character to obtain a target skill effect, and releasing the binding between the first virtual camera and the controlled virtual character; a screen switching module, configured to execute, during the duration of the target skill effect, in response to the movement control instruction for the controlled virtual character, controlling the first virtual camera to move in the game scene, and switching the first game screen displayed in the graphical user interface to a second game screen formed by photographing the game scene during the real-time movement of the first virtual camera; a position selection module, configured to execute a selection instruction for a target position in the game scene, cancel the control of the first virtual camera to move in the game scene, and configure a second virtual camera at the target position; wherein the second virtual camera is used to shoot the game scene through the target position to form a third game screen; The screen display module is configured to execute control to reconfigure the first virtual camera to be bound to the controlled virtual character, and display the first game screen and the third game screen on the graphical user interface.

23. An information processing device in a game, providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a game scene, the controlled virtual character is configured with a target skill, the game scene includes a controlled virtual character controlled by the terminal device, the information processing device comprising: A second movement control module is configured to execute a movement control instruction in response to the controlled virtual character to control the controlled virtual character to move in the game scene; an element indicator generating module, configured to execute, in response to the controlled virtual character releasing the target skill in the game scene, controlling the controlled virtual character to obtain a target skill effect, and generating an element indicator in the game scene; a position determination module configured to execute, during the duration of the target skill effect, in response to the movement control instruction for the controlled virtual character, to control the element indicator to move in the game scene, so as to determine a target position in the game scene through the movement of the element indicator; The scene element generation module is configured to generate a first virtual scene element at the target position in response to the element indicator moving to the target position in the game scene, wherein the first virtual scene element is used to connect the first position corresponding to the controlled virtual character and the target position in the game scene.

24. An electronic device comprising: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of the information processing method in the game as described in any one of claims 1 to 16, or the steps of the information processing method in the game as described in any one of claims 17 to 21.

25. A computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, executes the steps of the information processing method in a game as described in any one of claims 1 to 16, or the steps of the information processing method in a game as described in any one of claims 17 to 21.

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