CN111185004B - 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
CN111185004B
CN111185004B CN201911396559.XA CN201911396559A CN111185004B CN 111185004 B CN111185004 B CN 111185004B CN 201911396559 A CN201911396559 A CN 201911396559A CN 111185004 B CN111185004 B CN 111185004B
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China
Prior art keywords
game
user interface
graphical user
target
game character
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CN201911396559.XA
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CN111185004A (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 conditional trigger instruction; and responding to a second operation instruction acted on the target virtual icon, and displaying the moving track of the target game character in the graphical user interface. According to the game control display method, the electronic equipment and the storage medium, under the condition that the operation complexity of a player is not increased, the player can selectively and pertinently check the moving route of a specific game role, in addition, the shielding degree of the check 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.

Description

Game control display method, electronic device and storage medium
Technical Field
The disclosure relates to the technical field of games, and in particular relates to a control display method of a game, electronic equipment and a storage medium.
Background
With the development of the internet and the evolution of mobile communication technology, a large number of games with different themes are emerging so as to meet the daily entertainment demands of users.
In some games, a mini-map (mini-map) may be displayed at the edge of the game interface to assist the player in determining where in the game world the player's own controlled game character is located. The minimap is a thumbnail of a game world map, and may be a thumbnail of an entire game world map (entire game scene) or a thumbnail of a partial game world map (partial game scene) depending on the game or setting.
The elements displayed in the minimap will vary depending on the type of game, in some common scenarios, will display the elements representing the topography of the game scene and the real-time position of the player's own controlled game character in the game scene, in other scenarios, it may also be possible to display the real-time position of other game characters in the same camp as the player's own controlled game character.
In addition, in some aspects, the minimap also includes both expanded and unexpanded states. However, the information display mode of the small map has some limitations, and in the non-expanded state, the small map occupies a small display area, has low shielding degree on a normal game picture, and has less display content; in the unfolded state, the small map occupies a large display area and has high shielding range for normal game pictures, but can display richer detail content.
It should be noted that the information disclosed in the above background section is only for enhancing 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 research and development process, the applicant finds that the display control method of the game in the prior art has the following defects:
1. during the game process, the player can only view the positions of other one or more game characters according to the display scheme provided by the system, so that the selective and targeted operation of viewing the positions of the designated game characters is inconvenient;
2. only displaying the real-time position of the game character in the game scene in the game small map, wherein the player cannot acquire the moving track of the game character in the game process;
3. when a player views information through the non-unfolding state of the minimap in the game process, the acquired information is less or the accuracy is not enough, but when the player views the information through the unfolding state of the minimap, the game picture can be blocked to a certain extent.
It is an object of the present disclosure to provide a control display method of a game, an electronic device, and a storage medium, which overcome, at least in part, one or more of the problems due to the limitations and disadvantages of the related art.
According to one aspect of the present disclosure, there is provided a control display method of a game, providing a graphical user interface through a terminal, wherein content displayed in the graphical user interface at least partially includes a game scene of the game, and the game scene includes at least one first game character, the method comprising:
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 conditional trigger instruction;
and responding to a second operation instruction acted on the target virtual icon, and displaying the moving track of the target game character 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 character 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: building, mountain, body of water or landmark.
In an exemplary embodiment of the present disclosure, the game includes a second game character, and the second game character executes the virtual action at least according to the manipulation instruction received by the terminal.
In an exemplary embodiment of the present disclosure, the first game character and the second game character respectively belong to different camps.
In one exemplary embodiment of the present disclosure, the first conditional trigger instruction is a trigger instruction generated when the second game character moves from a first region to a second region in the game scene.
In an exemplary embodiment of the present disclosure, the first conditional trigger instruction is a trigger instruction generated at the end of the first operation instruction.
In an exemplary embodiment of the present disclosure, the first operation instruction is an operation instruction acting 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 a second operation instruction acting on the target virtual icon includes:
and responding to a second operation instruction acted on the target virtual icon, displaying the moving track in a designated area of the graphical user interface, and marking the real-time relative position of the second game character and the moving track in the designated area.
In one exemplary embodiment of the present disclosure, the graphical user interface further provides a thumbnail of the game scene, the designated area being different from the thumbnail of the game scene.
In one 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 a real-time location of the second game character;
the 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 includes:
and responding to a second operation instruction acted on the target virtual icon, and displaying the moving track on the thumbnail of the game scene.
In one 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 a real-time location of the second game character;
the responding to the second operation instruction acted on the target virtual icon displays the moving track of the target game character in the graphical user interface, and the responding comprises the following steps:
responding to a second operation instruction acting on the target virtual icon, and judging whether the thumbnail of the game scene in the graphical user interface is unfolded or not;
If yes, 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 position of 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 one 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 one exemplary embodiment of the present disclosure, the designated area is displayed according to a designated transparency.
In one 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 a first conditional trigger instruction includes:
generating a target virtual icon associated with the target game character on the graphical user interface in response to a first conditional trigger instruction;
Or,
and responding to a first condition triggering instruction, and configuring a first icon of the graphical user interface as a target virtual icon associated with the target game role.
In an exemplary embodiment of the present disclosure, before the determining the target game character from the first game characters in response to the first operation instruction, the method further includes:
displaying a moving track of at least one first game character in a track display area of the graphical user interface;
the determining, in response to a first operation instruction, a target game character from the first game characters includes:
a target game character is determined from the first game characters in response to a selection operation acting on the trajectory display region.
In an exemplary embodiment of the present disclosure, the method further comprises:
and responding to a third operation instruction, and hiding the moving track from the graphical user interface.
In an exemplary embodiment of the present disclosure, the method further comprises:
and closing the target virtual icon from the graphical user interface in response to a fourth operation instruction acting on the target virtual icon.
In an exemplary embodiment of the present 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 long press is maintained until a delete icon occurs.
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 region is a non-secure region, and the second game character is affected by an attack within the second region.
In one 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 execute the control display method of the game of any one of the above 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 the control display method of any one of the above games.
According to the game control display method, the electronic equipment and the storage medium, under the condition that the operation complexity of a player is not increased, the player can selectively and pertinently check the moving route of a specific game role, in addition, the shielding degree of the check operation on a game picture can be reduced, further, 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 will be apparent to those of ordinary skill in the art that the drawings in the following description are merely examples of the disclosure and that other drawings may be derived from them without undue effort. In the drawings:
FIG. 1 is a flow chart of a method of controlling and displaying a game in accordance with an exemplary embodiment of the present disclosure;
FIG. 2 is a schematic illustration of a movement track displayed by a graphical user interface in accordance with an exemplary embodiment of the present disclosure;
FIG. 3 is a schematic illustration of a movement track displayed by a graphical user interface according to another exemplary embodiment of the present disclosure;
FIG. 4 is a schematic illustration of a movement track displayed by a graphical user interface according to another exemplary embodiment of the present disclosure;
FIG. 5 is a schematic illustration of a movement track 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, without conflict, the embodiments of the present application and features of the embodiments may be combined with each other. The present disclosure will be described in detail below with reference to the accompanying drawings in conjunction with embodiments.
In order that those skilled in the art will better understand the present disclosure, a technical solution in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in which it is apparent that the described embodiments are only some embodiments of the present disclosure, not all embodiments. All other embodiments, which can be made by one of ordinary skill in the art without inventive effort, based on the embodiments in this disclosure, shall fall within the 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 foregoing figures are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate in order to describe the embodiments of the disclosure 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 control display method of a game, and an execution subject of the method can be any terminal equipment such as a computer, a tablet computer, a mobile terminal, an electronic device and the like, any service-end equipment such as a game server and the like, and any terminal equipment and any service-end equipment can execute step by step or jointly execute. Providing, by the terminal, a graphical user interface, where content displayed in the graphical user interface at least partially includes a game scene of the game, where the game scene includes at least one first game character, and fig. 1 is a flowchart of a method for controlling and displaying a 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 triggering instruction, and providing a target virtual icon associated with the target game role on the graphical user interface;
and step S130, responding to a second operation instruction acted on the target virtual icon, and displaying the moving track of the target game character in the graphical user interface.
Through the control display method of the game in the exemplary embodiment, the player can selectively and pertinently check the moving route of a specific game role without increasing the operation complexity of the player, in addition, the shielding degree of the check operation on the 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.
Next, each step of the control display method of the game in the present exemplary embodiment will be further described.
In this exemplary embodiment, a graphical user interface is provided through the terminal, where the content displayed in the graphical user interface at least partially includes a game scene of the game, where the game scene includes at least one first game character.
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 can be a display screen interface of the terminal equipment. The graphical user interface may present all or only a portion of the game scene. The game scene comprises a plurality of static virtual objects, and specifically comprises ground, mountain, stone, vegetation, buildings and the like. When the game scene is bigger, only the local content of the game scene is displayed on the graphical user interface of the terminal equipment in the game process. The game scene at least comprises a first game role, and the first game role is a game role controlled by other players, for example: enemy or teammate. The present exemplary embodiment is not limited.
In an alternative embodiment, the graphical display interface further comprises an information interaction area comprising at least a text selection control, and/or a text input field, and/or a voice input control. The user selects preset text information by clicking a text selection control, or inputs text information to be transmitted in a text input field, or clicks a voice input control to record voice information to be transmitted. For example, clicking a text selection control in the game process, the interface provides a plurality of preset text messages such as 'collection', 'shield me', 'have materials therein', 'care, sniper' and the like for the user to select, and text contents can also be manually input in a text input field directly or voice information can be recorded through a voice input control for communication. The information interaction area may be preset at any position of the gui, may be provided at a specific position according to a user operation, or may be provided by automatically selecting a suitable position according to a layout of the current gui, which is not limited in this exemplary embodiment.
In an alternative embodiment, a small map, i.e., a thumbnail of the game scene, may be included in the graphical user interface, and the small map may be a thumbnail of the entire game scene or a thumbnail of a portion of the game scene. Different details may be displayed in the minimap for different types of games, e.g., real-time location of players, real-time location of teammates, real-time location of enemy, and some other static virtual objects that may be used to assist players in determining a map of their location in the game world, such as buildings, landmarks, flowers, trees, mountains, stones, floors, etc. The minimap may be displayed in an upper left, upper right, or other location in the graphical user interface, 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 can be a selection operation such as clicking, sliding, long-pressing, dragging to a designated area, etc., a touch operation on the terminal equipment, or a non-touch operation (such as clicking through a mouse), and a person skilled in the art can select according to specific situations and requirements of a game. A plurality of first game characters are displayed on the graphical user interface for selection by the user. Optionally, one or more local areas are provided on the graphical user interface as a selection area, and a plurality of first game characters are distributed in the selection area, where the target game character is a game character that is expected to be selected by the user and is to view a movement track at the current moment and/or during the later game, for example: if the user wants to view the moving track of the enemy A in the current time and/or the later period of game process, the enemy A can be selected as a target game role in the selection area. The user may select the target game character for various reasons, such as to defeat the enemy army a with the highest winning rate in the enemy camping, or to defeat his enemy B before the revenge selection, or to engage in combat with teammates C of the same camping.
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 conditional trigger instruction.
The first condition triggering instruction is an instruction triggered when a specific condition is met, may be an instruction triggered when a user controls a game character to move to a specific area in a game scene (for example, entering or exiting a house, a forest, or an area which is susceptible to attack such as a enemy battle place), may be an instruction triggered when a game option is exited (for example, an information mechanism option of exiting a game, an equipment replenishment option, etc.), may be an instruction triggered when the user himself or the player character is monitored to be attacked (for example, the player is attacked, the player is disabled, and the player is killed), and the exemplary embodiment is not limited. When the 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 is associated with the enemy a in the following game process. Those skilled in the art will appreciate that a virtual icon is a control on a graphical user interface that can be manipulated to achieve a particular function. Alternatively, the target game character may be only one first game character selected, or may be a plurality of first game characters selected, and accordingly, the target virtual icon may be one virtual icon, or may be a plurality of first virtual icons. For example, if the player determines 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, where the player determines a plurality of target game characters from the first game character, a plurality of target virtual icons respectively associated with the target game characters may be provided on the graphical user interface.
In step S130, a movement trace 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.
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 moving track 202 of the target game character is displayed on the graphical user interface. The second operation instruction may be an operation instruction of a user on the target virtual icon, including: clicking, sliding, long pressing, etc., may be a touch operation on the terminal device, or may be a non-touch operation (e.g., by a mouse click). The moving track 202 of the target game character may be a route that the target game character walks in the game scene within a set time, a historical moving track corresponding to a certain time period may be generated by collecting position coordinate information, the moving track 202 may be a shape such as a continuous curve, a broken line, etc., as long as the moving track can indicate that the game character walks in the historical time period, for example, coordinate information that the target game character walks between designated time periods (for example, a relative time period (for example, 5 minutes before the current time) or an absolute time period (for example, AM12: 00-AM 12: 02) may be collected, for example, specifically, the moving track corresponding to the coordinate point may be generated by collecting every N seconds and connecting the coordinate points by a dotting method. Note that 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 a movement trace is displayed for a fixed period of time, the movement trace 202 is a static movement trace (e.g., only a movement trace for a period of time of 12:00-12:02 is displayed). When a movement track is displayed in a specific time period before the current time (for example, a movement track is displayed in two minutes before the current time, when the current time is 12:00, a movement track is displayed in two minutes of 11:58-12:00, and when the current time is 12:02, a movement track is displayed in 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 example embodiment, a movement trace 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 view 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 viewing, the operation is simple and convenient, and the moving track information which the user wants to view can be displayed in a targeted manner. For example, the enemy a has the highest winning rate among all players, in order to defeat the player, the player can select the enemy a as a target game character, and click on a target virtual icon on the interface can see the movement track of the enemy a in a period of time before, so that the player can make a vomit or defend. Or, the player selects the teammate C as the target game role, and the moving track of the teammate C in a period of time before can be seen on the graphical user interface by clicking the target virtual icon on the interface, so that the player can execute tactics such as package, trapping, shielding and battle together with the teammate. In addition, the moving track of the target game character is displayed in the graphical user interface, the display of the moving track can be conveniently and rapidly obtained without unfolding the small map, the operation is simplified, meanwhile, the track is not limited by the small map in view, and the limitation of the small map view mode can be avoided.
In an alternative embodiment, the current position of the target game character may also be marked on the movement trajectory.
When the graphical user interface displays the moving track of the target game character in a specific time period before the current moment, the current position information of the target game character can be marked on the moving track, and the track is changed along with the change of the moving position of the target game character, so that a user can more intuitively know the destination of the target game character.
In an alternative embodiment, the position of at least one static virtual object may be further marked on the moving track, where the static virtual object includes one or more of the following static virtual objects: building, mountain, body of water or landmark.
The static virtual object can be a reference object marked with position information such as a building, a mountain, a water body, vegetation, a landmark and the like, and the marked position information can be simple text information or a special effect icon, so long as the position information can be clearly marked. And marking a specific position reference object on the displayed historical movement track, so that the player can quickly read and understand the azimuth information from the movement track of the target game character. For example, a safety house, a reservoir and a gym are marked on the moving track of the enemy A, which means that the enemy A goes through the safety house, the reservoir and the gym in sequence before going.
In an optional embodiment, the game further includes a second game role, where the second game role performs a virtual action at least according to the control instruction received by the terminal, that is, the second game role is a game role that the user controls himself, and the user may control the second game role to perform a series of specific virtual actions in the game scene, for example: the graphical user interface may also include controls for controlling the second game character to perform the virtual actions described above, e.g., virtual rocker controls for controlling movement of the second game character, as shown at 203 in fig. 2. Optionally, a plurality of functional controls are arranged on the image user interface and are used for receiving operation instructions of a user to execute corresponding functions such as attack, movement, jump, climbing, squat, lying down, picking up materials and the like. For example: the game character may be controlled to move from one location to another in the game scene by controlling a virtual rocker control or virtual cross key control. The functional controls may be preset at any position of the gui, may be provided at a specific position according to a user operation, or may be provided by automatically selecting a suitable position according to a layout of the current gui, which is not limited in this exemplary embodiment.
In an alternative embodiment, the first game character and the second game character each belong to different camps, for example: the first game character is a game character operated by a user, and the second game character is a game character operated by an enemy.
In an alternative embodiment, the first game character and the second game character belong to the same camp, for example: the first game character is a game character operated by a user, and the second game character is a game character operated by a teammate.
In an alternative embodiment, the first conditional 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 may be an own camping area, and the second area may be an enemy camping area. For example: when the user selects the enemy A as the target game character, and 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 is displayed on the graphical user interface.
In an alternative 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 acts on the graphical user interface when the second game character is located in the first area. For example: the first area is a security house area set in the game, and the user can select a target game character only after entering the security house.
In an alternative embodiment, in response to a second operation instruction acting on the target virtual icon, displaying a movement track of the target game character in the graphical user interface, including: and responding to a second operation instruction acted on the target virtual icon, displaying the moving track in a designated area of the graphical user interface, and marking the real-time relative position of a second game role and the moving track in the designated area.
As shown in fig. 3, the graphical user interface includes a designated area 301, where the moving track 202 of the target game character is marked in the designated area 301, and a real-time position 302 of the second game character 303 may be marked in the designated area 3 (further, a real-time direction of the second game character 303 may be marked in the designated area 301), so that the player can determine the relative position between the real-time position 302 of the player character and the moving track 202 of the target game character, which is beneficial to the player to determine how far from the moving track 202 of the target game character, and further adjust the combat plan. Alternatively, the real-time position of the second game character 303 may be marked in the designated area 301, and the distance of the second game character 303 from a specific position included in the movement locus 202 of the target game character, which may be the position of one of the static virtual objects marked on the movement locus 202, or the current position of the target game character marked on the movement locus 202, may be prompted in the form of text information on the designated area 301. For example: the designated area displays prompt information of 'safe house in northeast direction, 100 meters', which indicates that enemy A has previously gone through the safe house, and the safe house is located at the position of 100 meters in northeast direction of the current position of the player. In this way, the player can judge the relative position between himself and the moving track 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 moving track 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 be marked in the designated area), and the thumbnail information of the game scene may not be displayed. In this way, the thumbnail information of the game scene (for example, the thumbnail information of mountain, road, water body and the like in the game scene is also displayed in the small map) is not required to be displayed like the small map in the prior art, so that the user can obtain better game field of view and is convenient for the user to perform game operation. Alternatively, the size (or area) of the designated area may be larger than the size (or area) of the display area in which the thumbnail of the game scene is in the non-expanded state.
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, responding to a second operation instruction acted on the target virtual icon, displaying the moving track of the target game character in the graphical user interface, and comprising the following steps:
and responding to a second operation instruction acted on the target virtual icon, and displaying the moving 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 the real-time location 402 of the second game character is displayed 401. In some games (e.g., MOBA), the minimap typically displays the entirety of the game scene, which is an important guideline for the player during the game walk, so that the player can determine where himself is in a complex game scene. The moving track 202 of the target game character is displayed on the game small map 401, and the abundant scene information on the small map is beneficial to the user to better judge the approximate activity area of the target game character according to the moving track 202 of the target game character, so that a combat plan is formulated.
In an alternative embodiment, in response to a second operation instruction acting on the target virtual icon, displaying a movement track of the target game character in the graphical user interface, including the steps of:
Responding to a second operation instruction acting on the target virtual icon, and judging whether the thumbnail of the game scene in the graphical user interface is unfolded or not;
if yes, 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 marks at least the real-time relative position of the second game character and the movement track.
For some games with larger scenes (e.g., players in FTS games typically need to be active within the larger game scene), the minimap typically only displays a portion of the game scene, primarily providing game scene information around the location where it is located. The minimap contains expanded and unexpanded states in which the user can obtain more scene information, but can block the user's game view to some extent. In this example embodiment, in step S1303, when it is detected that the user operates the target virtual icon, it is determined whether the minimap in the gui is expanded at this time, if the state is expanded, which indicates that the user wants to view all the game scenes at this time, step 1304 is performed, the moving track of the target game character is displayed on the minimap in the expanded state, and the minimap in the expanded state has rich scene information, so that the user can better determine their approximate active area according to the moving track of the target game character, and further make a combat plan. In contrast, if the state is non-expanded, which indicates that the user does not wish to interfere with the view or manipulation, step 1305 is performed to display the movement track of the target game character on the designated area of the graphical user interface, and the movement track 202 of the target game character is displayed on the designated area 301 instead of the minimap 401, as shown in fig. 5. Since the designated area 301 simply displays only the target game character movement trajectory that needs to be displayed for selection, thumbnail information of the game scene may not be displayed. Or displaying the moving track of the target game character and the real-time relative position of the second game character relative to the moving track of the target game character, the thumbnail information of the game scene may not be displayed. In this way, it is not necessary to display thumbnail information of a game scene like a conventional small map (for example, thumbnail information of a mountain, a road, a water body, etc. in the game scene is also displayed in the small map). 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 location of the target virtual icon. For example, any position other than the position of the target virtual icon may be used as long as the game operation of the user is not affected.
In an alternative embodiment, 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 alternative embodiment, the specified region is displayed according to a specified transparency. For example: the transparency of the designated area is higher, so that a player can clearly see the game scene under the designated area, the visual field is not blocked, and the game experience 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 conditional trigger instruction comprises:
generating a target virtual icon associated with the target game character on the graphical user interface in response to a first conditional trigger instruction;
or,
and responding to a first condition triggering instruction, and configuring a first icon of the graphical user interface as a target virtual icon associated with the target game role.
For example: and generating a new virtual icon serving as a target virtual icon of the graphical user interface, or configuring an original virtual icon on the graphical user interface as the target virtual icon.
In an alternative embodiment, in step S110, before determining the target game character from the first game characters in response to the first operation instruction, the method further includes:
displaying a moving track of at least one first game character in a track display area of the graphical user interface;
in this case, determining, in response to the first operation instruction, a target game character from among the first game characters includes:
a target game character is determined from the first game characters in response to a selection operation acting on the trajectory display region.
In this way, the player can select, as the target game character, a first game character corresponding to one track among the tracks of the plurality of first game characters displayed in the track display area.
In an alternative embodiment, the method further comprises:
and responding to a third operation instruction, and hiding the moving track from the graphical user interface. The third operation instruction is an operation instruction of the user on the graphical user interface, for example: clicking the movement track, or clicking a blank area outside the movement track. When the moving track of the target game character does not need to be watched, the target game character can be closed so as not to interfere with the game operation of the user.
In an alternative embodiment, the method further comprises:
and closing the target virtual icon from the graphical user interface in response to a fourth operation instruction acting on the target virtual icon. 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 the game operation of the user.
In an alternative embodiment, the fourth operating instructions include: clicking, double clicking, dragging to a fixed area, long pressing to a predetermined time, or holding long pressing until a delete icon appears.
In an alternative 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: dragging.
In an alternative embodiment, the first conditional 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 a non-safe 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 houses, the game cannot be attacked by other players after entering the safety houses, and other players can be attacked or attacked after leaving the safety houses and entering a main combat scene. When the user enters the main combat scene, the target virtual icons associated with the previously selected target game character are synchronously displayed on the graphical user interface.
In alternative embodiments, the target virtual icon is displayed on the upper, lower, left or right side of the graphical user interface.
The embodiment of the application also provides 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; wherein the memory 602 is configured to store computer-executable instructions; a processor 601 for executing computer-executable instructions stored in a memory to perform the steps performed in the above embodiments. And in particular may be described in relation to the method embodiments described above.
The embodiment of the application also provides a computer readable storage medium, wherein computer execution instructions are stored in the computer readable storage medium, and when a processor executes the computer execution instructions, the data processing method is realized.
In the several embodiments provided by the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described embodiments of the apparatus are merely illustrative, and for example, the division of the modules is merely a logical function division, and there may be additional divisions when actually implemented, for example, multiple modules may be combined or integrated into another system, or some features may be omitted or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or modules, which may be in electrical, mechanical, or other forms. In addition, each functional module in the embodiments of the present application may be integrated in one processing unit, or each module may exist alone physically, or two or more modules may be integrated in one unit. The units formed by the modules can be realized in a form of hardware or a form of hardware and software functional units.
The integrated modules, which are implemented in the form of software functional modules, may be stored in a computer readable storage medium. The software functional module is stored in a storage medium, and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (english: processor) to perform some of the steps of the methods according to the embodiments of the application. It should be understood that the above processor may be a central processing unit (english: central Processing Unit, abbreviated as CPU), or may be other general purpose processors, digital signal processors (english: digital Signal Processor, abbreviated as DSP), application specific integrated circuits (english: application Specific Integrated Circuit, abbreviated as ASIC), or the like. 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 application may be embodied directly in a hardware processor for execution, or in a combination of hardware and software modules in a processor for execution.
The memory may comprise a high-speed RAM memory, and may further comprise a non-volatile memory NVM, such as at least one magnetic disk memory, and may also be a U-disk, a removable hard disk, a read-only memory, a magnetic disk or optical disk, etc. The bus may be an industry standard architecture (Industry Standard Architecture, ISA) bus, an external device interconnect (Peripheral Component, PCI) bus, or an extended industry standard architecture (Extended Industry Standard Architecture, EISA) bus, among others. The buses may be divided into address buses, data buses, control buses, etc. For ease of illustration, the buses in the drawings of the present application are not limited to only one bus or to one type of bus. The storage medium may be implemented by any type or combination of volatile or nonvolatile 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 disk. 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. In the alternative, the storage medium may be integral to the processor. The processor and the storage medium may reside in an application specific integrated circuit (Application Specific Integrated Circuits, ASIC for short). It is also possible that the processor and the storage medium reside as discrete components in an electronic device or a master device.
Those of ordinary skill in the art will appreciate that: all or part of the steps for implementing the method embodiments described above may be performed by hardware associated with program instructions. The foregoing program may be stored in a computer readable storage medium. The program, when executed, performs steps including the method embodiments described above; and the aforementioned storage medium includes: various media that can store program code, such as ROM, RAM, magnetic or optical disks.
Finally, it should be noted that: the above embodiments are only for illustrating the technical solution of the present application, and not for limiting the same; although the application has been described in detail with reference to the foregoing embodiments, it will be understood by those of ordinary skill in the art that: the technical scheme described in the foregoing embodiments can be modified or some or all of the technical features thereof can be replaced by equivalents; such modifications and substitutions do not depart from the spirit of the application. It is to be understood that the present disclosure is not limited to the precise arrangements and instrumentalities shown in the drawings, and that various modifications and changes may be effected without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims (22)

1. A control display method of a game, characterized in that a graphical user interface is provided through a terminal, wherein content displayed in the graphical user interface at least partially comprises a game scene of the game, the game scene comprises at least one first game role and a second game role, the second game role executes a virtual action at least according to a control instruction received by the terminal, and the method comprises:
determining a target game role from the first game roles in response to a first operation instruction;
responding to a first conditional triggering instruction, and providing a target virtual icon associated with the target game role on the graphical user interface, wherein the first conditional triggering instruction is generated when the second game role moves from a first area to a second area in the game scene;
and responding to a second operation instruction acted on the target virtual icon, and displaying the moving track of the target game character in the graphical user interface.
2. The method according to claim 1, wherein the method further comprises:
and marking the current position of the target game character on the moving track.
3. The method according to claim 1, wherein 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: building, mountain, body of water, vegetation or landmark.
4. The method of claim 1, wherein the first game character and the second game character each belong to different camps.
5. The method of claim 1, wherein 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.
6. The method of claim 1, 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 acted on the target virtual icon, displaying the moving track in a designated area of the graphical user interface, and marking the real-time relative position of a second game role and the moving track in the designated area.
7. The method of claim 6, wherein the graphical user interface further provides a thumbnail of the game scene, the designated area being different from the thumbnail of the game scene.
8. The method of claim 1, wherein the graphical user interface further provides a thumbnail of the game scene, the thumbnail of the game scene displaying at least a real-time location of the second game character;
the 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 includes:
and responding to a second operation instruction acted on the target virtual icon, and displaying the moving track on the thumbnail of the game scene.
9. The method of claim 1, wherein the graphical user interface further provides a thumbnail of the game scene, the thumbnail of the game scene displaying at least a real-time location of the second game character;
the responding to the second operation instruction acted on the target virtual icon displays the moving track of the target game character in the graphical user interface, and the responding comprises the following steps:
Responding to a second operation instruction acting on the target virtual icon, and judging whether the thumbnail of the game scene in the graphical user interface is unfolded or not;
if yes, 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 position of the second game character relative to the movement track in real time.
10. The method of claim 6 or 7 or 9, wherein the designated area is a display area on the graphical user interface determined according to the location of the target virtual icon.
11. The method of claim 6 or 7 or 9, 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.
12. The method of claim 6 or 7 or 9, wherein the specified area is displayed according to a specified transparency.
13. The method of claim 1, wherein providing a target virtual icon associated with the target game character on the graphical user interface in response to the first conditional trigger instruction comprises:
Generating a target virtual icon associated with the target game character on the graphical user interface in response to a first conditional trigger instruction;
or,
and responding to a first condition triggering instruction, and configuring a first icon of the graphical user interface as a target virtual icon associated with the target game role.
14. The method of claim 1, wherein prior to said determining a target game character from said first game characters in response to a first operation instruction, said method further comprises:
displaying a moving track of at least one first game character in a track display area of the graphical user interface;
the determining, in response to a first operation instruction, a target game character from the first game characters includes:
a target game character is determined from the first game characters in response to a selection operation acting on the trajectory display region.
15. The method according to claim 1, wherein the method further comprises:
and responding to a third operation instruction, and hiding the moving track from the graphical user interface.
16. The method according to claim 1, wherein the method further comprises:
And closing the target virtual icon from the graphical user interface in response to a fourth operation instruction acting on the target virtual icon.
17. The method of claim 16, wherein the fourth operational instruction comprises a single click, a double click, a drag to a fixed area, a long press to a predetermined time, or a long press to a delete icon.
18. The method according to claim 1, wherein the method further comprises:
and responding to a fifth operation instruction, and moving the target virtual icon.
19. The method of claim 1, wherein the first region is a secure region and the second game character is unaffected by attacks within the first region;
the second region is a non-secure region, and the second game character is affected by an attack within the second region.
20. The method of claim 1, 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.
21. An electronic device, comprising:
a processor; and
a memory for storing executable instructions of the processor;
Wherein the processor is configured to execute the control display method of the game of any one of claims 1-20 via execution of the executable instructions.
22. A computer-readable storage medium, on which a computer program is stored, characterized in that the computer program, when executed by a processor, implements the control display method of a game according to any one of claims 1-20.
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CN110180168A (en) * 2019-05-31 2019-08-30 网易(杭州)网络有限公司 A kind of display methods and device, storage medium and processor of game picture

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