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CN113440854A - Information processing method and device in game, storage medium and computer equipment - Google Patents

Information processing method and device in game, storage medium and computer equipment Download PDF

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Publication number
CN113440854A
CN113440854A CN202110797576.5A CN202110797576A CN113440854A CN 113440854 A CN113440854 A CN 113440854A CN 202110797576 A CN202110797576 A CN 202110797576A CN 113440854 A CN113440854 A CN 113440854A
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China
Prior art keywords
client
control
virtual
virtual character
rescue
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CN202110797576.5A
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Chinese (zh)
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CN113440854B (en
Inventor
李雪妹
陈璟峰
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110797576.5A priority Critical patent/CN113440854B/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The invention discloses an information processing method and device in a game, a storage medium and computer equipment. The method is applied to a game containing a plurality of virtual characters, wherein the plurality of virtual characters comprise a first virtual character controlled by a first client and a second virtual character controlled by a second client, a first game scene is displayed on a user interface of the first client, a rescue request sent by the second virtual character through the second client is received, then a first control is displayed on the user interface of the first client based on the rescue request, and a path searching path and/or a direction instruction for guiding the first virtual character to search for the second virtual character are displayed on the first game scene in response to the rescue response operation aiming at the first control, wherein the first virtual character and the second virtual character belong to the same character battle; and the first control is used for receiving the operation of whether to answer the rescue request. The invention solves the technical problem of low communication efficiency in the existing multiplayer game.

Description

Information processing method and device in game, storage medium and computer equipment
Technical Field
The invention relates to the field of computers, in particular to an information processing method, an information processing device, a storage medium and computer equipment in a game.
Background
In the MOBA (Multiplayer Online game), effective and good communication among teammates not only can enable cooperation among teammates to be more silent, but also can improve the winning rate of the game and the game experience of players.
However, in the related art, the player often ignores messages sent by other teammates in the game, thereby reducing the efficiency of communication between teammates. For example, in shooting games, players are enthusiastic in violent gunfight, and take no time for the help seeking information sent by other teammates, so that virtual characters controlled by other teammates cannot be rescued in time and cannot fight temporarily, and the game experience of the players is reduced.
In addition, even if the player notices that the injured teammate needs help, the player cannot effectively draw his attention by simply identifying the position of the injured teammate in the game scene or the small map. Moreover, in the prior art, the identification in the game scene or the small map is not clear, so that the injured teammates cannot be rescued in time, and the game experience of the players is reduced.
In view of the above problems, no effective solution has been proposed.
Disclosure of Invention
The embodiment of the invention provides an information processing method, an information processing device, a storage medium and computer equipment in a game, and at least solves the technical problem of low communication efficiency in the existing multiplayer game.
According to an aspect of an embodiment of the present invention, there is provided an information processing method in a game, applied to a game including a plurality of virtual characters including a first virtual character controlled by a first client and a second virtual character controlled by a second client, the method including: displaying a first game scene on a user interface of a first client, wherein the first game scene is a game scene in a first visual angle range corresponding to a first virtual character; a first client receives a rescue request sent by a second virtual role through the second client, wherein the first virtual role and the second virtual role belong to the same role formation; the first client displays a first control on a user interface of the first client based on the rescue request, wherein the first control is used for receiving the operation of whether to answer the rescue request; and the first client responds to the rescue response operation aiming at the first control and displays a routing path and/or a direction instruction for guiding the first virtual character to find the second virtual character in the first game scene.
Further, the information processing method in the game further comprises the following steps: before the first client receives a rescue request sent by a second virtual character through the second client, displaying a second game scene on a user interface of the second client, wherein the second game scene is a game scene in a second visual angle range corresponding to the second virtual character controlled by the second client; when detecting that the state information of the second virtual role meets a first preset condition, displaying at least one second control on a user interface of a second client, wherein each second control corresponds to one first virtual role; and when the first operation acting on the second control is detected, the second client sends a rescue request to the first client.
Further, the information processing method in the game further comprises the following steps: before the first client receives a rescue request sent by a second virtual character through the second client, displaying a second game scene on a user interface of the second client, wherein the second game scene is a game scene in a second visual angle range corresponding to the second virtual character controlled by the second client; when detecting that the state information of the second virtual role meets a first preset condition, the second client determines a first target virtual role meeting a second preset condition from the plurality of first virtual roles; and the second client sends a rescue request to the client corresponding to the first target virtual role.
Further, the information processing method in the game further comprises the following steps: before the first client receives a rescue request sent by a second virtual character through the second client, displaying a third control on a user interface of the second client, wherein the third control corresponds to the plurality of first virtual characters; after detecting a second operation on the third control, the second client sends a rescue request to the first clients corresponding to the plurality of first virtual roles; or after detecting a third operation on the third control element, the second client prohibits sending rescue requests to the first clients corresponding to the plurality of first virtual roles.
Further, the information processing method in the game further comprises the following steps: when detecting that the life value of the second virtual role is smaller than or equal to a first preset value, the second client determines that the state information of the second virtual role meets a first preset condition; a plurality of second controls are displayed on a user interface of the second client.
Further, the information processing method in the game further comprises the following steps: when detecting that the life value of the second virtual role is smaller than or equal to a first preset value, the second client determines that the state information of the second virtual role meets a first preset condition; the second client determines at least one third target virtual role meeting a second preset condition from the plurality of first virtual roles; displaying at least one second control on a user interface of the second client, wherein each second control corresponds to a third target avatar.
Further, the information processing method in the game further comprises the following steps: the second client detects state information corresponding to the first virtual role, wherein the state information at least comprises one of the following: the life value of the first virtual character, the distance between the first virtual character and the second virtual character and the equipment information of the first virtual character; the second client determines at least one second target virtual role from the plurality of first virtual roles according to the state information corresponding to the first virtual roles; and the second client highlights a second control corresponding to the at least one second target virtual character.
Further, the information processing method in the game further comprises the following steps: the second client determines a sorting type for sorting the first virtual role according to the state information; and displaying the sequencing type corresponding to the at least one second target virtual role on a user interface of the second client.
Further, the information processing method in the game further comprises the following steps: after the first client side responds to the rescue response operation aiming at the first control, displaying a rescue confirmation message on a user interface of the second client side, wherein the rescue confirmation message is a message fed back by the first client side after responding to the rescue response operation on the first control; and the second client acquires the input feedback message and pushes the feedback message to the first client.
Further, the information processing method in the game further comprises the following steps: after the first client displays a first control on a user interface of the first client based on the rescue request, the first client detects state information of a first virtual role; and when the state information does not meet a fourth preset condition, the first client controls the fourth control to be in an invalid state, wherein the first control at least comprises a fourth control, a fifth control and a sixth control, the fourth control is used for determining that the first virtual role rescues the second virtual role, the fifth control is used for determining that the first virtual role cannot rescure the second virtual role, and the sixth control is used for controlling the first control to be in a hidden state or a thumbnail state.
Further, the information processing method in the game further comprises the following steps: the method comprises the steps that a first client detects state information of a first virtual role; when the state information meets a fourth preset condition, the first client detects rescue response operation to the fourth control, and acquires the position coordinate of the second virtual role; the first client determines a routing path and/or a direction indication according to the current position coordinate of the first virtual role and the position coordinate of the second virtual role; the way finding path and/or the direction indication is displayed in a user interface of the first client.
Further, the information processing method in the game further comprises the following steps: when the rescue response operation acting on the first control is not detected, the first client detects the display duration of the first control; and when the display duration is longer than the preset duration, the first client carries out hiding processing on the first control.
Further, the information processing method in the game further comprises the following steps: after the first client side responds to the rescue response operation aiming at the first control, the first client side sends a notification message to the third client side, wherein the notification message represents that the first virtual role successfully rescues the second virtual role, and the virtual role controlled by the third client side belongs to the same role formation with the first virtual role and the second virtual role.
Further, the information processing method in the game further comprises the following steps: after a path finding path and/or a direction instruction for guiding a first virtual character to find a second virtual character is displayed in a first game scene, when detecting that state information of the second virtual character meets a fifth preset condition, a first client controls a first control to be in a hidden state.
According to another aspect of the embodiments of the present invention, there is also provided an information processing apparatus in a game applied to the game, the game including a plurality of virtual characters including a first virtual character controlled by a first client and a second virtual character controlled by a second client, the apparatus including: the first display module is used for displaying a first game scene on a user interface of a first client, wherein the first game scene is a game scene in a first visual angle range corresponding to a first virtual character; the receiving module is used for the first client to receive a rescue request sent by a second virtual role through the second client, wherein the first virtual role and the second virtual role belong to the same role formation; the second display module is used for displaying a first control on a user interface of the first client based on the rescue request by the first client, wherein the first control is used for receiving the operation of whether to answer the rescue request; and the third display module is used for responding to the rescue response operation aiming at the first control by the first client, and displaying a path-seeking path and/or a direction instruction for guiding the first virtual character to seek the second virtual character in the first game scene.
According to another aspect of the embodiments of the present invention, there is also provided a storage medium having a computer program stored therein, wherein the computer program is configured to execute the information processing method in the game described above when running.
According to another aspect of embodiments of the present invention, there is also provided a computer device, comprising one or more processors; a storage device for storing one or more programs which, when executed by the one or more processors, cause the one or more processors to implement a method for executing the programs, wherein the programs are arranged to execute the information processing method in the game described above.
In the embodiment of the invention, a way that a second client sends out a rescue request, whether a virtual character is rescued or not is determined through a first control on the first client is adopted, a first game scene in a first visual angle range corresponding to the first virtual character is displayed in a user interface of the first client, the rescue request sent by the second client is received by the second virtual character controlled by the second client, then, an operation for receiving whether the rescue request is answered or not is displayed on the user interface of the first client based on the rescue request, finally, the rescue response operation aiming at the first control is responded, and a routing path and/or a direction instruction for guiding the first virtual character to search for the second virtual character is displayed in the first game scene.
In the process, the rescue request represents that the second virtual character needs to be rescued, the first control is displayed after the first client receives the rescue request, namely after the first control is displayed on the user interface of the first client, the player controlling the first client can determine that the second client initiates the rescue request, so that the timeliness of the player obtaining the rescue request is ensured, and the problem of poor game experience caused by the fact that the player cannot obtain the help seeking information in time in the prior art is solved. In addition, the player controlling the first client can determine whether to rescue the second virtual character or not by controlling the first control, so that the flexibility of the game is improved, the communication efficiency is improved, and the interaction among the players is increased. Finally, after the first client side responds to the rescue response operation, the player controlling the first client side is characterized to determine to rescue the second virtual character, and since the path finding path and/or the direction indication guiding the first virtual character to find the second virtual character is displayed in the first game scene after the first client side responds to the rescue response operation, the first virtual character can quickly find the teammates according to the path finding path and/or the direction indication, the problem that the injured teammates cannot be rescued in time is avoided, and the game experience of the player is improved.
Therefore, the scheme provided by the application achieves the purpose of ensuring the timeliness of game information acquisition, thereby realizing the technical effect of improving the game communication efficiency and further solving the technical problem of low communication efficiency in the existing multiplayer game.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
FIG. 1 is a flow chart of a method of processing information in a game according to an embodiment of the present invention;
FIG. 2 is a schematic diagram of an alternative user interface of a first client according to an embodiment of the present invention;
FIG. 3 is a schematic diagram of an alternative user interface of a second client according to an embodiment of the present invention;
FIG. 4 is a schematic diagram of a user interface of an alternative second client according to an embodiment of the present invention;
fig. 5 is a schematic diagram of an information processing apparatus in a game according to an embodiment of the present invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
Example 1
According to an embodiment of the present invention, there is provided an embodiment of an information processing method in a game, it should be noted that the steps shown in the flowchart of the figure may be executed in a computer system such as a set of computer executable instructions, and that although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in an order different from that here.
In addition, it should be noted that the method provided by this embodiment may be applied to a game, where the game includes a plurality of virtual characters, and the plurality of virtual characters includes a first virtual character controlled by a first client and a second virtual character controlled by a second client. The first client and the second client may operate in a terminal device, the terminal device may be a mobile terminal device, such as a smart phone, a tablet computer, a notebook computer, and the like, and the terminal device may be a non-mobile terminal device, such as a desktop computer and the like.
Fig. 1 is a flowchart of an information processing method in a game according to an embodiment of the present invention, as shown in fig. 1, the method including the steps of:
step S102, a first game scene is displayed on a user interface of the first client, wherein the first game scene is a game scene in a first visual angle range corresponding to the first virtual character.
In step S102, when the multiplayer online technical game is played, game scenes in the view angle ranges corresponding to the different virtual characters are displayed on the clients controlled by the different players, that is, the view angle ranges corresponding to the virtual characters controlled by the different players are different. Optionally, the first virtual character is a game character for rescuing the injured virtual character, wherein, during the running of the game, the user interface of the first client displays a game scene in a first view angle range corresponding to the first virtual character.
And step S104, the first client receives a rescue request sent by the second virtual role through the second client.
In step S104, the first virtual character and the second virtual character belong to the same character formation, i.e., the first virtual character and the second virtual character are teammates. The second virtual character is a virtual character which sends a distress request, for example, the second virtual character may be a virtual character which needs to be rescued when being injured in a game. In addition, the second client is a client that sends a request for help, wherein when the first client receives the request for help, it indicates that the teammate of the virtual character controlled by the first client sends information for help.
In an alternative embodiment, when the state information of the second virtual character controlled by the second client meets a preset condition, for example, when the second virtual character falls over, a second control is displayed at the second client, and in the user interface of the second client shown in fig. 2, a "help" control (i.e., a second control) is displayed on the user interface of the second client. And controlling the player of the second client to send a rescue request to the first client corresponding to the second control by operating the second control, and further enabling the first client to receive the rescue request sent by the second client.
And step S106, the first client displays a first control on a user interface of the first client based on the rescue request, wherein the first control is used for receiving an operation of whether to answer the rescue request.
In step S106, the first control may be used to display a message, and may further include one or more sub-controls, for example, in a user interface of the first client shown in fig. 3, a player number for sending a rescue request to the first client is displayed in the first control (in fig. 3, player 2 is shown sending the rescue request), and the first control is composed of a plurality of controls (e.g., a fourth control, a fifth control, and a sixth control in fig. 3).
It should be noted that the content displayed by the first control is not limited to the message shown in fig. 3, and the sub-controls included in the first control are also not limited to the fourth control, the fifth control, and the sixth control shown in fig. 3, where the display and display of the first control and the sub-controls included in the first control may be set according to actual requirements.
In addition, it should be noted that after the second client sends the rescue request to the first client, the first control is popped up in the user interface of the first client to control the player of the first client to select whether to rescue the second virtual character, so that the player controlling the first client is more likely to draw attention and attention of the player controlling the first client.
Step S108, the first client responds to the rescue response operation aiming at the first control, and a path-seeking path and/or a direction instruction for guiding the first virtual character to seek the second virtual character are/is displayed in the first game scene.
In step S108, after the rescue request sent by the second client is acquired, the player controlling the first client may determine whether to rescue the second virtual character according to the situation of the first virtual character in the game. For example, in fig. 3, the player controlling the first client determines that the first virtual character has the ability to rescue the second virtual character, and at this time, the player controlling the first client may click the "rescue" control (i.e., the fourth control) in fig. 3, and the first virtual character rescues the second virtual character. Meanwhile, the first virtual character is marked in the first game scene corresponding to the first client to search the path-finding path and/or the direction indication of the second virtual character, so that the first virtual character can quickly find the second virtual character. For example, in the user interface of the first client shown in fig. 4, the direction indication of the second virtual character is marked in the game scene, so that the first virtual character can quickly reach the position where the second virtual character is located.
It should be noted that, by marking the route finding path and/or the direction indication of the second virtual character in the first game scene, the second virtual character can quickly reach the position where the first virtual character is located, so as to quickly rescue the first virtual character, thereby avoiding the problem that the player cannot quickly find the injured teammate due to the fact that the identifier in the game scene or the small map in the prior art cannot guide the player or the direction indication.
In an alternative embodiment, before the player controlling the first client performs the rescue response operation on the first control, the position information of each virtual character is displayed in the user interface of the first client, for example, the position information of the teammates is displayed in a small map. After the player controlling the first client performs the rescue response operation on the first control, the position information of the second virtual character is not displayed in the user interface of the first client, and the routing path and/or the direction indication for guiding the first virtual character to find the second virtual character are directly displayed.
In another optional embodiment, after the player controlling the first client performs the rescue response operation on the first control, the position information of the second virtual character is still displayed in the user interface of the first client, and meanwhile, a routing path and/or a direction indication for guiding the first virtual character to find the second virtual character is displayed in the user interface of the first client.
It should be noted that, compared with the prior art in which the position of the injured teammate is only shown in the game scene and/or the small map, after the rescue response operation for the first control is responded, the routing path and/or the direction indication for guiding the first virtual character to find the second virtual character is displayed in the user interface of the first client, so that the first client can find the injured teammate more intuitively, directionally and purposefully, and more favorable rescue opportunities are obtained for the teammates.
In addition, it should be noted that, in the process that the first virtual character searches for the injured second virtual character according to the route-finding path and/or the direction instruction, the player controlling the first client can change the route or stop the rescue action at any time according to the field situation, so that the autonomous control right of the player is improved. For example, when the first avatar changes the moving direction during the process of searching for the second avatar according to the routing path and/or the direction indication, the first client re-determines the routing path and/or the direction indication according to the position information of the first avatar and the position information of the second avatar, and updates the routing path and/or the direction indication in real time according to the moving position of the first avatar in the user interface of the first client.
Based on the schemes defined in steps S102 to S108, it can be known that, in the embodiment of the present invention, a second client sends a rescue request, a manner of determining whether to rescue a virtual character through a first control on a first client is used, a first game scene in a first view angle range corresponding to the first virtual character is displayed in a user interface of the first client, and a rescue request sent by the second client by the second virtual character controlled by the second client is received, then an operation of receiving whether to respond to the rescue request is displayed on the user interface of the first client based on the rescue request, and finally, a routing path and/or a direction instruction for guiding the first virtual character to search for the second virtual character is displayed in the first game scene in response to the rescue response operation of the first control.
It is easy to note that, in the above process, the rescue request represents that the second virtual character needs to be rescued, and the first control is displayed after the first client receives the rescue request, that is, after the first control is displayed on the user interface of the first client, the player controlling the first client can determine that the second client initiates the rescue request, so that the timeliness of the player obtaining the rescue request is ensured, and the problem of poor game experience caused by the fact that the player cannot obtain the help seeking information in time in the prior art is avoided. In addition, the player controlling the first client can determine whether to rescue the second virtual character or not by controlling the first control, so that the flexibility of the game is improved, the communication efficiency is improved, and the interaction among the players is increased. Finally, after the first client side responds to the rescue response operation, the player controlling the first client side is characterized to determine to rescue the second virtual character, and since the path finding path and/or the direction indication guiding the first virtual character to find the second virtual character is displayed in the first game scene after the first client side responds to the rescue response operation, the first virtual character can quickly find the teammates according to the path finding path and/or the direction indication, the problem that the injured teammates cannot be rescued in time is avoided, and the game experience of the player is improved.
Therefore, the scheme provided by the application achieves the purpose of ensuring the timeliness of game information acquisition, thereby realizing the technical effect of improving the game communication efficiency and further solving the technical problem of low communication efficiency in the existing multiplayer game.
In an optional embodiment, before the first client receives a rescue request sent by the second virtual character through the second client, a second game scene is displayed on a user interface of the second client, when it is detected that state information of the second virtual character meets a first preset condition, at least one second control is displayed on the user interface of the second client, and when a first operation acting on the second control is detected, the second client sends the rescue request to the first client. The second game scene is a game scene in a second visual angle range corresponding to a second virtual character controlled by a second client, and each second control corresponds to one first virtual character.
It should be noted that, in the above process, each second control corresponds to one first virtual character, so that the player can autonomously select the first virtual character requiring help through the first operation on the second control, thereby making the selection of the help-seeking object more flexible.
Optionally, the state information of the second avatar includes, but is not limited to, a life value (or blood volume) of the second avatar, and location information of the second avatar. The first preset condition may be that the life value is less than or equal to a preset life value, and/or the position information is within a preset range, for example, the second client detects that the second virtual character falls into the trap and cannot jump out, and needs other teammates to rescue the second virtual character to jump out the trap, at this time, the second control is displayed on a user interface of the second client, as shown in a user interface diagram of the second client shown in fig. 2, the "help" control is the second control, as can be seen from fig. 2, each "help" control corresponds to the first virtual character controlled by one teammate, so that a player controlling the second client can send a rescue request to the first client controlled by the corresponding teammate by operating the "help" control corresponding to the first virtual character controlled by the teammate.
It should be noted that the second control is displayed at the second client only when the state information of the second virtual character meets the first preset condition, so that the problem of information redundancy caused by always displaying the second control is avoided, meanwhile, the second control is prevented from shielding the user interface of the second client, and the game experience of the player is improved.
In another optional embodiment, when the state information of the second virtual character meets a certain condition, a rescue request is automatically sent to the first virtual character meeting the condition at the second client. Specifically, before the first client receives a rescue request sent by the second virtual character through the second client, a second game scene is displayed on a user interface of the second client, wherein when it is detected that the state information of the second virtual character meets a first preset condition, the second client determines a first target virtual character meeting a second preset condition from the plurality of first virtual characters, and sends the rescue request to a client corresponding to the first target virtual character. The second game scene is a game scene in a second visual angle range corresponding to a second virtual character controlled by a second client.
In the above process, the second preset condition may include one or more of the following conditions: the life value is highest; the distance to the second virtual character is closest; the maximum number of weapons.
Optionally, as in fig. 2, upon detecting that the second virtual object falls down or is injured, the second client determines, from the plurality of first virtual objects, a first target virtual object with the highest life value, or a first target virtual object closest to the second virtual character, or a first target virtual object with the highest number of weapons, and then automatically sends a rescue request to the first target virtual object.
It should be noted that, in the above embodiment, the player controlling the second client does not need to manually select the virtual object that needs to be rescued, and the second client directly sends the rescue request to the first client corresponding to the optimal first virtual character, so that the rescue request of the second client can be timely transmitted to the first client, and the player controlling the first client can timely rescue the second virtual character.
In an alternative embodiment, before the first client receives the rescue request sent by the second virtual character through the second client, a third control is displayed on a user interface of the second client, and after a second operation on the third control is detected, the second client sends the rescue request to the first clients corresponding to the plurality of first virtual characters; or after detecting a third operation on the third control, the second client prohibits sending of rescue requests to the first clients corresponding to the plurality of first virtual roles. Wherein the third control corresponds to the plurality of first virtual characters.
Optionally, the third control may be a one-key help seeking control, that is, after the second virtual character is detected to fall down or be injured, the third control is displayed on the user interface of the second client. After the player of the second client side is controlled to click the third control, the second client side sends rescue requests to all teammates; and if the player controlling the second client side double-clicks or clicks the third control part for multiple times, the second client side cancels the sending of the rescue request to all teammates.
It should be noted that the third control element and the second control element may be simultaneously displayed in the user interface of the second client, where the priority of the third control element is higher than the priority of the second control element, that is, after the player controlling the second client performs the second operation on the third control element, the second control element is in an invalid state, that is, after the rescue request is sent to all teammates, the player controlling the second client cannot send the rescue request to a certain teammate alone. In addition, if the player controlling the second client side still can click the third control after clicking the second control corresponding to a certain teammate, in this scenario, after the player controlling the second client side clicks the second control, the player controlling the second client side sends a rescue request to the other teammates if the player controlling the second client side clicks the third control again.
In an optional embodiment, when it is detected that the life value of the second virtual character is less than or equal to the first preset value, the second client determines that the state information of the second virtual character meets the first preset condition, and displays a plurality of second controls on a user interface of the second client.
Specifically, when it is detected that the life value of the second virtual character is 0 (i.e., the first preset value), the terminal device determines that the state information of the second virtual character satisfies the first preset condition, and displays a plurality of second controls in the second client. For example, in fig. 2, when it is detected that the life value of the second virtual character is low, the terminal device displays "help" controls on the user interface of the second client, where each first virtual character corresponds to one second control, that is, all the first virtual characters have corresponding "help" controls.
It should be noted that the first preset value may be 0, or may also be an integer greater than 0, where in a scene where the first preset value is 0, if it is detected that the life value of the second virtual character is 0, the terminal device determines that the state information of the second virtual character meets the first preset condition; when the first preset value is an integer larger than 0, if the life value of the second virtual role is detected to be smaller than or equal to the first preset value, the terminal equipment determines that the state information of the second virtual role meets a first preset condition.
In another optional embodiment, when it is detected that the life value of the second virtual character is less than or equal to the first preset value, the second client determines that the state information of the second virtual character satisfies the first preset condition, and determines at least one third target virtual character satisfying the third preset condition from the plurality of first virtual characters, and then displays at least one second control on the user interface of the second client, where each second control corresponds to one third target virtual character.
Optionally, the first virtual character with a lower life value may not have the ability to rescue the second virtual character, so if the second virtual character sends a rescue request to the first virtual character that cannot provide rescue, invalid communication may be generated, which increases communication cost between players. In order to avoid the above problem, when it is detected that the life value of the second virtual character is lower, the terminal device detects the state information of each first virtual character, for example, detects whether the life value of each first virtual character is lower than a first preset value, and if the life value of the first virtual character a is higher than the first preset value, displays a second control at a position corresponding to the icon of the first virtual character a in the user interface of the second client, that is, the first virtual character a is the above third target virtual character; if the life value of the first virtual character B is lower than a first preset value (for example, an integer greater than 0), the second control is not displayed at the position corresponding to the icon of the first virtual character B in the user interface of the second client, that is, the second control is displayed only at the icon corresponding to the first virtual character with the life value higher than the first preset value.
It should be noted that the third preset condition may be, but is not limited to, that the life value is higher than the first preset value, the distance between the first virtual character and the second virtual character is smaller than the preset distance, and the first virtual character has preset equipment.
In an optional embodiment, the second client detects state information corresponding to the first virtual character, determines at least one second target virtual character from the plurality of first virtual characters according to the state information corresponding to the first virtual character, and then highlights a second control corresponding to the at least one second target virtual character. Wherein the status information includes at least one of: the life value of the first virtual character, the distance between the first virtual character and the second virtual character and the equipment information of the first virtual character.
For example, in fig. 2, the second client determines the second target virtual character according to the distance between the first virtual character and the second virtual character, that is, the second target virtual character is the first virtual character closest to the second virtual character. After the second target avatar is determined, a second control corresponding to the second target avatar is highlighted, e.g., highlighted, on the second client.
In addition, the second client determines a sorting type for sorting the first virtual role according to the state information of the first virtual role, and displays the sorting type corresponding to at least one second target virtual role on the second client. For example, in fig. 2, a "closest distance" is displayed next to the second control corresponding to the second target virtual character, which is characterized in that the second target virtual character is determined according to the distance between the first virtual character and the second virtual character.
In an optional embodiment, the second controls corresponding to multiple second target virtual characters may be simultaneously highlighted on the user interface of the second client, where the multiple second target virtual characters are obtained through different ordering manners, for example, if the second target virtual character a is determined according to the distance between the first virtual character and the second virtual character, then the "closest distance" is displayed beside the second control corresponding to the second target virtual character a; if the life value of the first virtual character is determined, the second target virtual character B displays the 'highest blood volume' beside the second control corresponding to the second target virtual character B; if the second target virtual character B can also be determined by the distance between the first virtual character and the second virtual character, the "closest distance" is also displayed next to the second control corresponding to the second target virtual character B.
In an optional embodiment, after the first client responds to the rescue response operation for the first control, a rescue confirmation message is displayed on the user interface of the second client, and the input feedback message is acquired and pushed to the first client. The rescue confirmation message is a message fed back by the first client after responding to a rescue response operation performed on the first control.
In an alternative embodiment, after sending the rescue request to the first client, a first control is displayed on the user interface of the first client to alert teammates that the second avatar may be rescued. If the player controlling the first client operates the "rescue" control (i.e., the fourth control) in fig. 3, it indicates that the player controlling the first client confirms to rescue the second virtual character, at this time, the first client feeds back a rescue confirmation message to the second client, where the rescue confirmation message is a message fed back by the first client after responding to a rescue response operation performed on the first control.
Optionally, after the first client feeds back the rescue confirmation message to the second client, the rescue confirmation message is displayed on a user interface of the second client, the feedback message input at the second client is acquired, and then the feedback message is pushed to the first client. The feedback message may be, but not limited to, a voice message or a text message.
Optionally, after the second client receives the rescue confirmation message, the player of the second client is controlled to input the voice message "thank you" through the second client, and then the voice message "thank you" is directly sent to the first client of the first virtual character for rescuing the second virtual character, and the first client can play the voice message "thank you" sent by the second client. That is, in this scenario, the player controlling the second client is not required to select the first client, and is sending voice information to the first client.
Further, after the first client receives the feedback message sent by the second client, the routing path and/or the direction indication of the second virtual character is marked in the user interface of the first client, so that the first virtual character can help the second virtual character as soon as possible. And after the first virtual character determines to rescue the second virtual character, displaying that the first virtual character is salvaging the second virtual character on the client corresponding to other teammates, namely, the first virtual character is visible in the whole team.
In an optional embodiment, after the first client displays the first control on the user interface of the first client based on the rescue request, the first client detects state information of the first virtual character, and when the state information does not satisfy a fourth preset condition, the first client controls the fourth control to be in an invalid state. The first control at least includes a fourth control, a fifth control and a sixth control, as shown in fig. 3, the fourth control is a "rescue" control, the fifth control is a "unable rescue" control, and the sixth control is a "ignore" control. For example, if the life value of the first avatar is lower than the first preset value, the second avatar cannot be rescued, and the "rescue" control (i.e., the fourth control in fig. 3) is in an inoperable state (i.e., an invalid state).
Optionally, the fourth control is configured to determine that the first virtual character rescues the second virtual character. For example, in fig. 3, when a teammate clicks a "rescue" control, a first virtual character rescues a second virtual character, and at the same time, a routing path and/or a direction indication of the first virtual character is marked in a first game scene corresponding to a first client, for example, in a user interface of the first client shown in fig. 4, the routing path and/or the direction indication of the second virtual character is marked in a minimap, a compass, and a game scene (for example, 40, 41, and 42 in fig. 4 represent marks in the minimap, the compass, and the game scene, respectively), so that the first virtual character can quickly reach a position where the second virtual character is located.
Optionally, the fifth control is configured to determine that the first virtual character cannot help the second virtual character. For example, in fig. 3, the life value of the first avatar is low, or the first avatar is in heavy combat, and the first avatar is unable to rescue, at which point the teammate may click on the "unable to rescue" control.
Optionally, the sixth control is used to control the first control to be in a hidden state or a thumbnail state. For example, the player controlling the first client does not want to save, but the user interface of the first client shows that the first control can block the line of sight of the player controlling the first client, and at this time, the player controlling the first client can ignore the help-seeking information by clicking the "ignore" control in fig. 3, so that the first control is hidden, or the first control is narrowed down.
It should be noted that, after the player controlling the first client performs the rescue response operation on the first control, the second client receives a rescue confirmation message fed back by the first client, where the rescue confirmation message at least includes the rescue, the rescue failure and the omission.
In an alternative embodiment, the second avatar's path and/or direction indication in the first game scenario is displayed on the first client after a rescue response operation on the first control is detected. The first client detects the state information of the first virtual role, when the state information meets a third preset condition, the first client detects the rescue response operation of the fourth control, acquires the position coordinate of the second virtual role, determines the routing path and/or the direction indication according to the current position coordinate of the first virtual role and the position coordinate of the second virtual role, and displays the routing path and/or the direction indication in the user interface of the first client.
For example, when it is detected that the life value of the first virtual character is greater than a first preset value and the first virtual character can rescue the second virtual character, if a player controlling the first client operates the fourth control, the first client acquires the position coordinate of the second virtual character and the position coordinate of the first virtual character, plans a path finding path and/or a direction indication for the first virtual character to move to the second virtual character according to the position coordinates of the second virtual character and displays the path finding path and/or the direction indication in a small map and/or a game scene, so that the first virtual character can quickly reach a rescue scene for rescuing the second virtual character.
In an optional embodiment, when the rescue response operation acting on the first control is not detected, the first client detects the display duration of the first control, and hides the first control when the display duration is longer than a preset duration. For example, when the first control starts to be displayed on the user interface of the first client, the timer of the background of the first client starts to time, and before the timed duration (i.e., the display duration) reaches the preset duration, if the player controlling the first client does not operate the first control, for example, the first virtual character does not have time to consider the operation on the first control during the fierce battle, the first client performs hidden display on the first control after the timed duration reaches the preset duration.
In an optional embodiment, after the first client responds to the rescue response operation for the first control, the first client sends a notification message to the third client, wherein the notification message indicates that the first virtual character successfully rescues the second virtual character, and the virtual character controlled by the third client belongs to the same character battle as the first virtual character and the second virtual character. That is, after the first avatar successfully rescues the second avatar, the first client sends a notification message to clients controlled by other teammates, that is, notifies the other teammates that the second avatar has been successfully rescued. In this scenario, after the first avatar has successfully rescued the second avatar, the first control is hidden on the user interface of the first client and on the user interface of the third client.
In an optional embodiment, after the path finding path and/or the direction indication for guiding the first virtual character to find the second virtual character is displayed in the first game scene, when detecting that the state information of the second virtual character meets a fifth preset condition, the first client controls the first control to be in the hidden state. For example, when it is detected that the life value of the second virtual character reaches a preset value, that is, the second virtual character is successfully rescued, the first client is controlled to hide the first control.
According to the scheme, after the virtual character meets the preset conditions, clear and convenient distress calling modes can be improved, the communication efficiency among game players is improved, and the interactivity among the game players is improved.
Example 2
According to an embodiment of the present invention, there is also provided an embodiment of an information processing apparatus in a game, applied to a game including a plurality of virtual characters including a first virtual character controlled by a first client and a second virtual character controlled by a second client, wherein fig. 5 is a schematic diagram of the information processing apparatus in the game according to the embodiment of the present invention, as shown in fig. 5, the apparatus including: a first display module 501, a receiving module 503, a second display module 505, and a third display module 507.
The first display module 501 is configured to display a first game scene on a user interface of a first client, where the first game scene is a game scene within a first view range corresponding to a first virtual character; a receiving module 503, configured to receive, by a first client, a rescue request sent by a second virtual role through the second client, where the first virtual role and the second virtual role belong to the same role formation; a second display module 505, configured to display, by the first client, a first control on a user interface of the first client based on the rescue request, where the first control is configured to receive an operation of whether to respond to the rescue request; the third display module 507 is configured to display, by the first client, a routing path and/or a direction indication for guiding the first virtual character to find the second virtual character in the first game scene in response to the rescue response operation for the first control.
It should be noted that the first display module 501, the receiving module 503, the second display module 505, and the third display module 507 correspond to steps S102 to S108 in the above embodiment 1, and the four modules are the same as the corresponding steps in the implementation example and application scenarios, but are not limited to the disclosure in the above embodiment 1.
Optionally, the information processing apparatus in the game further includes: the display device comprises a fourth display module, a fifth display module and a first sending module. The fourth display module is configured to display a second game scene on a user interface of the second client before the first client receives a rescue request sent by the second virtual character through the second client, where the second game scene is a game scene within a second view angle range corresponding to the second virtual character controlled by the second client; the fifth display module is used for displaying at least one second control on the user interface of the second client when detecting that the state information of the second virtual role meets the first preset condition, wherein each second control corresponds to one first virtual role; and the first sending module is used for sending a rescue request to the first client side by the second client side when detecting the first operation acting on the second control.
Optionally, the information processing apparatus in the game further includes: the device comprises a sixth display module, a first determination module and a second sending module. The sixth display module is configured to display a second game scene on a user interface of the second client before the first client receives a rescue request sent by the second virtual character through the second client, where the second game scene is a game scene within a second view angle range corresponding to the second virtual character controlled by the second client; the first determining module is used for determining a first target virtual role meeting a second preset condition from a plurality of first virtual roles by the second client when detecting that the state information of the second virtual role meets the first preset condition; and the second sending module is used for sending the rescue request to the client corresponding to the first target virtual role by the second client.
Optionally, the information processing apparatus in the game further includes: the device comprises a seventh display module, a third sending module and a fourth sending module. The seventh display module is configured to display a third control on a user interface of the second client before the first client receives a rescue request sent by the second virtual character through the second client, where the third control corresponds to the plurality of first virtual characters; the third sending module is used for sending rescue requests to the first clients corresponding to the plurality of first virtual roles by the second client after detecting second operation on the third control; and the fourth sending module is used for prohibiting the second client from sending the rescue request to the first clients corresponding to the plurality of first virtual roles after detecting the third operation on the third control.
Optionally, the fifth display module includes: a second determining module and an eighth displaying module. The second determining module is used for determining that the state information of the second virtual role meets a first preset condition by the second client when detecting that the life value of the second virtual role is smaller than or equal to a first preset value; and the eighth display module is used for displaying a plurality of second controls on the user interface of the second client.
Optionally, the fifth display module includes: the device comprises a third determining module, a fourth determining module and a ninth displaying module. The third determining module is configured to, when detecting that the life value of the second virtual character is less than or equal to the first preset value, the second client determines that the state information of the second virtual character meets the first preset condition; the fourth determining module is used for determining at least one third target virtual role meeting a second preset condition from the plurality of second virtual roles by the second client; and a ninth display module, configured to display at least one second control on a user interface of the second client, where each second control corresponds to a third target virtual character.
Optionally, the information processing apparatus in the game further includes: the device comprises a first detection module, a fifth determination module and a tenth display module. The first detection module is configured to detect, by the second client, state information corresponding to the first virtual role, where the state information at least includes one of: the life value of the first virtual character, the distance between the first virtual character and the second virtual character and the equipment information of the first virtual character; a fifth determining module, configured to determine, by the second client, at least one second target virtual role from the multiple first virtual roles according to the state information corresponding to the first virtual role; and the tenth display module is used for highlighting the second control corresponding to the at least one second target virtual character by the second client.
Optionally, the information processing apparatus in the game further includes: a sixth determining module and an eleventh displaying module. The sixth determining module is used for determining the sorting type for sorting the first virtual role according to the state information by the second client; and the eleventh display module is used for displaying the sorting type corresponding to the at least one second target virtual role on the user interface of the second client.
Optionally, the information processing apparatus in the game further includes: a twelfth display module and a push module. The twelfth display module is configured to display a rescue confirmation message on the user interface of the second client after the first client responds to the rescue response operation for the first control, where the rescue confirmation message is a message fed back by the first client after responding to the rescue response operation performed on the first control; and the pushing module is used for the second client to acquire the input feedback message and push the feedback message to the first client.
Optionally, the information processing apparatus in the game further includes: the device comprises a second detection module and a first control module. The second detection module is used for detecting the state information of the first virtual role by the first client after the first client displays the first control on the user interface of the first client based on the rescue request; the first control module is used for controlling the fourth control to be in an invalid state when the state information does not meet a fourth preset condition, wherein the first control at least comprises a fourth control, a fifth control and a sixth control, the fourth control is used for determining that the first virtual role rescues the second virtual role, the fifth control is used for determining that the first virtual role cannot rescure the second virtual role, and the sixth control is used for controlling the first control to be in a hidden state or a thumbnail state.
Optionally, the third display module includes: the device comprises a third detection module, an acquisition module, a seventh determination module and a thirteenth display module. The third detection module is used for detecting the state information of the first virtual role by the first client; the obtaining module is used for detecting the rescue response operation to the fourth control by the first client when the state information meets a third preset condition, and obtaining the position coordinate of the second virtual role; a seventh determining module, configured to determine, by the first client, a routing path and/or a direction indication according to the current position coordinate of the first virtual role and the position coordinate of the second virtual role; a thirteenth display module for displaying the routing path and/or the direction indication in the user interface of the first client.
Optionally, the information processing apparatus in the game further includes: a fourth detection module and a processing module. The fourth detection module is used for detecting the display duration of the first control by the first client when the rescue response operation acting on the first control is not detected; and the processing module is used for hiding the first control by the first client when the display duration is longer than the preset duration.
Optionally, the information processing apparatus in the game further includes: and the fifth sending module is used for sending a notification message to the third client by the first client after the first client responds to the rescue response operation aiming at the first control, wherein the notification message represents that the first virtual role successfully rescues the second virtual role, and the virtual role controlled by the third client belongs to the same role as the first virtual role and the second virtual role.
Optionally, the information processing apparatus in the game further includes: and the second control module is used for controlling the first control to be in a hidden state when detecting that the state information of the second virtual character meets a fifth preset condition after displaying a path finding path and/or a direction instruction for guiding the first virtual character to find the second virtual character in the first game scene.
Example 3
According to another aspect of the embodiments of the present invention, there is also provided a storage medium having a computer program stored therein, wherein the computer program is configured to execute the information processing method in the game in embodiment 1 described above when running.
Example 4
According to another aspect of embodiments of the present invention, there is also provided a computer device, comprising one or more processors; a storage device for storing one or more programs which, when executed by the one or more processors, cause the one or more processors to implement a method for executing the programs, wherein the programs are configured to execute the information processing method in the game in embodiment 1 described above when executed.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the embodiments provided in the present application, it should be understood that the disclosed technology can be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units may be a logical division, and in actual implementation, there may be another division, for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.

Claims (17)

1. An information processing method in a game, applied to a game including a plurality of virtual characters including a first virtual character controlled by a first client and a second virtual character controlled by a second client, the method comprising:
displaying a first game scene on a user interface of the first client, wherein the first game scene is a game scene in a first visual angle range corresponding to the first virtual character;
the first client receives a rescue request sent by the second virtual role through the second client, wherein the first virtual role and the second virtual role belong to the same role camp;
the first client displays a first control on a user interface of the first client based on the rescue request, wherein the first control is used for receiving an operation of whether to answer the rescue request;
and the first client responds to the rescue response operation aiming at the first control, and displays a routing path and/or a direction instruction for guiding the first virtual character to find the second virtual character in the first game scene.
2. The method of claim 1, wherein prior to the first client receiving a rescue request sent by the second avatar through the second client, the method further comprises:
displaying a second game scene on a user interface of the second client, wherein the second game scene is a game scene in a second visual angle range corresponding to a second virtual character controlled by the second client;
when detecting that the state information of the second virtual role meets a first preset condition, displaying at least one second control on a user interface of the second client, wherein each second control corresponds to one first virtual role;
and when a first operation acting on the second control is detected, the second client sends the rescue request to the first client.
3. The method of claim 1, wherein prior to the first client receiving a rescue request sent by the second avatar through the second client, the method further comprises:
displaying a second game scene on a user interface of the second client, wherein the second game scene is a game scene in a second visual angle range corresponding to a second virtual character controlled by the second client;
when detecting that the state information of the second virtual role meets a first preset condition, the second client determines a first target virtual role meeting a second preset condition from a plurality of first virtual roles;
and the second client sends the rescue request to the client corresponding to the first target virtual role.
4. The method of claim 1, wherein prior to the first client receiving a rescue request sent by the second avatar through the second client, the method further comprises:
displaying a third control on a user interface of the second client, wherein the third control corresponds to the plurality of first virtual characters;
after detecting a second operation on the third control, the second client sends the rescue request to the first clients corresponding to the plurality of first virtual roles; or
After detecting a third operation on the third control, the second client prohibits sending the rescue request to the first clients corresponding to the plurality of first virtual roles.
5. The method of claim 2, wherein upon detecting that the state information of the second virtual character satisfies a first preset condition, displaying at least one second control in the user interface of the second client includes:
when detecting that the life value of the second virtual role is smaller than or equal to a first preset value, the second client determines that the state information of the second virtual role meets the first preset condition;
displaying a plurality of the second controls on a user interface of the second client.
6. The method of claim 2, wherein upon detecting that the state information of the second virtual character satisfies a first preset condition, displaying at least one second control on the user interface of the second client includes:
when detecting that the life value of the second virtual role is smaller than or equal to a first preset value, the second client determines that the state information of the second virtual role meets the first preset condition;
the second client determines at least one third target virtual role meeting a third preset condition from the plurality of first virtual roles;
displaying at least one second control on a user interface of the second client, wherein each second control corresponds to one third target avatar.
7. The method of claim 5 or 6, further comprising:
the second client detects state information corresponding to the first virtual role, wherein the state information at least comprises one of the following: a life value of the first virtual character, a distance between the first virtual character and the second virtual character, and equipment information of the first virtual character;
the second client determines at least one second target virtual role from the plurality of first virtual roles according to the state information corresponding to the first virtual roles;
and the second client highlights a second control corresponding to the at least one second target virtual character.
8. The method of claim 7, further comprising:
the second client determines a sorting type for sorting the first virtual role according to the state information;
and displaying the sequencing type corresponding to the at least one second target virtual role on the user interface of the second client.
9. The method of claim 1, wherein after the first client responds to a rescue response operation for the first control, the method further comprises:
displaying a rescue confirmation message on a user interface of the second client, wherein the rescue confirmation message is a message fed back by the first client after responding to a rescue response operation performed on the first control;
and the second client acquires the input feedback message and pushes the feedback message to the first client.
10. The method of claim 1, wherein after the first client displays a first control on a user interface of the first client based on the rescue request, the method further comprises:
the first client detects the state information of the first virtual role;
when the state information does not meet a fourth preset condition, the first client controls a fourth control to be in an invalid state, wherein the first control at least comprises the fourth control, a fifth control and a sixth control, the fourth control is used for determining that the first virtual role rescues the second virtual role, the fifth control is used for determining that the first virtual role cannot rescure the second virtual role, and the sixth control is used for controlling the first control to be in a hidden state or a thumbnail state.
11. The method of claim 10, wherein displaying a path and/or direction indication in the first game scene for guiding the first avatar to seek the second avatar comprises:
the first client detects the state information of the first virtual role;
when the state information meets the fourth preset condition, the first client detects rescue response operation to the fourth control, and acquires the position coordinate of the second virtual role;
the first client determines the routing path and/or the direction indication according to the current position coordinate of the first virtual role and the position coordinate of the second virtual role;
displaying the routing path and/or the direction indication in a user interface of the first client.
12. The method of claim 1, further comprising:
when the rescue response operation acting on the first control is not detected, the first client detects the display duration of the first control;
and when the display duration is longer than a preset duration, the first client carries out hiding processing on the first control.
13. The method of claim 1, wherein after the first client responds to a rescue response operation for the first control, the method further comprises:
and the first client sends a notification message to a third client, wherein the notification message represents that the first virtual role successfully rescues the second virtual role, and the virtual role controlled by the third client belongs to the same role as the first virtual role and the second virtual role.
14. The method of claim 1, wherein after displaying the path and/or direction indication for guiding the first avatar to seek the second avatar in the first game scenario, the method further comprises:
and when detecting that the state information of the second virtual role meets a fifth preset condition, the first client controls the first control to be in a hidden state.
15. An information processing apparatus in a game, the game including a plurality of virtual characters including a first virtual character controlled by a first client and a second virtual character controlled by a second client, the apparatus comprising:
a first display module, configured to display a first game scene on a user interface of the first client, where the first game scene is a game scene within a first view range corresponding to the first virtual character;
a receiving module, configured to receive, by the first client, a rescue request sent by the second virtual role through the second client, where the first virtual role and the second virtual role belong to the same role camp;
the second display module is used for displaying a first control on a user interface of the first client by the first client based on the rescue request, wherein the first control is used for receiving an operation of whether to answer the rescue request;
and a third display module, configured to display, by the first client, a path-finding path and/or a direction indication for guiding the first virtual character to find the second virtual character in the first game scene in response to a rescue response operation for the first control.
16. A storage medium having stored thereon a computer program, wherein the computer program is configured to execute an information processing method in a game according to any one of claims 1 to 14 when executed.
17. A computer device, characterized in that the computer device comprises one or more processors; storage means for storing one or more programs which, when executed by the one or more processors, cause the one or more processors to implement a method for running a program, wherein the program is arranged to perform the method of in-game information processing as claimed in any one of claims 1 to 14 when run.
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