CN111185004A - Game control display method, electronic device, and storage medium - Google Patents

Game control display method, electronic device, and storage medium Download PDF

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Publication number
CN111185004A
CN111185004A CN201911396559.XA CN201911396559A CN111185004A CN 111185004 A CN111185004 A CN 111185004A CN 201911396559 A CN201911396559 A CN 201911396559A CN 111185004 A CN111185004 A CN 111185004A
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China
Prior art keywords
game
user interface
graphical user
target
game character
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Granted
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CN201911396559.XA
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Chinese (zh)
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CN111185004B (en
Inventor
刘同云
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN201911396559.XA priority Critical patent/CN111185004B/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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • 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
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/55Controlling 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
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Theoretical Computer Science (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The present disclosure provides a control display method of a game, an electronic device, and a storage medium, the method including: determining a target game role from the first game roles in response to a first operation instruction; providing a target virtual icon associated with the target game character on the graphical user interface in response to a first condition trigger instruction; and responding to a second operation instruction acting on the target virtual icon, and displaying the movement track of the target game role in the graphical user interface. According to the game control display method, the electronic equipment and the storage medium, the player can selectively and pertinently check the moving route of a certain specific game role under the condition that the operation complexity of the player is not increased, in addition, the shielding degree of the checking operation on a game picture can be reduced, the player can conveniently adjust the competition strategy of the next game according to the moving route, the operation is convenient and fast, and the game experience degree is improved.

Description

Game control display method, electronic device, and storage medium
Technical Field
The present disclosure relates to the field of game technologies, and in particular, to a game control display method, an electronic device, and a storage medium.
Background
With the development of the internet and the evolution of the mobile communication technology, a great number of games with different themes emerge to meet the daily entertainment requirements of users.
In some games, a minimap (mini-map) may be displayed at the edge of the game interface to assist the player in determining where the player's own controlled game character is in the game world. The small map is a thumbnail of the game world map, and may be a thumbnail of the entire game world map (entire game scene) or a thumbnail of a partial game world map (partial game scene) depending on the game or the setting.
The elements displayed in the minimap vary with the type of game, and in some common scenarios, the elements representing the topography of the game scene and the real-time locations of the player's own controlled game characters in the game scene are displayed, while in other scenarios, the real-time locations of other game characters in the same play as the player's own controlled game characters may also be displayed.
In addition, in some schemes, the minimap also includes both expanded and non-expanded states. However, the information display mode of the small map has some limitations, and in a non-expanded state, the small map occupies a small display area, and has low shielding degree on a normal game picture, but has less displayed content; in the unfolded state, the small map occupies a large display area, has a high shielding degree for a normal game picture, but can display richer detailed contents.
It is to be noted that the information disclosed in the above background section is only for enhancement of understanding of the background of the present disclosure, and thus may include information that does not constitute prior art known to those of ordinary skill in the art.
Disclosure of Invention
In the long-term game development process, the applicant finds that the display control method of the game in the prior art has the following defects:
1. the player can only view the positions of one or more other game characters according to the display scheme provided by the system in the game process, so that the operation of selectively and pertinently viewing the positions of the appointed game characters is inconvenient;
2. only the real-time position of a game role in a game scene is displayed in the game small map, and a player cannot acquire the movement track of the game role in the game process;
3. when a player views information through the non-expansion state of the small map in the game process, the obtained information is less or the accuracy is insufficient, but when the information is viewed through the expansion state of the small map, the game picture is shielded to a certain degree.
An object of the present disclosure is to provide a control display method of a game, an electronic device, and a storage medium, thereby overcoming, at least to some extent, one or more problems due to limitations and disadvantages of the related art.
According to an aspect of the present disclosure, there is provided a control display method of a game, in which a terminal provides a graphical user interface, content displayed in the graphical user interface at least partially includes a game scene of the game, the game scene includes at least one first game character, the method includes:
determining a target game role from the first game roles in response to a first operation instruction;
providing a target virtual icon associated with the target game character on the graphical user interface in response to a first condition trigger instruction;
and responding to a second operation instruction acting on the target virtual icon, and displaying the movement track of the target game role in the graphical user interface.
In an exemplary embodiment of the present disclosure, the method further comprises:
and marking the current position of the target game role on the moving track.
In an exemplary embodiment of the present disclosure, the method further comprises:
marking the position of at least one static virtual object on the moving track, wherein the static virtual object comprises one or more of the following static virtual objects: buildings, mountains, bodies of water, or landmarks.
In an exemplary embodiment of the present disclosure, the game includes a second game character, and the second game character executes a virtual action at least according to a manipulation instruction received by the terminal.
In an exemplary embodiment of the present disclosure, the first game character and the second game character belong to different avatars, respectively.
In an exemplary embodiment of the disclosure, the first condition trigger instruction is a trigger instruction generated when the second game character moves from a first area to a second area in the game scene.
In an exemplary embodiment of the disclosure, the first condition trigger instruction is a trigger instruction generated at the end of the first operation instruction.
In an exemplary embodiment of the disclosure, the first operation instruction is an operation instruction that acts on the graphical user interface when the second game character is located in the first area.
In an exemplary embodiment of the present disclosure, the displaying, in the graphical user interface, the movement trajectory of the target game character in response to the second operation instruction acting on the target virtual icon includes:
and responding to a second operation instruction acting on the target virtual icon, displaying the movement track in a designated area of the graphical user interface, and marking the real-time relative position of the second game character and the movement track in the designated area.
In an exemplary embodiment of the present disclosure, the graphical user interface further provides a thumbnail of the game scene, and the designated area is different from the thumbnail of the game scene.
In an exemplary embodiment of the present disclosure, the graphical user interface further provides a thumbnail of the game scene, the thumbnail of the game scene displaying at least the real-time location of the second game character;
the displaying, in response to a second operation instruction acting on the target virtual icon, a movement trajectory of the target game character in the graphical user interface includes:
and responding to a second operation instruction acting on the target virtual icon, and displaying the movement track on the thumbnail of the game scene.
In an exemplary embodiment of the present disclosure, the graphical user interface further provides a thumbnail of the game scene, the thumbnail of the game scene displaying at least the real-time location of the second game character;
the responding to a second operation instruction acting on the target virtual icon, displaying the movement track of the target game role in the graphical user interface, and the method comprises the following steps:
responding to a second operation instruction acting on the target virtual icon, and judging whether a thumbnail of the game scene in the graphical user interface is expanded or not;
if so, displaying the moving track on the thumbnail of the game scene;
if not, generating a designated area on the graphical user interface, and displaying the movement track in the designated area, wherein the designated area at least marks a real-time position displaying the second game character relative to the movement track in real time.
In an exemplary embodiment of the present disclosure, the designated area is a display area on the graphical user interface determined according to a position of the target virtual icon.
In an exemplary embodiment of the present disclosure, the designated area includes an area of an upper left corner, an upper right corner, a lower left corner, or a lower right corner of the graphical user interface.
In an exemplary embodiment of the present disclosure, the designated area is displayed according to a designated transparency.
In an exemplary embodiment of the present disclosure, the providing a target virtual icon associated with the target game character on the graphical user interface in response to the first condition trigger instruction comprises:
generating a target virtual icon associated with the target game character on the graphical user interface in response to a first condition trigger instruction;
alternatively, the first and second electrodes may be,
configuring a first icon of the graphical user interface as a target virtual icon associated with the target game character in response to a first condition trigger instruction.
In an exemplary embodiment of the present disclosure, before the determining a target game character from the first game characters in response to a first operation instruction, the method further includes:
displaying a movement track of at least one first game character in a track display area of the graphical user interface;
the determining, in response to the first operation instruction, a target game character from among the first game characters includes:
in response to a selection operation performed on the trajectory display area, a target game character is determined from the first game characters.
In an exemplary embodiment of the present disclosure, the method further comprises:
hiding the movement track from the graphical user interface in response to a third operation instruction.
In an exemplary embodiment of the present disclosure, the method further comprises:
and responding to a fourth operation instruction acting on the target virtual icon, and closing the target virtual icon from the graphical user interface.
In an exemplary embodiment of the disclosure, the fourth operation instruction includes a single click, a double click, a drag to a fixed area, a long press to a predetermined time, or a hold of the long press until a delete icon appears.
In an exemplary embodiment of the present disclosure, the method further comprises:
and responding to a fifth operation instruction, and moving the target virtual icon.
In an exemplary embodiment of the present disclosure, the first area is a secure area, and the second game character is not affected by an attack within the first area;
the second area is an insecure area, and the second game character is affected by an attack in the second area.
In an exemplary embodiment of the present disclosure, the target virtual icon is displayed on an upper side, a lower side, a left side, or a right side of the graphical user interface.
According to another aspect of the present disclosure, there is provided an electronic device including:
a processor, a display device; and
a memory for storing executable instructions of the processor;
wherein the processor is configured to perform the method of controlling display of a game of any preceding claim via execution of the executable instructions.
According to another aspect of the present disclosure, there is provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements a control display method of a game according to any one of the above.
According to the game control display method, the electronic device and the storage medium, the player can selectively and pertinently check the moving route of a certain specific game role under the condition that the operation complexity of the player is not increased, in addition, the shielding degree of the checking operation on a game picture can be reduced, the player can conveniently adjust the next game competition strategy according to the moving route, the operation is convenient, and the game experience degree is improved.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The above and other features and advantages of the present disclosure will become more apparent by describing in detail exemplary embodiments thereof with reference to the attached drawings. It is to be understood that the drawings in the following description are merely exemplary of the disclosure, and that other drawings may be derived from those drawings by one of ordinary skill in the art without the exercise of inventive faculty. In the drawings:
fig. 1 is a flowchart of a control display method of a game according to an exemplary embodiment of the present disclosure;
FIG. 2 is a schematic illustration of a movement trajectory displayed by a graphical user interface of an exemplary embodiment of the present disclosure;
FIG. 3 is a schematic illustration of a movement trajectory displayed by a graphical user interface of another exemplary embodiment of the present disclosure;
FIG. 4 is a schematic illustration of a movement trajectory displayed by a graphical user interface of another exemplary embodiment of the present disclosure;
FIG. 5 is a schematic illustration of a movement trajectory displayed by a graphical user interface of yet another exemplary embodiment of the present disclosure;
fig. 6 is a schematic structural diagram of an electronic device according to an exemplary embodiment of the present disclosure.
Detailed Description
It should be noted that the embodiments and features of the embodiments in the present application may be combined with each other without conflict. The present disclosure will be described in detail below with reference to the accompanying drawings in conjunction with embodiments.
In order to make the technical solutions of the present disclosure better understood by those skilled in the art, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below with reference to the drawings in the embodiments of the present disclosure, and it is obvious that the described embodiments are only some embodiments of the present disclosure, not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments disclosed herein without making any creative effort, shall fall within the protection scope of the present disclosure.
It should be noted that the terms "first," "second," and the like in the description and claims of the present disclosure and in the above-described drawings are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It should be understood that the data so used may be interchanged under appropriate circumstances such that embodiments of the present disclosure may be 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.
The embodiment of the disclosure provides a game control display method, and an execution main body of the method can be any terminal device such as a computer, a tablet computer, a mobile terminal and an electronic device, can also be any server-side device such as a game server, and can also be step-by-step execution or common execution of any terminal device and any server-side device. A graphical user interface is provided through a terminal, content displayed in the graphical user interface at least partially includes a game scene of the game, the game scene includes at least one first game character, and fig. 1 is a flowchart of a control display method of the game according to an embodiment of the present disclosure. As shown in fig. 1, the method in this embodiment includes the steps of:
step S110, responding to a first operation instruction, and determining a target game role from the first game roles;
step S120, responding to a first condition trigger instruction, and providing a target virtual icon associated with the target game role on the graphical user interface;
step S130, displaying the movement trajectory of the target game character in the graphical user interface in response to a second operation instruction acting on the target virtual icon.
By the game control display method in the exemplary embodiment, the player can selectively and pertinently check the moving route of a certain specific game role without increasing the operation complexity of the player, and in addition, the shielding degree of the checking operation on a game picture can be reduced, so that the player can conveniently adjust the next game competition strategy according to the moving route, the operation is convenient, and the game experience is improved.
Next, each step of the control display method of the game in the present exemplary embodiment will be further described.
In the present exemplary embodiment, a graphical user interface is provided by a terminal, and content displayed in the graphical user interface at least partially includes a game scene of the game, in which at least one first game character is included.
The graphical user interface is obtained by executing a software application on a processor of the mobile terminal or other terminals and rendering the software application on a display, and may be a display screen interface of the terminal device. The graphical user interface may present all of the game scene or only a portion of the game scene. The game scene comprises a plurality of static virtual objects, specifically comprising the ground, mountains, stones, vegetation, buildings and the like. When the game scene is bigger, only the partial content of the game scene is displayed on the graphical user interface of the terminal device in the game process. The game scene at least comprises a first game character, and the first game character is a game character operated by other players, such as: a enemy or teammate. The present exemplary embodiment is not limited.
In an alternative embodiment, the graphical display interface further comprises an information interaction area, and the information interaction area at least comprises a text selection control, and/or a text input field, and/or a voice input control. The user selects the preset text information by clicking the text selection control, or inputs the character information to be transmitted in the text input field, or clicks the voice input control to record the voice information to be transmitted. For example, the text selection control is clicked in the game process, the interface provides a plurality of preset text messages such as 'gather', 'cover me', 'there are materials', 'caution, sniper' and the like for the user to select, and text content can be manually input directly in the text input field or voice information is recorded through the voice input control for communication. The information interaction area may be preset at any position of the graphical user interface, may also be provided at a specific position according to the operation of the user, and may also be provided by automatically selecting an appropriate position according to the layout of the current graphical user interface, which is not limited in this exemplary embodiment.
In an alternative embodiment, the graphical user interface may include a small map, i.e., a thumbnail of the game scene, where the small map may be a thumbnail of the entire game scene or a thumbnail of a part of the game scene. Different details that may be displayed in the minimap for different types of games, such as the real-time location of the player, the real-time location of teammates, the real-time location of the enemy, and other static virtual objects that may be used to assist the player in determining their position in the game world, such as buildings, landmarks, flowers, trees, mountains, rocks, the ground, etc. The minimap may be displayed in the upper left, upper right, or other location in the graphical user interface, as the exemplary embodiment is not limiting.
In step S110, a target game character is determined from the first game characters in response to a first operation instruction.
The first operation instruction is a selection instruction of a user on the graphical user interface, and may be a selection operation such as clicking, sliding, long-pressing, dragging to a designated area, and the like, a touch operation on the terminal device, or a non-touch operation (for example, clicking through a mouse), and a person skilled in the art may select the first operation instruction according to the specific situation and requirement of the game. A plurality of first game characters are displayed on the graphical user interface for selection by a user. Optionally, one or more local areas are provided on the graphical user interface as a selection area, a plurality of first game characters are distributed in the selection area, and the target game character is a game character which is desired to be selected by the user and whose movement track is to be viewed at the current moment and/or in the later game process, for example: if the user wants to check the moving track of the enemy A in the game process at the current moment and/or a later period, the enemy A can be selected as the target game role in the selection area. The user may select the target game character for a variety of reasons, such as to beat the highest-winning enemy A in a fogger's battle, or to beat its own enemy B before selecting for revenge, or to engage teammates C of the same battle.
In step S120, a target virtual icon associated with the target game character is provided on the graphical user interface in response to the first condition trigger instruction.
The first condition triggering instruction is an instruction triggered when a certain specific condition is met, and may be an instruction triggered when the user himself/herself operates the game character to move to a certain specific area in the game scene (for example, enter or leave a house, a forest, or an area that is easily attacked such as a enemy battle), may be an instruction triggered when a certain game option exits (for example, exit an intelligence mechanism option of the game, exit an equipment replenishment option, etc.), or may be an instruction triggered when it is monitored that the user himself/herself or the teammate game character is attacked (for example, a teammate is attacked, a teammate is bloody, and a teammate is killed). When a first condition is met, a target virtual icon 201 is displayed on the graphical user interface, the target virtual icon 201 is associated with a target character previously selected by the user, for example, the target game character previously selected by the user is enemy a, and then the target virtual icon 201 establishes an association relationship with enemy a in the subsequent game process. As will be appreciated by those skilled in the art, a virtual icon is a control on a graphical user interface that operates to implement a particular function. Optionally, the target game character may be only one selected first game character, or may be a plurality of selected first game characters, and correspondingly, the target virtual icon may be one virtual icon, or may be a plurality of first virtual icons. For example, if the player identifies a target game character from the first game characters, a target virtual icon associated with the target game character may be provided on the graphical user interface; alternatively, the player may identify a plurality of target game characters from the first game characters, and then a plurality of target virtual icons respectively associated with the target game characters may be provided on the graphical user interface.
In step S130, in response to a second operation instruction acting on the target virtual icon, a movement trajectory of the target game character is displayed in the graphical user interface.
As shown in fig. 2, the graphical user interface includes a target virtual icon 201, and after the user operates the target virtual icon, a movement track 202 of the target game character is displayed on the graphical user interface. The second operation instruction may be an operation instruction of the target virtual icon by the user, and includes: clicking, sliding, long-pressing, etc., may be a touch operation on the terminal device, or may be a non-touch operation (e.g., clicking through a mouse). The movement track 202 of the target game character may be a route that the target game character travels in a game scene within a set time, and a historical movement track corresponding to a certain time period may be generated by collecting the position coordinate information, and the movement track 202 may be in a shape such as a continuous curve, a broken line, etc., as long as it can indicate that the game character travels through the position within the historical time period, for example, coordinate information that the game character travels between specified time periods (which may be relative time periods, for example, 5 minutes before the current time, or absolute time periods, for example, AM12: 00-AM 12:02) is collected, for example, the movement track may be collected every N seconds, and the corresponding movement track may be generated by connecting coordinate points by a dotting method. The movement trajectory 202 of the target game character may be a static movement trajectory or a dynamic movement trajectory, and the present exemplary embodiment is not limited thereto. For example: when the moving track of a fixed time period is displayed, the moving track 202 is a static moving track (for example, only the moving track of the time period of 12:00-12:02 is displayed). When a movement track of a certain time period before the current time is displayed (for example, when the movement track is displayed within two minutes before the current time, the movement track is displayed within two minutes of 11:58-12:00 at the current time of 12: 00; and when the current time is 12:02, the movement track is displayed within two minutes of 12:00-12:02, and the movement track changes with the movement of the target game character), the movement track 202 is a dynamic movement track.
In this exemplary embodiment, the movement trajectory of the target game character is displayed in the graphical user interface in response to a second operation instruction acting on the target virtual icon. Therefore, the user can check the moving track of the selected target game role only by operating the target virtual icon displayed on the graphical user interface without entering a specific interface for checking, the operation is simple and convenient, and the moving track information which the user wants to check can be displayed in a targeted manner. For example, the winning rate of the enemy A among all players is the highest, in order to defeat the enemy A, the player can select the enemy A as a target game character, and the moving track of the enemy A in a previous period can be seen by clicking a target virtual icon on the interface, so that the vodking or defense of the player is facilitated. Or, the player selects the teammate C as the target game role, and the moving track of the teammate C in a previous period can be seen on the graphical user interface by clicking the target virtual icon on the interface, so that the player can cooperate with the teammate to execute tactics such as fascinating, luring enemies, shielding, fighting and the like. In addition, the movement track of the target game role is displayed in the graphical user interface, the display of the movement track can be conveniently and quickly acquired without expanding a small map, the operation is simplified, the track viewing is not limited by the small map, and the limitation of the small map viewing mode can be avoided.
In an alternative embodiment, the current position of the target game character may be marked on the movement trajectory.
When the graphical user interface displays the movement track of the target game role within a certain specific time period before the current moment, the current position information of the target game role can be marked on the movement track, and the track changes along with the change of the movement position of the target game role, so that a user can more intuitively know the destination of the target game role.
In an optional embodiment, the position of at least one static virtual object may be marked on the moving track, where the static virtual object includes one or more of the following static virtual objects: buildings, mountains, bodies of water, or landmarks.
The static virtual object can be a reference object marked with position information, such as a building, a mountain, a water body, a vegetation, a landmark and the like, and the marked position information can be simple character information or a special effect icon as long as the position information can be clearly marked. The specific position reference object is marked on the displayed historical movement track, so that the player can quickly read the direction information from the movement track of the target game character. For example, the moving track of the enemy A is marked with a safe house, a reservoir and a gymnasium, and the enemy A goes through the safe house, the reservoir and the gymnasium in sequence before.
In an optional embodiment, the game further includes a second game character, the second game character performs a virtual action at least according to the control instruction received by the terminal, that is, the second game character is a game character controlled by the user, and the user can control the second game character to perform a series of specific virtual actions in the game scene, for example: attacking, moving, jumping, climbing, squatting, lying down, picking up supplies, etc., the graphical user interface may further comprise a control for controlling the second game character to perform the virtual action, for example, a virtual joystick control for controlling the second game character to move, as shown at 203 in fig. 2. Optionally, the image user interface is provided with a plurality of functional controls for receiving an operation instruction of a user and executing corresponding functions such as attacking, moving, jumping, climbing, squatting, lying down, material picking and the like. For example: the game role can be controlled to move from one position to another position in the game scene by controlling the virtual rocker control or the virtual cross key control. The function control may be preset at any position of the graphical user interface, may also be provided at a specific position according to the operation of the user, and may also be provided by automatically selecting a suitable position according to the layout of the current graphical user interface, which is not limited in this exemplary embodiment.
In an alternative embodiment, the first game character and the second game character belong to different avatars, respectively, such as: the first game role is a game role controlled by a user, and the second game role is a game role controlled by an enemy.
In an alternative embodiment, the first game character and the second game character belong to the same play, for example: the first game role is a game role controlled by a user, and the second game role is a game role controlled by a teammate.
In an alternative embodiment, the first condition trigger instruction is a trigger instruction generated when the second game character moves from a first area to a second area in the game scene. The first area can be the camp area of the user, and the second area can be the camp area of the enemy army. For example: when the game character controlled by the user is detected to enter the enemy territory, a target virtual icon related to the moving route of the enemy A appears on the graphical user interface.
In an optional embodiment, the first conditional trigger instruction is a trigger instruction generated at the end of the first operation instruction. For example: after the user selects enemy A, a target virtual icon corresponding to enemy A may be provided on the graphical user interface.
In an alternative embodiment, the first operation instruction is an operation instruction that is applied to the graphical user interface when the second game character is located in the first area. For example: the first area is a safe room area set in the game, and the user can select the target game role only after entering the safe room.
In an alternative embodiment, displaying the movement trajectory of the target game character in the graphical user interface in response to a second operation instruction acting on the target virtual icon includes: and responding to a second operation instruction acting on the target virtual icon, displaying the movement track in a designated area of the graphical user interface, and marking the real-time relative position of a second game character and the movement track in the designated area.
As shown in fig. 3, the graphical user interface includes a designated area 301, the movement track 202 of the target game character is marked in the designated area 301, and a real-time position 302 of a second game character 303 (further, a real-time orientation of the second game character 303 may be marked in the designated area 301) may be marked in the designated area 3, so that the player can judge the relative position between the real-time position 302 of the player character and the movement track 202 of the target game character, which is beneficial for the player to judge how far the player is from the movement track 202 of the target game character, and further adjust the fighting plan. Alternatively, the real-time position of the second game character 303 may be marked in the designated area 301, and the distance between the second game character 303 and a specific position included in the movement trajectory 202 of the target game character is prompted in the form of text information on the designated area 301, where the specific position may be the position of one of the static virtual objects indicated on the movement trajectory 202, or the current position of the target game character indicated on the movement trajectory 202. For example: the prompt message "safe house, northeast, 100 meters" is displayed in the designated area, indicating that enemy a has gone past the safe house before, and the safe house is located 100 meters northeast of the current position of the player. Thus, it is advantageous for the player to determine the relative position between himself and the movement locus of the target game character.
In an alternative embodiment, the designated area is different from the display area of the thumbnail of the game scene. The designated area may display only the movement trajectory of the selected target game character, and may not display thumbnail information of the game scene. Alternatively, the designated area may display the movement locus of the target game character and the real-time relative position of the second game character with respect to the movement locus of the target game character (further, the real-time orientation of the second game character may also be marked in the designated area), and may not display the thumbnail information of the game scene. In this way, it is not necessary to display the thumbnail information of the game scene as in the prior art, which is the case of the minimap (for example, the minimap also displays the thumbnail information of the mountain, the road, the water body, etc. in the game scene), so that the user can obtain a better game visual field and the game operation is convenient for the user. Alternatively, the size (or area) of the designated area may be larger than the size (or area) of the display area in the non-expanded state of the thumbnail of the game scene.
In an alternative embodiment, the graphical user interface further provides a thumbnail of the game scene, the thumbnail of the game scene displaying at least the real-time location of the second game character;
step S130, in response to a second operation instruction acting on the target virtual icon, displaying a movement trajectory of the target game character in the graphical user interface, including:
and responding to a second operation instruction acting on the target virtual icon, and displaying the movement track on the thumbnail of the game scene.
As shown in fig. 4, the graphical user interface includes a minimap 401 (i.e., a thumbnail of the game scene), on which minimap 401 is displayed a real-time location 402 of the second game character. In some games (e.g., MOBA), a small map usually shows the whole of the game scene, which is an important guide for the player to walk in the game, so that the player can determine where he or she is in the complicated game scene. The movement track 202 of the target game role is displayed on the game minimap 401, and the rich scene information on the minimap is beneficial for users to better judge the approximate activity area of the target game role according to the movement track 202 of the target game role, so as to make a battle plan.
In an alternative embodiment, the step of displaying the movement track of the target game character in the graphical user interface in response to the second operation instruction acting on the target virtual icon comprises the following steps:
responding to a second operation instruction acting on the target virtual icon, and judging whether a thumbnail of the game scene in the graphical user interface is expanded or not;
if so, displaying the moving track on the thumbnail of the game scene;
if not, generating a designated area on the graphical user interface, and displaying the movement track in the designated area, wherein the designated area at least marks the real-time relative position of the second game role and the movement track.
For some games with larger game scenes (such as FTS games in which players generally need to move within the larger game scene), the small map generally only displays part of the game scene, and mainly provides game scene information around the position where the small map is located. The small map comprises an expansion state and a non-expansion state, and in the expansion state, a user can acquire more scene information, but the game view of the user can be shielded to a certain degree. In this embodiment, in step S1303, when it is detected that the user operates the target virtual icon, it is determined whether a small map in the graphical user interface is expanded, and if the small map is in an expanded state, which indicates that the user wants to view all game scenes at this time, step 1304 is performed to display the movement trajectory of the target game character on the small map in the expanded state, where the small map in the expanded state has rich scene information, so that the user can better determine their approximate activity area according to the movement trajectory of the target game character, and further formulate a battle plan. In contrast, if the non-expanded state indicates that the user does not want the view or the manipulation to be disturbed, step 1305 is executed to display the movement trace of the target game character in the designated area of the graphic user interface, as shown in fig. 5, and the movement trace 202 of the target game character is displayed on the designated area 301 and is not displayed on the small map 401. Since the designation area 301 simply displays only the movement locus of the target game character to be displayed, thumbnail information of the game scene may not be displayed. Or displaying the movement track of the target game character and the real-time relative position of the second game character with respect to the movement track of the target game character, thumbnail information of the game scene may not be displayed. In this way, it is not necessary to display the thumbnail information of the game scene as in the conventional minimap (for example, the minimap also displays the thumbnail information of the mountain, the road, the water body, and the like in the game scene). When the moving track of the target game character is far away from the real-time position of the player and cannot be displayed on the small map, the moving track of the target game character can be acquired without unfolding the small map, and the game view of the player is not blocked.
In an alternative embodiment, the designated area is a display area on the graphical user interface determined according to the position of the target virtual icon. For example, the position of the target virtual icon may be any position other than the position of the target virtual icon as long as the game operation of the user is not affected.
In an alternative embodiment, the designated area comprises an area of an upper left corner, an upper right corner, a lower left corner, or a lower right corner of the graphical user interface.
In an alternative embodiment, the designated area is displayed according to a designated transparency. For example: the transparency of the designated area is high, so that a player can clearly see the game scene in the designated area, the visual field is not blocked, and the game experience degree is improved.
In an alternative embodiment, providing a target virtual icon associated with the target game character on the graphical user interface in response to a first condition-triggered instruction comprises:
generating a target virtual icon associated with the target game character on the graphical user interface in response to a first condition trigger instruction;
alternatively, the first and second electrodes may be,
configuring a first icon of the graphical user interface as a target virtual icon associated with the target game character in response to a first condition trigger instruction.
For example: and generating a new virtual icon of the graphical user interface as a target virtual icon, or configuring the original virtual icon on the graphical user interface as the target virtual icon.
In an alternative embodiment, before determining the target game character from the first game characters in response to the first operation instruction at step S110, the method further includes:
displaying a movement track of at least one first game character in a track display area of the graphical user interface;
in this case, the determining, in response to the first operation instruction, the target game character from among the first game characters includes:
in response to a selection operation performed on the trajectory display area, a target game character is determined from the first game characters.
In this way, the player can select a first game character corresponding to one track as a target game character from among the tracks of the plurality of first game characters displayed in the track display area.
In an optional embodiment, the method further comprises:
hiding the movement track from the graphical user interface in response to a third operation instruction. The third operation instruction is an operation instruction of the user on the graphical user interface, for example: clicking on the moving track, or clicking on a blank area outside the moving track. When the moving track of the target game role is not required to be watched, the target game role can be closed so as not to interfere the game operation of the user.
In an optional embodiment, the method further comprises:
and responding to a fourth operation instruction acting on the target virtual icon, and closing the target virtual icon from the graphical user interface. The fourth operation instruction is an operation instruction of the user on the target virtual icon, and when the target virtual icon is not needed, the target virtual icon can be closed so as not to interfere with game operation of the user.
In an alternative embodiment, the fourth operation instruction includes: single click, double click, drag to a fixed area, long press to a predetermined time, or hold long press until a delete icon appears.
In an optional embodiment, the method further comprises:
and responding to a fifth operation instruction, and moving the target virtual icon. On the graphical user interface, the user may move the target virtual icon to an arbitrary position. Optionally, the fifth operation instruction is an operation instruction of the user on the graphical user interface, for example: and (4) dragging.
In an alternative embodiment, the first condition trigger instruction is a trigger instruction generated when the second game character moves from a first area to a second area in the game scene. The first area is a safe area, the second game role is not affected by the attack in the first area, the second area is an unsafe area, and the second game role is affected by the attack in the second area. For example: the game is provided with a plurality of safety rooms, the game cannot be attacked by other players after entering the safety rooms, and the game can attack other players or be attacked after leaving the safety rooms and entering the main battle scene. When the user enters the main battle scene, a target virtual icon associated with the previously selected target game role is synchronously displayed on the graphical user interface.
In alternative embodiments, the target virtual icon is displayed on the top, bottom, left, or right side of the graphical user interface.
The embodiment of the application also provides the electronic equipment. Fig. 6 is a schematic structural diagram of an electronic device according to an embodiment of the present application. As shown in fig. 6, the electronic apparatus 600 of the present embodiment includes: a processor 601 and a memory 602; a memory 602 for storing computer-executable instructions; the processor 601 is configured to execute the computer-executable instructions stored in the memory to implement the steps performed in the above embodiments. The above embodiments of the method may be used in particular.
An embodiment of the present application further provides a computer-readable storage medium, in which computer-executable instructions are stored, and when a processor executes the computer-executable instructions, the data processing method as described above is implemented.
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 device embodiments are merely illustrative, and for example, the division of the modules is only one logical division, and other divisions may be realized in practice, for example, a plurality of modules 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 modules, and may be in an electrical, mechanical or other form. In addition, functional modules in the embodiments of the present application may be integrated into one processing unit, or each module may exist alone physically, or two or more modules are integrated into one unit. The unit formed by the modules can be realized in a hardware form, and can also be realized in a form of hardware and a software functional unit.
The integrated module implemented in the form of a software functional module may be stored in a computer-readable storage medium. The software functional module is stored in a storage medium and includes several instructions for enabling 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. It should be understood that the Processor may be a Central Processing Unit (CPU), other general purpose Processor, a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), etc. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of a method disclosed in connection with the present invention may be embodied directly in a hardware processor, or in a combination of the hardware and software modules within the processor.
The memory may comprise a high-speed RAM memory, and may further comprise a non-volatile storage NVM, such as at least one disk memory, and may also be a usb disk, a removable hard disk, a read-only memory, a magnetic or optical disk, etc. The bus may be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, an Extended Industry Standard Architecture (EISA) bus, or the like. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, the buses in the figures of the present application are not limited to only one bus or one type of bus. The storage medium may be implemented by any type or combination of volatile or non-volatile memory devices, such as Static Random Access Memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic or optical disks. A storage media may be any available media that can be accessed by a general purpose or special purpose computer.
An exemplary storage medium is coupled to the processor such the processor can read information from, and write information to, the storage medium. Of course, the storage medium may also be integral to the processor. The processor and the storage medium may reside in an Application Specific Integrated Circuits (ASIC). Of course, the processor and the storage medium may reside as discrete components in an electronic device or host device.
Those of ordinary skill in the art will understand that: all or a portion of the steps of implementing the above-described method embodiments may be performed by hardware associated with program instructions. The program may be stored in a computer-readable storage medium. When executed, the program performs steps comprising the method embodiments described above; and the aforementioned storage medium includes: various media that can store program codes, such as ROM, RAM, magnetic or optical disks.
Finally, it should be noted that: the above embodiments are only used for illustrating the technical solutions of the present application, and not for limiting the same; although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those of ordinary skill in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; and the modifications or the substitutions do not make the essence of the corresponding technical solutions depart from the scope of the technical solutions of the embodiments of the present application. It will be understood that the present disclosure is not limited to the precise arrangements described above and shown in the drawings and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims (25)

1. A method for controlling display of a game, wherein a graphical user interface is provided through a terminal, content displayed in the graphical user interface at least partially includes a game scene of the game, the game scene includes at least one first game character, and the method comprises:
determining a target game role from the first game roles in response to a first operation instruction;
providing a target virtual icon associated with the target game character on the graphical user interface in response to a first condition trigger instruction;
and responding to a second operation instruction acting on the target virtual icon, and displaying the movement track of the target game role in the graphical user interface.
2. The method of claim 1, further comprising:
and marking the current position of the target game role on the moving track.
3. The method of claim 1, further comprising:
marking the position of at least one static virtual object on the moving track, wherein the static virtual object comprises one or more of the following static virtual objects: buildings, mountains, bodies of water, vegetation, or landmarks.
4. A method according to any of claims 1-3, characterized in that the game comprises a second game character, which performs virtual actions at least according to the control commands received by the terminal.
5. The method of claim 4, wherein the first game character and the second game character each belong to different avatars.
6. The method of claim 4, wherein the first condition trigger instruction is a trigger instruction generated when the second game character moves from a first area to a second area in the game scene.
7. The method of claim 2, wherein the first conditional trigger instruction is a trigger instruction generated at the end of the first operation instruction.
8. The method according to claim 6, wherein the first operation instruction is an operation instruction to be applied to the graphical user interface when the second game character is located in the first area.
9. The method of claim 4, wherein the displaying the movement trajectory of the target game character in the graphical user interface in response to the second operation instruction acting on the target virtual icon comprises:
and responding to a second operation instruction acting on the target virtual icon, displaying the movement track in a designated area of the graphical user interface, and marking the real-time relative position of a second game character and the movement track in the designated area.
10. The method of claim 9, wherein the graphical user interface further provides a thumbnail of the game scene, and wherein the designated area is different from the thumbnail of the game scene.
11. The method of claim 4, wherein the graphical user interface further provides a thumbnail of the game scene, the thumbnail of the game scene displaying at least the real-time location of the second game character;
the displaying, in response to a second operation instruction acting on the target virtual icon, a movement trajectory of the target game character in the graphical user interface includes:
and responding to a second operation instruction acting on the target virtual icon, and displaying the movement track on the thumbnail of the game scene.
12. The method of claim 4, wherein the graphical user interface further provides a thumbnail of the game scene, the thumbnail of the game scene displaying at least the real-time location of the second game character;
the responding to a second operation instruction acting on the target virtual icon, displaying the movement track of the target game role in the graphical user interface, and the method comprises the following steps:
responding to a second operation instruction acting on the target virtual icon, and judging whether a thumbnail of the game scene in the graphical user interface is expanded or not;
if so, displaying the moving track on the thumbnail of the game scene;
if not, generating a designated area on the graphical user interface, and displaying the movement track in the designated area, wherein the designated area at least marks a real-time position displaying the second game character relative to the movement track in real time.
13. The method of claim 9, 10 or 12, wherein the designated area is a display area on the graphical user interface determined according to the position of the target virtual icon.
14. The method of claim 9, 10 or 12, wherein the designated area comprises an area of an upper left corner, an upper right corner, a lower left corner or a lower right corner of the graphical user interface.
15. The method of claim 9, 10 or 12, wherein the designated area is displayed according to a designated transparency.
16. The method of any of claims 1-15, wherein providing a target virtual icon associated with the target game character on the graphical user interface in response to the first condition trigger instruction comprises:
generating a target virtual icon associated with the target game character on the graphical user interface in response to a first condition trigger instruction;
alternatively, the first and second electrodes may be,
configuring a first icon of the graphical user interface as a target virtual icon associated with the target game character in response to a first condition trigger instruction.
17. The method according to any one of claims 1 to 15, wherein before said determining a target game character from among the first game characters in response to a first operation instruction, the method further comprises:
displaying a movement track of at least one first game character in a track display area of the graphical user interface;
the determining, in response to the first operation instruction, a target game character from among the first game characters includes:
in response to a selection operation performed on the trajectory display area, a target game character is determined from the first game characters.
18. The method according to any one of claims 1-15, further comprising:
hiding the movement track from the graphical user interface in response to a third operation instruction.
19. The method according to any one of claims 1-15, further comprising:
and responding to a fourth operation instruction acting on the target virtual icon, and closing the target virtual icon from the graphical user interface.
20. The method of claim 19, wherein the fourth operation instruction comprises a single click, a double click, a drag to a fixed area, a long press to a predetermined time, or a hold of a long press until a delete icon appears.
21. The method of claims 1-15, further comprising:
and responding to a fifth operation instruction, and moving the target virtual icon.
22. The method of claim 6, wherein the first area is a secure area, and the second game character is not affected by an attack within the first area;
the second area is an insecure area, and the second game character is affected by an attack in the second area.
23. The method of any of claims 1-15, wherein the target virtual icon is displayed on an upper side, a lower side, a left side, or a right side of the graphical user interface.
24. An electronic device, comprising:
a processor; and
a memory for storing executable instructions of the processor;
wherein the processor is configured to perform the method of controlling display of a game of any of claims 1-23 via execution of the executable instructions.
25. A computer-readable storage medium on which a computer program is stored, the computer program, when being executed by a processor, implementing a control display method of a game according to any one of claims 1 to 23.
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