CN112774192A - Game scene jumping method and device, electronic equipment and storage medium - Google Patents

Game scene jumping method and device, electronic equipment and storage medium Download PDF

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Publication number
CN112774192A
CN112774192A CN202110115192.0A CN202110115192A CN112774192A CN 112774192 A CN112774192 A CN 112774192A CN 202110115192 A CN202110115192 A CN 202110115192A CN 112774192 A CN112774192 A CN 112774192A
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CN
China
Prior art keywords
scene
shortcut
game
identifier
selection window
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Pending
Application number
CN202110115192.0A
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Chinese (zh)
Inventor
段欣如
王树
芦静
林志宏
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110115192.0A priority Critical patent/CN112774192A/en
Publication of CN112774192A publication Critical patent/CN112774192A/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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/0482Interaction with lists of selectable items, e.g. menus

Abstract

The application provides a game scene jumping method and device, electronic equipment and a storage medium, and relates to the technical field of games. The method displays a graphical user interface through terminal equipment, wherein the graphical user interface at least comprises a game scene and a map thumbnail, and the method comprises the following steps: responding to an operation instruction triggered by a map thumbnail, displaying a game map interface and a shortcut selection window through a graphical user interface, wherein the shortcut selection window comprises at least one scene shortcut jump identifier; responding to a selection instruction triggered by a shortcut selection window, and determining a target scene shortcut jump identifier from at least one scene shortcut jump identifier; the jumping to the game scene corresponding to the target scene quick jumping identification is controlled, and by applying the method and the device, the game scene corresponding to the target scene identification can be quickly and accurately jumped to through the scene quick jumping identification in the quick selection window, so that the jumping efficiency and the user experience are improved.

Description

Game scene jumping method and device, electronic equipment and storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to a method and an apparatus for game scene jumping, an electronic device, and a storage medium.
Background
At present, in most game scenes, a map is usually set. Generally, a map is marked with some important places, route information and the like in the game scene, and a player can quickly know the current position of a game character controlled by the player and the information of a route leading to a destination through the map.
Currently, when a player enters a target game scene through a map, the player needs to select a target scene identifier in the map to enter.
However, the existing selection mode is simple, and particularly when the map is small, the scene identifiers are overlapped, and the player is difficult to select the target scene identifier, so that the existing interaction mode has the problems of low interaction efficiency and low accuracy.
Disclosure of Invention
An object of the present application is to provide a method and an apparatus for skipping a game scene, an electronic device and a storage medium, which can achieve a fast and accurate skip of a game scene.
In order to achieve the above purpose, the technical solutions adopted in the embodiments of the present application are as follows:
in a first aspect, the present invention provides a game scene jumping method, in which a terminal device displays a graphical user interface, the graphical user interface at least includes a game scene and a map thumbnail, and the method includes:
responding to an operation instruction triggered by the map thumbnail, and displaying a game map interface and a shortcut selection window through a graphical user interface, wherein the game map interface comprises at least one scene identifier, the scene identifier is configured to respond to a triggering operation control to enter a corresponding game scene, the shortcut selection window comprises at least one scene shortcut jump identifier, and the game scene corresponding to the scene shortcut jump identifier is the same as the game scene corresponding to at least one scene identifier in the game map interface;
responding to a selection instruction triggered by a shortcut selection window, and determining a target scene shortcut jump identifier from the at least one scene shortcut jump identifier;
and controlling to jump to a game scene corresponding to the target scene quick jump identification.
In an alternative embodiment, the method further comprises:
responding to an editing instruction, and starting an editing mode of the shortcut selection window;
responding to an adding instruction, and controlling to add a scene shortcut jump identifier corresponding to the scene identifier in the game map interface in the shortcut selection window;
and responding to a deleting instruction, and controlling to delete the scene shortcut jump identification in the shortcut selection window.
In an optional embodiment, the controlling to delete the scene shortcut jump identifier in the shortcut selection window in response to the delete instruction includes:
in the editing mode, displaying a deletion control of the scene shortcut jump identifier in the shortcut selection window;
and responding to a first operation of the deleting control, deleting the scene shortcut jump identifier corresponding to the deleting control corresponding to the first operation, and acquiring an edited shortcut selection window.
In an optional embodiment, the controlling to delete the scene shortcut jump identifier in the shortcut selection window in response to the delete instruction includes:
and in the editing mode, responding to the moving operation of the scene shortcut jump identifier, moving the scene shortcut jump identifier corresponding to the moving operation to the outside of the shortcut selection window, deleting the scene shortcut jump identifier corresponding to the moving operation, and acquiring the edited shortcut selection window.
In an optional embodiment, the controlling, in response to an add instruction, to add a scene shortcut jump identifier corresponding to a scene identifier in the game map interface in the shortcut selection window includes:
in the editing mode, responding to the operation of adding a control, displaying an identification list, wherein the identification list comprises: the method comprises the steps that a to-be-selected scene identification corresponding to game scenes in part of game map interfaces included in a current interface, or to-be-selected scene identifications corresponding to all game scenes in the game map interfaces;
and responding to the selection operation of at least one scene mark to be selected in the mark list, adding a scene quick jump mark corresponding to the selected scene mark to the quick selection window, and acquiring the edited quick selection window.
In an optional embodiment, the controlling, in response to an add instruction, to add a scene shortcut jump identifier corresponding to a scene identifier in the game map interface in the shortcut selection window includes:
in the editing mode, displaying a quick adding control of a scene identifier in a game map interface;
and responding to a second operation of the shortcut adding control, adding a scene shortcut jump identifier corresponding to the shortcut adding control corresponding to the second operation in the shortcut selection window, and acquiring the edited shortcut selection window.
In an optional embodiment, the quick adding control for displaying the scene identifier in the game map interface includes: and displaying the quick adding control of the scene identification in the game map interface by using the preset animation.
In an optional embodiment, the controlling, in response to an add instruction, to add a scene shortcut jump identifier corresponding to a scene identifier in the game map interface in the shortcut selection window includes:
in the editing mode, in response to the moving operation of the scene identifier corresponding to the target game scene in the game map interface, the scene identifier corresponding to the target game scene is moved into the shortcut selection window, the scene shortcut jump identifier corresponding to the target game scene is added into the shortcut selection window, and the edited shortcut selection window is obtained.
In an optional embodiment, after acquiring the edited shortcut selection window, the method includes:
if the number of the scene quick jump identifications in the edited quick selection window is larger than the preset number, displaying the preset number of the scene quick jump identifications in the quick selection window according to a preset sequence; or displaying scene quick jump identification corresponding to the game scene in part of the game map interface contained in the current interface in the quick selection window.
In an optional embodiment, before determining a target scene shortcut jump identifier from the at least one scene shortcut jump identifier in response to a selection instruction triggered through a shortcut selection window, the method includes:
and if the number of the scene quick jump marks in the edited quick selection window is larger than the preset number, responding to the sliding operation aiming at the quick selection window, adjusting the scene quick jump marks displayed in the quick selection window, and controlling the adjusted quick selection window to contain the target scene quick jump marks.
In an alternative embodiment, the method further comprises:
and responding to the adjustment operation of the current game map interface, and adjusting the game scene displayed by the game map interface.
In an optional embodiment, the adjusting the game scene displayed by the game map interface in response to the adjustment operation on the current game map interface comprises:
responding to the zooming operation of the current game map interface, and adjusting the game scene displayed in the current game map interface; or, in response to the dragging operation of the current game map interface, the game scene displayed in the current game map interface is adjusted in a moving mode.
In a second aspect, the present invention provides a game scene jumping apparatus, which displays a graphical user interface through a terminal device, where the graphical user interface at least includes a game scene and a map thumbnail, and the game scene jumping apparatus includes:
the display module is used for responding to an operation instruction triggered by the map thumbnail and displaying a game map interface and a shortcut selection window through a graphical user interface, wherein the game map interface comprises at least one scene identifier, the scene identifier is configured to respond to a triggering operation control and enter a corresponding game scene, the shortcut selection window comprises at least one scene shortcut jump identifier, and the game scene corresponding to the scene shortcut jump identifier is the same as the game scene corresponding to the at least one scene identifier in the game map interface;
the determining module is used for responding to a selection instruction triggered by the shortcut selection window and determining a target scene shortcut jump identifier from the at least one scene shortcut jump identifier;
and the control module is used for controlling the jumping to the game scene corresponding to the target scene quick jumping identification.
In an optional embodiment, the game scene jumping apparatus further includes: the editing module is used for responding to an editing instruction and starting an editing mode of the quick selection window; responding to an adding instruction, and controlling to add a scene shortcut jump identifier corresponding to the scene identifier in the game map interface in the shortcut selection window; and responding to a deleting instruction, and controlling to delete the scene shortcut jump identification in the shortcut selection window.
In an optional implementation manner, the editing module is specifically configured to display, in the editing mode, a deletion control of the scene shortcut jump identifier in the shortcut selection window;
and responding to a first operation of the deleting control, deleting the scene shortcut jump identifier corresponding to the deleting control corresponding to the first operation, and acquiring an edited shortcut selection window.
In an optional implementation manner, the editing module is specifically configured to, in the editing mode, respond to a moving operation on the scene shortcut jump identifier, move the scene shortcut jump identifier corresponding to the moving operation outside the shortcut selection window, delete the scene shortcut jump identifier corresponding to the moving operation, and obtain the edited shortcut selection window.
In an optional implementation manner, the editing module is specifically configured to, in the editing mode, respond to an operation on an add control, display an identifier list, where the identifier list includes: the method comprises the steps that a to-be-selected scene identification corresponding to game scenes in part of game map interfaces included in a current interface, or to-be-selected scene identifications corresponding to all game scenes in the game map interfaces;
and responding to the selection operation of at least one scene mark to be selected in the mark list, adding a scene quick jump mark corresponding to the selected scene mark to the quick selection window, and acquiring the edited quick selection window.
In an optional implementation manner, the editing module is specifically configured to display a shortcut adding control of a scene identifier in a game map interface in the editing mode;
and responding to a second operation of the shortcut adding control, adding a scene shortcut jump identifier corresponding to the shortcut adding control corresponding to the second operation in the shortcut selection window, and acquiring the edited shortcut selection window.
In an optional implementation manner, the editing module is specifically configured to display a shortcut adding control of a scene identifier in a game map interface with a preset animation.
In an optional implementation manner, the editing module is specifically configured to, in the editing mode, respond to a moving operation on a scene identifier corresponding to a target game scene in a game map interface, move the scene identifier corresponding to the target game scene into the shortcut selection window, add a scene shortcut jump identifier corresponding to the target game scene in the shortcut selection window, and obtain the edited shortcut selection window.
In an optional embodiment, the game scene jumping apparatus further includes: the display module is used for displaying the scene quick jump identifications with the preset number in the quick selection window according to a preset sequence if the number of the scene quick jump identifications in the edited quick selection window is larger than the preset number; or displaying scene quick jump identification corresponding to the game scene in part of the game map interface contained in the current interface in the quick selection window.
In an optional implementation manner, the display module is specifically configured to adjust the scene shortcut jump flag displayed in the shortcut selection window in response to a sliding operation for the shortcut selection window if the number of the scene shortcut jump flags in the edited shortcut selection window is greater than a preset number, and control the adjusted shortcut selection window to include the target scene shortcut jump flag.
In an optional embodiment, the game scene jumping apparatus further includes: and the adjusting module is used for responding to the adjustment operation of the current game map interface and adjusting the game scene displayed by the game map interface.
In an optional embodiment, the adjusting module is specifically configured to adjust a game scene displayed in the current game map interface in response to a zoom operation on the current game map interface; or, in response to the dragging operation of the current game map interface, the game scene displayed in the current game map interface is adjusted in a moving mode.
In a third aspect, the present invention provides an electronic device comprising: the electronic device comprises a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, when the electronic device runs, the processor and the storage medium are communicated through the bus, and the processor executes the machine-readable instructions to execute the steps of the game scene jumping method according to any one of the preceding embodiments.
In a fourth aspect, the present invention provides a storage medium, wherein the storage medium stores a computer program, and the computer program is executed by a processor to execute the steps of the game scene jumping method according to any one of the foregoing embodiments.
The beneficial effect of this application is:
in the game scene jumping method, the game scene jumping device, the electronic device and the storage medium provided by the embodiment of the application, the terminal device displays a graphical user interface, and the graphical user interface at least comprises a game scene and a map thumbnail, and the method comprises the following steps: responding to an operation instruction triggered by a map thumbnail, and displaying a game map interface and a shortcut selection window through a graphical user interface, wherein the game map interface comprises at least one scene identifier, the scene identifier is configured to respond to triggering operation control to enter a corresponding game scene, the shortcut selection window comprises at least one scene shortcut jump identifier, and the game scene corresponding to the scene shortcut jump identifier is the same as the game scene corresponding to the at least one scene identifier in the game map interface; responding to a selection instruction triggered by a shortcut selection window, and determining a target scene shortcut jump identifier from at least one scene shortcut jump identifier; the jumping to the game scene corresponding to the target scene quick jumping identification is controlled, and by applying the method and the device, the game scene corresponding to the target scene identification can be quickly and accurately jumped to through the scene quick jumping identification in the quick selection window, so that the jumping efficiency and the user experience are improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
Fig. 1 is a schematic flowchart of a game scene jumping method according to an embodiment of the present disclosure;
FIG. 2 is a schematic flow chart illustrating another method for skipping a game scene according to an embodiment of the present disclosure;
FIG. 3 is a schematic flowchart of another game scene jumping method according to an embodiment of the present disclosure;
FIG. 4 is a schematic flow chart illustrating another method for skipping a game scene according to an embodiment of the present disclosure;
FIG. 5 is a schematic flowchart of another game scene jumping method according to an embodiment of the present disclosure;
FIG. 6 is a schematic diagram of a graphical user interface provided by an embodiment of the present application;
FIG. 7 is a schematic diagram of another graphical user interface provided by an embodiment of the present application;
FIG. 8 is a schematic diagram of yet another graphical user interface provided by an embodiment of the present application;
fig. 9 is a schematic functional block diagram of a game scene jumping device according to an embodiment of the present disclosure;
FIG. 10 is a schematic functional block diagram of another game scene jumping apparatus according to an embodiment of the present disclosure;
fig. 11 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. 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 application.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures.
The game scene jumping method in one embodiment of the present disclosure may be executed on a terminal device or a server. The terminal device may be a local terminal device. When the game scene jumping method is executed on the server, the game scene jumping method may be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes the server and the client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, a running main body of a game program and a game picture presenting main body are separated, the storage and the running of a game scene jumping method are completed on a cloud game server, and a client device is used for receiving and sending data and presenting a game picture, for example, the client device can be a display device which is close to a user side and has a data transmission function, such as a mobile terminal, a television, a computer, a palm computer and the like; however, the terminal device performing the information processing is a cloud game server in the cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
In the existing game interaction, when a player enters a target game scene through a map, a target scene identifier needs to be selected from the map, but when the map is smaller, a plurality of game scene identifiers overlap, and at the moment, the player is difficult to select when the player wants to select the target game scene identifier, so that the existing interaction mode has the problems of low interaction efficiency and low accuracy.
Fig. 1 is a schematic flowchart of a game scene jumping method provided in an embodiment of the present application, where the method may be applied to a terminal device, where the terminal device may display a graphical user interface, and the terminal device may be the aforementioned local terminal device, or may be a client device in the aforementioned cloud interaction system, for example, the local terminal device may be a mobile phone, a tablet, a computer, and the like, and the present application is not limited herein. In an embodiment of the application, the graphical user interface may include at least a game scene and a map thumbnail. Among them, the game scene may include but is not limited to: environments, buildings, machines, props, Non-Player characters (NPCs), etc. in the game may be different according to different game categories; map thumbnails, i.e., minimaps, which may be positioned at preset locations (e.g., upper left, upper right, etc. angular positions) on the graphical user interface, may assist the player in determining their position in the game world. As shown in fig. 1, the method may include:
and S101, responding to an operation instruction triggered by the map thumbnail, and displaying a game map interface and a shortcut selection window through a graphical user interface.
The game map interface can be a part of or all of a whole game scene and can comprise at least one scene identifier, the scene identifier is configured to respond to a trigger operation and control to enter the corresponding game scene, the shortcut selection window comprises at least one scene shortcut jump identifier, and the game scene corresponding to the scene shortcut jump identifier is the same as the game scene corresponding to the at least one scene identifier in the game map interface.
Alternatively, the user may generate an operation instruction based on the touch display screen acting on a preset position (e.g., a center position, etc.) or any position in the map thumbnail through a single click, a multiple click, a long press, a sliding, etc., and in response to the operation instruction triggered through the map thumbnail, the game map interface and the shortcut selection window may be displayed through the graphical user interface.
For the game map interface, the game map interface may include at least one scene identifier, each scene identifier corresponds to a corresponding game scene, and the scene identifier is configured to respond to a trigger operation to control entry to the corresponding game scene, that is, when a player generates a trigger operation for a certain scene identifier on the game map interface, the player will control entry to the game scene corresponding to the scene identifier, so as to implement inter-scene jumping. Optionally, the scene identifier may be a scene name of the game scene, the scene name may include letters, numbers, symbols, and the like, which are not limited herein, and a certain game scene may be uniquely determined in the game map interface according to the scene identifier.
For the shortcut selection window, the shortcut selection window may be displayed at a preset position (e.g., an upper left corner, a lower right corner, etc.) of the graphical user interface, or may be suspended in the game map interface, and according to an actual application scene, the player may adjust the suspended position of the shortcut selection window, thereby facilitating the operation of the player, which is not limited herein. The quick selection window can include at least one scene quick jump identifier, different scene quick jump identifiers can correspond to different game scenes in the game map interface, the game scene corresponding to the scene quick jump identifier can be the same as the game scene corresponding to the at least one scene identifier in the game map interface, it can be understood that the scene quick jump identifier is a quick jump instruction corresponding to the scene identifier, and the scene quick jump identifier is triggered to control the game scene corresponding to the scene identifier.
S102, responding to a selection instruction triggered by the shortcut selection window, and determining a target scene shortcut jump identifier from at least one scene shortcut jump identifier.
It can be understood that the shortcut selection window includes at least one scene shortcut jump identifier, optionally, when jumping, the shortcut selection window may act on any scene shortcut jump identifier in the shortcut selection window through clicking, multi-clicking, long-pressing, sliding and the like based on the touch display screen to generate a selection instruction, and in response to the selection instruction triggered through the shortcut selection window, the target scene shortcut jump identifier may be determined from the at least one scene shortcut jump identifier.
S103, controlling jumping to a game scene corresponding to the target scene quick jumping identification.
After the target scene quick jump identifier is determined, it can be understood that the target scene quick jump identifier is a quick jump instruction corresponding to the target scene identifier, and then the target scene quick jump identifier can control to jump to a game scene corresponding to the target scene quick jump identifier, so as to realize accurate jump.
To sum up, the game scene jumping method provided by the embodiment of the present application displays a graphical user interface through a terminal device, where the graphical user interface at least includes a game scene and a map thumbnail, and the method includes: responding to an operation instruction triggered by a map thumbnail, and displaying a game map interface and a shortcut selection window through a graphical user interface, wherein the game map interface comprises at least one scene identifier, the scene identifier is configured to respond to triggering operation control to enter a corresponding game scene, the shortcut selection window comprises at least one scene shortcut jump identifier, and the game scene corresponding to the scene shortcut jump identifier is the same as the game scene corresponding to the at least one scene identifier in the game map interface; responding to a selection instruction triggered by a shortcut selection window, and determining a target scene shortcut jump identifier from at least one scene shortcut jump identifier; the jumping to the game scene corresponding to the target scene quick jumping identification is controlled, and by applying the method and the device, the game scene corresponding to the target scene identification can be quickly and accurately jumped to through the scene quick jumping identification in the quick selection window, so that the jumping efficiency and the user experience are improved.
Fig. 2 is a schematic flow chart of another game scene jumping method according to an embodiment of the present disclosure. In an alternative embodiment, as shown in fig. 2, the game scene jumping method further includes:
s201, responding to an editing instruction, and starting an editing mode of the shortcut selection window.
In some embodiments, the shortcut selection window may include an edit control, where the edit control may be set at a preset position (e.g., an upper left corner, an upper right corner, etc.) of the shortcut selection window, and the user may act on the edit control in a manner of clicking, multi-clicking, long-pressing, sliding, etc. based on the touch display screen to generate an edit instruction, or the user may act on any scene identifier in the game map interface in a manner of clicking, multi-clicking, long-pressing, sliding, etc. based on the touch display screen to generate an edit instruction, which is not limited herein and may be flexibly adjusted according to an actual application scene. In response to the edit instruction, the edit mode of the shortcut selection window can be started, that is, the edit mode of the shortcut selection window is entered.
Optionally, in an editing mode of the shortcut selection window, the user may edit at least one scene shortcut jump identifier included in the shortcut selection window, where the editing mode may include but is not limited to: updating the name of the scene shortcut jump identifier, deleting the existing scene shortcut jump identifier, adding a new scene shortcut jump identifier, and the like, which is not limited herein.
S202, responding to an adding instruction, and controlling to add a scene shortcut jump identifier corresponding to a scene identifier in a game map interface in a shortcut selection window; and responding to the deleting instruction, and controlling to delete the scene shortcut jump identification in the shortcut selection window.
It can be understood that, after the editing mode of the shortcut selection window is started, the user may further generate an addition instruction, a deletion instruction, and the like in the editing mode by triggering an operation, where in response to the addition instruction, the addition of the scene shortcut jump identifier corresponding to the scene identifier in the game map interface in the shortcut selection window may be controlled, and it can be understood that the added scene shortcut jump identifier may not be included in the shortcut selection window, so that in different application scenes, the user may customize the scene shortcut jump identifier in the shortcut selection window, and the applicability is improved.
In addition, it can also be understood that if too many scene shortcut jump identifiers in the shortcut selection window are caused in response to adding the instruction for many times, which affects user operation, a deletion instruction can be generated through a trigger operation, and in response to the deletion instruction, the deletion of the scene shortcut jump identifiers in the shortcut selection window can be controlled, so that through the deletion operation, the number of the scene shortcut jump identifiers in the shortcut selection window can be effectively reduced, so that when a user selects a target scene shortcut jump identifier from at least one scene shortcut jump identifier, the selection efficiency can be improved.
Fig. 3 is a schematic flowchart of another game scene jumping method according to an embodiment of the present application. In an alternative embodiment, as shown in fig. 3, the controlling of deleting the scene shortcut jump flag in the shortcut selection window in response to the delete instruction may include:
s301, in the editing mode, displaying a deleting control of the scene shortcut jump identification in the shortcut selection window.
Optionally, in the editing mode, a deletion control of each scene shortcut jump identifier in the shortcut selection window may be displayed in a floating manner at a preset position (for example, an upper left corner, an upper right corner, a middle position, and the like) of each scene shortcut jump identifier, and the deletion control may be marked with a preset symbol, such as "-", "x", and the like, which is not limited herein and may be different according to an actual application scene.
S302, responding to a first operation of the deleting control, deleting the scene shortcut jump identifier corresponding to the deleting control corresponding to the first operation, and acquiring the edited shortcut selection window.
After the deleting control of the scene shortcut jump identifier in the shortcut selection window is displayed, a user can generate a first operation aiming at the deleting control through clicking, multi-clicking, long-pressing and the like based on the touch display screen, the scene shortcut jump identifier corresponding to the deleting control corresponding to the first operation can be deleted in response to the first operation, the edited shortcut selection window is obtained, the purpose of deleting any scene shortcut jump identifier in the shortcut selection window is achieved, and the applicability is improved.
In an optional embodiment, in order to make the deleting manner of the scene shortcut jump flag in the shortcut selection window diverse, the controlling to delete the scene shortcut jump flag in the shortcut selection window in response to the delete instruction may include:
in the editing mode, responding to the moving operation of the scene quick jump identifier, moving the scene quick jump identifier corresponding to the moving operation to the outside of the quick selection window, deleting the scene quick jump identifier corresponding to the moving operation, and acquiring the edited quick selection window.
Optionally, the user may act on the scene shortcut jump identifier in the shortcut selection window by sliding, dragging, flicking, or the like based on the touch display screen to trigger generation of a moving operation, and in response to the moving operation, may move the target identifier out of the shortcut selection window and delete the target identifier displayed in the shortcut selection window. It can be understood that, in response to the moving operation, the target identifier is moved out of the shortcut selection window, so that for a user, the whole moving process can be intuitively observed from the shortcut selection window, and the user interaction experience is improved.
Fig. 4 is a schematic flowchart of another game scene jumping method according to an embodiment of the present application. In an alternative embodiment, as shown in fig. 4, the controlling, in response to the add instruction, to add a scene shortcut jump identifier corresponding to a scene identifier in a game map interface in the shortcut selection window includes:
s401, in an editing mode, responding to the operation of adding a control, and displaying an identification list, wherein the identification list comprises: the game map interface comprises a plurality of game map interfaces, wherein the game map interfaces comprise a plurality of game map interfaces, each game map interface comprises a game scene identifier and a to-be-selected scene identifier, and the game map interfaces comprise a plurality of game scene identifiers.
Optionally, the shortcut selection window may include an add control, and the add control may be set at a preset position of the shortcut selection window, for example, may be set at the leftmost side or the rightmost side of the multiple horizontally arranged scene shortcut jump identifiers in the shortcut selection window, which is not limited herein. In the editing mode, a user can act on the adding control through clicking, multi-clicking, long-time pressing, sliding, dragging and the like based on the touch display screen to trigger the operation of the adding control, and the identification list can be displayed in response to the operation of the adding control.
For the identifier list, the identifier list may include identifiers of scenes to be selected corresponding to all game scenes in the game map interface, and it can be understood that, in this case, a player may add and display any identifier of scenes to be selected in the game map interface in the quick selection window, thereby improving the applicability of the game scene jump method; or, the identifier list may include identifiers of scenes to be selected corresponding to game scenes in a part of game map interfaces included in the current interface, and it can be understood that, in this scene, the loading speed of the identifier list may be effectively increased, the situation that the loading time is too long is avoided, the game experience of the player is improved, and according to an actual application scene, the player may also be allowed to configure, which is not limited herein. Optionally, if there is a scene identifier already in the quick selection window, the scene identifier may be displayed in a preset manner in the identifier list, for example, gray display, or a non-touch manner, and the like, which is not limited herein; or, the existing scene identifiers in the shortcut selection window are not displayed in the identifier list.
S402, responding to the selection operation of at least one to-be-selected scene mark in the mark list, adding a scene quick jump mark corresponding to the selected to-be-selected scene mark in the quick selection window, and acquiring the edited quick selection window.
Based on the description of the above embodiment, after the identifier list is displayed, at least one candidate scene identifier may be selected from the identifier list by clicking, multi-clicking, dragging, and the like based on the touch display screen to generate a selection operation, optionally, the selection may be performed, or batch selection may also be implemented, that is, a user may select a plurality of (e.g., 2, 3, and the like) candidate scene identifiers in the identifier list for addition, so that the addition efficiency may be improved. In response to the selection operation of at least one to-be-selected scene identifier in the identifier list, a scene shortcut jump identifier corresponding to the selected to-be-selected scene identifier may be added to the shortcut selection window, and it can be understood that if the selection is batch selection, the addition may be batch addition.
Optionally, when at least one scene identifier to be selected is selected from the identifier list for adding to the shortcut selection window, the scene identifier may also be selected in a keyword search manner, which is not limited herein, so that the adding efficiency may be improved.
Fig. 5 is a flowchart of another game scene jumping method provided in an embodiment of the present application, in an optional implementation manner, to further improve adding efficiency of a scene shortcut jumping flag, as shown in fig. 5, the controlling, in response to an adding instruction, to add the scene shortcut jumping flag corresponding to the scene flag in the game map interface in the shortcut selection window includes:
s501, in the editing mode, displaying a quick adding control of a scene identifier in a game map interface.
Optionally, the quick adding control may be displayed at a preset position (for example, a left upper corner, a right upper corner, or a position of a surrounding area) of a scene identifier corresponding to each game scene, and marked with a preset symbol, such as "+" or the like, which is not limited herein and may be adjusted according to an actual application scene.
S502, in response to a second operation on the shortcut adding control, adding a scene shortcut jump identifier corresponding to the shortcut adding control corresponding to the second operation in the shortcut selecting window, and acquiring the edited shortcut selecting window.
The method includes the steps that a user can generate second operation aiming at the quick adding control through clicking, double clicking and the like based on a touch display screen, the second operation is responded, the quick scene jump identification corresponding to the quick adding control corresponding to the second operation can be added to a quick selecting window, the quick scene jump identification corresponding to the quick adding control is the quick scene jump identification corresponding to the quick adding control, and after the adding is completed, the edited quick selecting window can be obtained.
By applying the embodiment of the application, the player can quickly add the target scene quick jump identifier corresponding to the target scene identifier to the quick selection window through the quick adding control of the scene identifier in the game map interface at any time in the game process, so that the game experience of the user is improved.
It should be noted that, according to an actual application scenario, the game scene jump method may include the embodiments of step S401, step S402, step S501, and step S502, so that in different application scenarios, a user may select a corresponding addition mode to add the target scene shortcut jump identifier corresponding to the target scene identifier to the shortcut selection window in a shortcut manner.
In an optional embodiment, the quick adding control for displaying the scene identifier in the game map interface comprises: and displaying the quick adding control of the scene identification in the game map interface by using the preset animation.
Optionally, in order to facilitate the user to distinguish the shortcut addition control from other contents in the game scene, the shortcut addition control of the scene identifier in the game map interface may be displayed in a preset animation. For example, a swing special effect, a highlight special effect, and the like may be added to the quick add control, but not limited thereto.
In an optional implementation manner, the controlling, in response to the add instruction, to add a scene shortcut jump identifier corresponding to a scene identifier in the game map interface in the shortcut selection window includes:
in the editing mode, in response to the moving operation of the scene identifier corresponding to the target game scene in the game map interface, the scene identifier corresponding to the target game scene is moved into the shortcut selection window, the scene shortcut jump identifier corresponding to the target game scene is added into the shortcut selection window, and the edited shortcut selection window is obtained.
Of course, in the actual operation process, the scene shortcut jump identifier corresponding to the target game scene can be added in the shortcut selection window through the mobile operation, so that the adding mode is diversified, and the user experience is improved. Optionally, a moving operation for a scene identifier corresponding to a target game scene in the game map interface may be generated by sliding, dragging, flicking, or the like based on the touch display screen, and in response to the moving operation, the scene identifier corresponding to the target game scene may be moved into the shortcut selection window, and a scene shortcut jump identifier corresponding to the target game scene is added to the shortcut selection window, so that a user may visually observe the entire moving process, and the user game interaction experience is improved. For example, when the scene identifier corresponding to the game scene is configured to be flicked in the direction of the shortcut selection window in advance, it may be considered that a moving operation for the scene identifier corresponding to the game scene is generated, but the actual operation mode is not limited thereto.
In addition, it can be understood that after the editing is completed, the saving control may also be clicked to save the edited scene shortcut jump identifier, or a real-time saving manner is adopted for saving, which is not limited herein, and finally, the edited shortcut selection window may be obtained, and the shortcut selection jump operation of the scene is performed based on the edited shortcut selection window, and specific contents may refer to the foregoing relevant parts, which are not described herein again.
Based on the description of the above embodiment, the application can respond to the operation of the add control, respond to the second operation of the quick add control, or respond to the moving operation of the scene identifier corresponding to the target game scene in the game map interface, so as to achieve the purpose of adding the scene quick jump identifier in the quick selection window, and make the add mode diversified. Of course, any two operation modes may be combined according to the actual application scenario.
In an optional embodiment, after acquiring the edited shortcut selection window, the method further includes:
if the number of the scene quick jump identifications in the edited quick selection window is larger than the preset number, displaying the preset number of the scene quick jump identifications in the quick selection window according to the preset sequence; or displaying scene quick jump marks corresponding to game scenes in a part of game map interfaces contained in the current interface in the quick selection window.
It is understood that, generally, in order to avoid obstructing the view without affecting other operations of the user, the number of the scene shortcut jump identifiers displayable in the shortcut selection window is limited, which may display a preset number of identifiers at most, alternatively, the preset number may be 5, 8, 10, etc., and is not limited herein. If the number of the scene quick jump identifiers in the edited quick selection window is greater than the preset number, the preset number of identifiers can be displayed in the quick selection window according to the preset sequence, optionally, the preset sequence can be determined according to the adding sequence of the scene quick jump identifiers, or can be determined according to the coordinate positions of the game scenes corresponding to the scene quick jump identifiers in the game map, and no limitation is made here.
In some embodiments, in order to avoid that too many scene shortcut jump identifiers are displayed in the shortcut selection window to affect the user operation, the scene shortcut jump identifiers corresponding to the game scenes in a part of game map interfaces included in the current interface can be displayed in the shortcut selection window, on one hand, the loading efficiency of the shortcut selection window can be improved, and on the other hand, when the user selects the target scene shortcut jump identifier at a later stage, the selection efficiency can be improved.
In an optional embodiment, before determining a target scene shortcut jump identifier from at least one scene shortcut jump identifier in response to a selection instruction triggered through a shortcut selection window, the method includes:
and if the number of the scene quick jump marks in the edited quick selection window is larger than the preset number, responding to the sliding operation aiming at the quick selection window, adjusting the scene quick jump marks displayed in the quick selection window, and controlling the adjusted quick selection window to contain the target scene quick jump marks.
It can be understood that if the number of the scene shortcut jump marks in the edited shortcut selection window is greater than the preset number, that is, the shortcut selection window cannot display all the scene shortcut jump marks to the user at the same time, the scene shortcut jump marks can be displayed in pages, optionally, the user can act on any position of the interface of the shortcut selection window in a sliding manner (for example, left sliding, right sliding, up sliding, down sliding, etc.), a sliding operation for the shortcut selection window is generated, and the displayed scene shortcut jump marks in the shortcut selection window can be adjusted in response to the sliding operation. Of course, it should be noted that the number of times of adjustment is not limited in the present application, and multiple adjustments may be performed according to an actual application scenario until the adjusted shortcut selection window includes a target scenario shortcut jump identifier for a user to select.
By applying the method and the device, when the shortcut selection window comprises the plurality of scene shortcut jump identifiers, any scene shortcut jump identifier can still be selected as the target scene shortcut jump identifier, and the applicability is improved.
In an optional embodiment, the method further comprises: and responding to the adjustment operation of the current game map interface, and adjusting the game scene displayed by the game map interface.
For the current game map interface, the game scene displayed on the current game map interface can also be adjusted according to the actual application scene, and it can be understood that if the adjustment is performed, the scene identifier included in the game map interface is adaptively adjusted according to the game scene.
Wherein, the adjustment mode includes but is not limited to: the game scene displayed on the current game map interface is zoomed in or zoomed out, moved and adjusted, and the like, which is not limited herein.
In an optional embodiment, the adjusting the game scene displayed by the game map interface in response to the adjustment operation on the current game map interface includes:
responding to the zooming operation of the current game map interface, and adjusting the game scene displayed in the current game map interface; or, in response to the dragging operation of the current game map interface, the game scene displayed in the current game map interface is adjusted in a moving mode.
Optionally, the game map interface may include a preset zoom control, and the preset zoom control may be disposed at a fixed position of the game map interface, or may be suspended on the game map interface, which is not limited herein. The zooming control can comprise a zooming-in control and a zooming-out control, and the zooming-in control and the zooming-out control can be used for zooming in or zooming out the game map interface, so that the aim of adjusting the game scene displayed in the current game map interface can be achieved.
Of course, the game map interface may also be configured to adjust and enlarge or reduce the game scene displayed in the current game map interface in response to the multi-touch operation. For example, the player may zoom in or out the current game map interface in a manner of sliding with two fingers, which is not limited herein.
In addition, according to an actual application scene, a user can also generate a dragging operation for the current game map interface through clicking, multi-clicking, long-pressing, sliding, dragging and the like based on the touch display screen, and the game scene displayed in the current game map interface can be adjusted in a moving mode in response to the dragging operation. For example, the user may select an arbitrary map position in the current game map interface by long pressing based on the touch display screen, and then move and adjust the area displayed by the map in the current interface by dragging, which is not limited herein.
Fig. 6 is a schematic view of a graphical user interface provided in an embodiment of the present application, fig. 7 is a schematic view of another graphical user interface provided in an embodiment of the present application, and fig. 8 is a schematic view of another graphical user interface provided in an embodiment of the present application. Optionally, as shown in fig. 6 to 8, the graphical user interface may display a game map interface and a shortcut selection window, where the game map interface may include at least one scene identifier 110, and the shortcut selection window may include at least one scene shortcut jump identifier 121, in the editing mode, a player may display an identifier list through the touch addition control 130, and in response to a selection operation on at least one candidate scene identifier in the identifier list, may add a scene shortcut jump identifier corresponding to the selected candidate scene identifier in the shortcut selection window, such as the scene shortcut jump identifier 122 corresponding to the scene identifier "forest forbidden"; or, the player may add the shortcut adding control of each scene identifier displayed in the game map interface, such as the shortcut adding control 140 of the scene identifier "bedroom", optionally, a second operation for the shortcut adding control 140 may be generated by clicking, multi-clicking, long-pressing, and the like based on the touch display screen, in response to the second operation, the shortcut skipping identifier 123 of the scene corresponding to the "bedroom" may be added in the shortcut selecting window, and after the addition is completed, optionally, the shortcut selecting window after editing may be obtained by saving through the touch saving control 150; or, the addition may be performed by referring to the foregoing moving operation manner, which is not described herein again.
In addition, as shown in fig. 8, in the editing mode, a deletion control of the scene shortcut jump flag in the shortcut selection window may be displayed, for example, a deletion control 190 of the scene shortcut jump flag 121 corresponding to the scene flag "library" is displayed, optionally, a first operation for the deletion control 190 may be generated by acting on the deletion control 190 through a single click, a multiple click, a long press, and the like based on the touch display screen, and in response to the first operation, the scene shortcut jump flag corresponding to the deletion control 190 corresponding to the first operation, that is, the scene shortcut jump flag 121 corresponding to the scene flag "library" may be deleted, which may of course be deleted through other manners, which may be specifically referred to the contents of the above method embodiments, and is not described herein again.
In some embodiments, as shown in fig. 8, the quick selection window may further include an up-turning control 170 and a down-turning control 160, and optionally, the player may act on the up-turning control 170 or the down-turning control 160 by clicking based on the touch display screen, so that the scene quick jump identifier displayed in the quick selection window may be adjusted, and the adjusted quick selection window is controlled to include the target scene quick jump identifier. Optionally, the game map interface may further include a preset zoom control 180, as can be seen from the foregoing description, a player may touch the preset zoom control 180 to zoom in or zoom out the game map interface, so as to achieve the purpose of adjusting the game scene displayed in the current game map interface.
Of course, it should be noted that the schematic way of quickly selecting the window is not limited to the above illustration, and may be flexibly adjusted according to the actual application scenario.
Fig. 9 is a schematic functional module diagram of a game scene jumping apparatus according to an embodiment of the present application, where the apparatus may display a graphical user interface through a terminal device, where the graphical user interface includes at least a game scene and a map thumbnail, and the basic principle and the generated technical effects of the apparatus are the same as those of the foregoing corresponding method embodiment. As shown in fig. 9, the game scene jumping device 200 includes:
the display module 210 is configured to display a game map interface and a shortcut selection window through a graphical user interface in response to an operation instruction triggered by a map thumbnail, where the game map interface includes at least one scene identifier, the scene identifier is configured to respond to a trigger operation control to enter a corresponding game scene, the shortcut selection window includes at least one scene shortcut jump identifier, and a game scene corresponding to the scene shortcut jump identifier is the same as a game scene corresponding to the at least one scene identifier in the game map interface;
a determining module 220, configured to determine a target scene shortcut jump identifier from at least one scene shortcut jump identifier in response to a selection instruction triggered through the shortcut selection window;
and the control module 230 is configured to control the game scene corresponding to the target scene shortcut jump identifier.
Fig. 10 is a schematic functional block diagram of another game scene jumping apparatus according to an embodiment of the present application. In an alternative embodiment, as shown in fig. 10, the game scene jumping apparatus 200 further includes: an editing module 240, configured to respond to an editing instruction, start an editing mode of the shortcut selection window; responding to the adding instruction, and controlling to add a scene shortcut jump identifier corresponding to the scene identifier in the game map interface in the shortcut selection window; and responding to the deleting instruction, and controlling to delete the scene shortcut jump identification in the shortcut selection window.
In an optional embodiment, the editing module 240 is specifically configured to display a deletion control of a scene shortcut jump identifier in a shortcut selection window in an editing mode; and responding to the first operation of the deleting control, deleting the scene shortcut jump identifier corresponding to the deleting control corresponding to the first operation, and acquiring the edited shortcut selection window.
In an optional embodiment, the editing module 240 is specifically configured to, in the editing mode, respond to a moving operation on the scene shortcut jump identifier, move the scene shortcut jump identifier corresponding to the moving operation outside the shortcut selection window, delete the scene shortcut jump identifier corresponding to the moving operation, and obtain the edited shortcut selection window.
In an alternative embodiment, the editing module 240 is specifically configured to, in the editing mode, respond to an operation on the add control, display an identifier list, where the identifier list includes: the method comprises the steps that a scene identifier to be selected corresponding to a game scene in a part of game map interfaces included in a current interface, or scene identifiers to be selected corresponding to all game scenes in the game map interfaces; and responding to the selection operation of at least one to-be-selected scene identifier in the identifier list, adding a scene shortcut jump identifier corresponding to the selected to-be-selected scene identifier in the shortcut selection window, and acquiring the edited shortcut selection window.
In an optional embodiment, the editing module 240 is specifically configured to display a shortcut adding control of a scene identifier in a game map interface in an editing mode; and responding to a second operation of the shortcut adding control, adding a scene shortcut jump identifier corresponding to the shortcut adding control corresponding to the second operation in the shortcut selection window, and acquiring the edited shortcut selection window.
In an alternative embodiment, the editing module 240 is specifically configured to display a shortcut addition control of a scene identifier in the game map interface in a preset animation.
In an optional embodiment, the editing module 240 is specifically configured to, in the editing mode, respond to a moving operation on a scene identifier corresponding to a target game scene in a game map interface, move the scene identifier corresponding to the target game scene into the shortcut selection window, add a scene shortcut jump identifier corresponding to the target game scene in the shortcut selection window, and obtain the edited shortcut selection window.
In an alternative embodiment, the game scene jumping apparatus further includes: the display module is used for displaying the scene quick jump identifications with the preset number in the quick selection window according to the preset sequence if the number of the scene quick jump identifications in the edited quick selection window is larger than the preset number; or displaying scene quick jump marks corresponding to game scenes in a part of game map interfaces contained in the current interface in the quick selection window.
In an optional embodiment, the display module is specifically configured to, if the number of the scene shortcut jump flags in the edited shortcut selection window is greater than a preset number, adjust the scene shortcut jump flag displayed in the shortcut selection window in response to a sliding operation for the shortcut selection window, and control the adjusted shortcut selection window to include the target scene shortcut jump flag.
In an alternative embodiment, the game scene jumping apparatus further includes: and the adjusting module is used for responding to the adjustment operation of the current game map interface and adjusting the game scene displayed on the game map interface.
In an optional embodiment, the adjusting module is specifically configured to adjust a game scene displayed in the current game map interface in response to a zoom operation on the current game map interface; or, in response to the dragging operation of the current game map interface, the game scene displayed in the current game map interface is adjusted in a moving mode.
The above-mentioned apparatus is used for executing the method provided by the foregoing embodiment, and the implementation principle and technical effect are similar, which are not described herein again.
These above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more Application Specific Integrated Circuits (ASICs), or one or more microprocessors (DSPs), or one or more Field Programmable Gate Arrays (FPGAs), among others. For another example, when one of the above modules is implemented in the form of a Processing element scheduler code, the Processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 11 is a schematic structural diagram of an electronic device according to an embodiment of the present application. As shown in fig. 11, the electronic device may include: a processor 510, a storage medium 520, and a bus 530, the storage medium 520 storing machine-readable instructions executable by the processor 510, the processor 510 communicating with the storage medium 520 via the bus 530 when the electronic device is operating, the processor 510 executing the machine-readable instructions to perform the steps of the above-described method embodiments. The specific implementation and technical effects are similar, and are not described herein again.
Optionally, the present application further provides a storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the computer program performs the steps of the above method embodiments. The specific implementation and technical effects are similar, and are not described herein again.
In the several embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, a division of a unit is merely a logical division, and an actual implementation may have another division, for example, a plurality of 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, devices or units, and may be in an electrical, mechanical or other form.
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 network 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 application 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, or in a form of hardware plus a software functional unit.
The integrated unit implemented in the form of a software functional unit may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium and includes several instructions to enable a computer device (which may be a personal computer, a server, or a network device) or a processor (processor) to execute some steps of the methods according to the embodiments of the present application. And the aforementioned storage medium includes: a U disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
It is noted that, in this document, relational terms such as "first" and "second," and the like, may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other identical elements in a process, method, article, or apparatus that comprises the element.
The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application. It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures. The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims (15)

1. A game scene jumping method is characterized in that a graphical user interface is displayed through a terminal device, the graphical user interface at least comprises a game scene and a map thumbnail, and the method comprises the following steps:
responding to an operation instruction triggered by the map thumbnail, and displaying a game map interface and a shortcut selection window through a graphical user interface, wherein the game map interface comprises at least one scene identifier, the scene identifier is configured to respond to a triggering operation control to enter a corresponding game scene, the shortcut selection window comprises at least one scene shortcut jump identifier, and the game scene corresponding to the scene shortcut jump identifier is the same as the game scene corresponding to at least one scene identifier in the game map interface;
responding to a selection instruction triggered by a shortcut selection window, and determining a target scene shortcut jump identifier from the at least one scene shortcut jump identifier;
and controlling to jump to a game scene corresponding to the target scene quick jump identification.
2. The method of claim 1, further comprising:
responding to an editing instruction, and starting an editing mode of the shortcut selection window;
responding to an adding instruction, and controlling to add a scene shortcut jump identifier corresponding to the scene identifier in the game map interface in the shortcut selection window;
and responding to a deleting instruction, and controlling to delete the scene shortcut jump identification in the shortcut selection window.
3. The method according to claim 2, wherein the controlling to delete the scene shortcut jump identifier in the shortcut selection window in response to a deletion instruction comprises:
in the editing mode, displaying a deletion control of the scene shortcut jump identifier in the shortcut selection window;
and responding to a first operation of the deleting control, deleting the scene shortcut jump identifier corresponding to the deleting control corresponding to the first operation, and acquiring an edited shortcut selection window.
4. The method according to claim 2, wherein the controlling to delete the scene shortcut jump identifier in the shortcut selection window in response to a deletion instruction comprises:
and in the editing mode, responding to the moving operation of the scene shortcut jump identifier, moving the scene shortcut jump identifier corresponding to the moving operation to the outside of the shortcut selection window, deleting the scene shortcut jump identifier corresponding to the moving operation, and acquiring the edited shortcut selection window.
5. The method according to claim 2, wherein the controlling of adding a scene shortcut jump identifier corresponding to a scene identifier in the game map interface in the shortcut selection window in response to an adding instruction comprises:
in the editing mode, responding to the operation of adding a control, displaying an identification list, wherein the identification list comprises: the method comprises the steps that a to-be-selected scene identification corresponding to game scenes in part of game map interfaces included in a current interface, or to-be-selected scene identifications corresponding to all game scenes in the game map interfaces;
and responding to the selection operation of at least one scene mark to be selected in the mark list, adding a scene quick jump mark corresponding to the selected scene mark to the quick selection window, and acquiring the edited quick selection window.
6. The method according to claim 2, wherein the controlling of adding a scene shortcut jump identifier corresponding to a scene identifier in the game map interface in the shortcut selection window in response to an adding instruction comprises:
in the editing mode, displaying a quick adding control of a scene identifier in a game map interface;
and responding to a second operation of the shortcut adding control, adding a scene shortcut jump identifier corresponding to the shortcut adding control corresponding to the second operation in the shortcut selection window, and acquiring the edited shortcut selection window.
7. The method of claim 6, wherein the displaying a quick add control of a scene identifier in a game map interface comprises:
and displaying the quick adding control of the scene identification in the game map interface by using the preset animation.
8. The method according to claim 2, wherein the controlling of adding a scene shortcut jump identifier corresponding to a scene identifier in the game map interface in the shortcut selection window in response to an adding instruction comprises:
in the editing mode, in response to the moving operation of the scene identifier corresponding to the target game scene in the game map interface, the scene identifier corresponding to the target game scene is moved into the shortcut selection window, the scene shortcut jump identifier corresponding to the target game scene is added into the shortcut selection window, and the edited shortcut selection window is obtained.
9. The method according to any one of claims 3 to 8, wherein after acquiring the edited shortcut selection window, the method for jumping game scenes further comprises:
if the number of the scene quick jump identifications in the edited quick selection window is larger than the preset number, displaying the preset number of the scene quick jump identifications in the quick selection window according to a preset sequence; alternatively, the first and second electrodes may be,
and displaying scene quick jump identification corresponding to game scenes in part of game map interfaces contained in the current interface in the quick selection window.
10. The method of claim 9, wherein before determining a target scene shortcut jump identifier from the at least one scene shortcut jump identifier in response to a selection instruction triggered through a shortcut selection window, the game scene jump method further comprises:
and if the number of the scene quick jump marks in the edited quick selection window is larger than the preset number, responding to the sliding operation aiming at the quick selection window, adjusting the scene quick jump marks displayed in the quick selection window, and controlling the adjusted quick selection window to contain the target scene quick jump marks.
11. The method of claim 1, further comprising:
and responding to the adjustment operation of the current game map interface, and adjusting the game scene displayed by the game map interface.
12. The method of claim 11, wherein the adjusting the game scene displayed by the game map interface in response to the adjusting operation of the current game map interface comprises:
responding to the zooming operation of the current game map interface, and adjusting the game scene displayed in the current game map interface; alternatively, the first and second electrodes may be,
and responding to the dragging operation of the current game map interface, and moving and adjusting the game scene displayed in the current game map interface.
13. A game scene jumping apparatus, characterized in that a graphical user interface is displayed through a terminal device, the graphical user interface at least includes a game scene and a map thumbnail, the game scene jumping apparatus includes:
the display module is used for responding to an operation instruction triggered by the map thumbnail and displaying a game map interface and a shortcut selection window through a graphical user interface, wherein the game map interface comprises at least one scene identifier, the scene identifier is configured to respond to a triggering operation control and enter a corresponding game scene, the shortcut selection window comprises at least one scene shortcut jump identifier, and the game scene corresponding to the scene shortcut jump identifier is the same as the game scene corresponding to the at least one scene identifier in the game map interface;
the determining module is used for responding to a selection instruction triggered by the shortcut selection window and determining a target scene shortcut jump identifier from the at least one scene shortcut jump identifier;
and the control module is used for controlling the jumping to the game scene corresponding to the target scene quick jumping identification.
14. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the electronic device is operating, the processor executing the machine-readable instructions to perform the steps of the game scene hopping method as claimed in any one of claims 1 to 12.
15. A storage medium, having stored thereon a computer program for performing the steps of the game scene hopping method according to any one of claims 1 to 12 when executed by a processor.
CN202110115192.0A 2021-01-27 2021-01-27 Game scene jumping method and device, electronic equipment and storage medium Pending CN112774192A (en)

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