CN111569422A - Interaction method and device between game characters, electronic equipment and storage medium - Google Patents

Interaction method and device between game characters, electronic equipment and storage medium Download PDF

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Publication number
CN111569422A
CN111569422A CN202010417800.9A CN202010417800A CN111569422A CN 111569422 A CN111569422 A CN 111569422A CN 202010417800 A CN202010417800 A CN 202010417800A CN 111569422 A CN111569422 A CN 111569422A
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Prior art keywords
virtual character
player
controlling
move
character
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CN202010417800.9A
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CN111569422B (en
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李瑞恒
潘杰伟
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202010417800.9A priority Critical patent/CN111569422B/en
Priority claimed from CN202010417800.9A external-priority patent/CN111569422B/en
Publication of CN111569422A publication Critical patent/CN111569422A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding

Abstract

The application provides an interaction method and device among game roles, electronic equipment and a storage medium, and relates to the technical field of games. The method can respond to a first trigger operation aiming at the identifier corresponding to the first virtual character, and obtain the direction information of the first virtual character relative to the player virtual character, and further can control the player virtual character to turn to the direction of the first virtual character according to the direction information.

Description

Interaction method and device between game characters, electronic equipment and storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to a method and an apparatus for interaction between game characters, an electronic device, and a storage medium.
Background
In the existing game, a multi-player team forming mode exists, and in the mode, teammates can complete certain game tasks together in a mutual cooperation mode, so that the intimacy among players is increased, and the game interest is improved.
In the 3D shooting game, for example, if a player needs to complete a certain shooting task with a team member, and the team member is out of the field of view of the player, the player can only control the view angle of the manipulated virtual character to turn to the direction of the team member by searching for the player a plurality of times according to the tag of the team member.
Therefore, in the conventional game, the view angle of the virtual character controlled by the player has a problem of low steering efficiency when steering to teammates.
Disclosure of Invention
In view of the above-mentioned shortcomings in the prior art, the present application provides a method and apparatus for interaction between game characters, an electronic device, and a storage medium, which can be improved.
In order to achieve the above purpose, the technical solutions adopted in the embodiments of the present application are as follows:
in a first aspect, an embodiment of the present application provides an interaction method between game characters, including:
responding to a first trigger operation aiming at the corresponding identification of the first virtual character, and acquiring the direction information of the first virtual character relative to the player virtual character;
and controlling the player virtual character to turn towards the direction of the first virtual character according to the direction information.
Optionally, after controlling the player virtual character to turn to the direction toward the first virtual character according to the direction information, the method further includes:
the player virtual character is controlled to move to the position of the first virtual character.
Optionally, the controlling the player virtual character to move to the position of the first virtual character includes:
in response to the movement trigger operation, the player virtual character is controlled to move to the position of the first virtual character.
Optionally, the controlling the player virtual character to move to the position of the first virtual character includes:
acquiring a moving path according to the position information of the player virtual character and the position information of the first virtual character;
and controlling the player virtual character to move to the position of the first virtual character according to the movement path and the preset movement speed.
Optionally, if there is an obstacle on the moving path, the controlling, according to the moving path, the player virtual character to move to the position of the first virtual character according to the preset moving speed includes:
controlling the player virtual character to move to the barrier and move to the position of the first virtual character by opening the barrier according to the movement path and the preset movement speed;
or, if the player virtual character stops moving when moving to the obstacle according to the moving path, the player virtual character is controlled to move to the position of the first virtual character continuously by bypassing the obstacle in response to the second trigger operation.
Optionally, the method further includes:
and marking the position of the first virtual character in the current game interface.
Optionally, the identifier corresponding to the first virtual character includes at least one of: status bar identification, azimuth identification and small map identification.
Optionally, the method further includes:
judging whether the position of the first virtual character is within the visual field range of the player virtual character;
if not, displaying an orientation mark corresponding to the first virtual character on the current game interface based on the position information of the player virtual character, wherein the orientation mark comprises at least one of the following items: the identification of the first virtual character, the direction information of the first virtual character relative to the player virtual character and the distance information.
Optionally, the method further includes:
and if the position of the first virtual character is in the visual field range of the player virtual character, displaying a prompt identifier at the first virtual character of the current game interface.
Optionally, the controlling the player virtual character to turn to the direction toward the first virtual character according to the direction information includes:
determining the minimum visual angle of the virtual character of the player turning to the first virtual character according to the position information of the virtual character of the player and the position information of the first virtual character;
and controlling the player virtual character to rotate from the current visual angle to the minimum visual angle at the preset angular speed according to the current visual angle and the preset angular speed of the player virtual character so as to turn to the direction facing the first virtual character.
In a second aspect, an embodiment of the present application provides an interaction apparatus between game characters, including: the device comprises an acquisition module and a control module;
the obtaining module is used for responding to a first trigger operation aiming at the corresponding identifier of the first virtual character, and obtaining the direction information of the first virtual character relative to the player virtual character;
and the control module is used for controlling the virtual character of the player to turn towards the direction of the first virtual character according to the direction information.
Optionally, the control module is further configured to control the player virtual character to move to the position of the first virtual character.
Optionally, the control module is specifically configured to control the player virtual character to move to the position of the first virtual character in response to the movement trigger operation.
Optionally, the control module is specifically configured to obtain the moving path according to the position information of the player virtual character and the position information of the first virtual character;
and controlling the player virtual character to move to the position of the first virtual character according to the movement path and the preset movement speed.
Optionally, if an obstacle exists on the moving path, the control module is specifically configured to control, according to the moving path, the player virtual character to move to the obstacle at a preset moving speed and move to the position of the first virtual character around the obstacle; or, if the player virtual character stops moving when moving to the obstacle according to the moving path, the player virtual character is controlled to move to the position of the first virtual character continuously by bypassing the obstacle in response to the second trigger operation.
Optionally, the apparatus further comprises: and the marking module is used for marking the position of the first virtual character in the current game interface.
Optionally, the identifier corresponding to the first virtual character includes at least one of: status bar identification, azimuth identification and small map identification.
Optionally, the obtaining module is further configured to determine whether the position where the first virtual character is located is within a visual field range of the player virtual character; if not, displaying an orientation mark corresponding to the first virtual character on the current game interface based on the position information of the player virtual character, wherein the orientation mark comprises at least one of the following items: the identification of the first virtual character, the direction information of the first virtual character relative to the player virtual character and the distance information.
Optionally, the obtaining module is further configured to display a prompt identifier at the first virtual character of the current game interface if the position of the first virtual character is within the visual field of the player virtual character.
Optionally, the control module is specifically configured to determine, according to the position information of the player virtual character and the position information of the first virtual character, a minimum angle of view at which the player virtual character turns to the first virtual character; and controlling the player virtual character to rotate from the current visual angle to the minimum visual angle at the preset angular speed according to the current visual angle and the preset angular speed of the player virtual character so as to turn to the direction facing the first virtual character.
In a third aspect, an embodiment of the present application provides an electronic device, including: the electronic device comprises a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, when the electronic device runs, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to execute the steps of the interaction method between the game characters in the first aspect.
In a fourth aspect, the present application provides a storage medium, where a computer program is stored on the storage medium, and the computer program is executed by a processor to perform the steps of the method for interaction between game characters according to the first aspect.
The beneficial effect of this application is:
in the method, the device, the electronic device and the storage medium for interaction between the game characters, the method can respond to a first trigger operation aiming at an identifier corresponding to a first virtual character, obtain direction information of the first virtual character relative to a player virtual character, and further can control the player virtual character to turn towards the direction of the first virtual character according to the direction information.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
Fig. 1 is a schematic flowchart of an interaction method between game characters according to an embodiment of the present disclosure;
FIG. 2 is a schematic flow chart illustrating another method for interaction between game characters according to an embodiment of the present disclosure;
FIG. 3 is a schematic flow chart illustrating a method for interaction between game characters according to an embodiment of the present disclosure;
FIG. 4 is a flow chart illustrating another method for interaction between game characters according to an embodiment of the present disclosure;
FIG. 5 is a schematic view of a game interface provided in an embodiment of the present application;
FIG. 6 is a flow chart illustrating a method for interaction between game characters according to an embodiment of the present disclosure;
FIG. 7 is a functional block diagram of an interaction apparatus between game characters according to an embodiment of the present disclosure;
FIG. 8 is a functional block diagram of another interaction device between game characters according to an embodiment of the present disclosure;
fig. 9 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures.
Fig. 1 is a schematic flowchart of an interaction method between game characters according to an embodiment of the present disclosure, where an execution main body of the method may be an electronic terminal capable of presenting a graphical user interface, such as a mobile phone, a tablet, a computer, and the like, and the electronic terminal may generate the graphical user interface by executing rendering of a game application, where the graphical user interface may be used to display a virtual character in a game, where the virtual character may be a virtual character manipulated by a player, or may be another virtual character in a game scene, such as a game pet, a monster, a sprite, and the like. As shown in fig. 1, the interaction method between game characters includes:
s101, responding to a first trigger operation aiming at the corresponding identification of the first virtual character, and acquiring the direction information of the first virtual character relative to the player virtual character.
The Player virtual Character is a virtual Character operated by a Player, the first virtual Character is a virtual Character capable of interacting with the Player virtual Character, and the virtual Character may be a Non-Player Character (NPC), such as a game pet, a monster, or the like, or may be a virtual Character of another Player, such as a virtual Character operated by another Player in a team game, that is, a team friend, which is not limited herein.
The identifier corresponding to the first virtual character may be a name, a blood streak, an avatar, etc. of the first virtual character displayed in the game interface, which is not limited herein. Optionally, the first trigger operation may be an operation of clicking, double-clicking, long-pressing, or sliding the identifier corresponding to the first virtual character, and may also be generated in a manner of clicking, double-clicking, long-pressing, or sliding the position of the first virtual character according to an actual game scene. For example, in a game scene, a player may generate a first trigger operation by clicking (clicking or double clicking), long-pressing a nickname, a blood bar, and the like of a first virtual character, or, if the first virtual character is located within a visual field range of the player virtual character, the player may directly generate the first trigger operation by clicking and long-pressing a position where the first virtual character is located, which is not limited in this application.
In a game scene, if it is necessary to control a player virtual character to turn to a direction of a first virtual character, a first trigger operation may be generated by acting on an identifier corresponding to the first virtual character, and in response to the first trigger operation, direction information of the first virtual character relative to the player virtual character may be acquired, where the direction information may be used to represent a direction of the first virtual character relative to the player virtual character, and the direction may be any direction such as a front direction, a rear direction, a front left direction, a rear left direction, a front right direction, a rear right direction, and the like.
And S102, controlling the virtual character of the player to turn to the direction towards the first virtual character according to the direction information.
After the direction information of the first virtual character relative to the player virtual character is acquired, the visual angle turning of the player virtual character can be adjusted according to the direction information, so that the player virtual character can turn to the direction of the first virtual character, the player virtual character can be controlled to turn without searching and determining the position of the first virtual character for multiple times by the player, that is, the player virtual character can be controlled to turn to the direction of the first virtual character through automatic adjustment, the efficiency of determining the turning of the player virtual character is improved, the interaction between the player virtual character and the first virtual character can be accurately performed through automatic adjustment of the turning of the player virtual character, and for example, a subsequent player can conveniently control the player virtual character to move to the first virtual character.
To sum up, the method for interaction between game characters provided by the embodiment of the present application can obtain the direction information of the first virtual character relative to the player virtual character in response to the first trigger operation for the identifier corresponding to the first virtual character, and then can control the player virtual character to turn to the direction of the first virtual character according to the direction information.
Fig. 2 is a schematic flow chart of another method for interaction between game characters according to an embodiment of the present disclosure. Optionally, based on the foregoing embodiment, as shown in fig. 2, after the controlling the player virtual character to turn to the direction toward the first virtual character according to the direction information, the method further includes:
s201, the player virtual character is controlled to move to the position of the first virtual character.
Alternatively, the manner of controlling the movement of the player virtual character to the position of the first virtual character may be to manually control the movement of the player virtual character to the position of the first virtual character by a manner of controlling the movement control by the player, or to control the movement of the player virtual character to the position of the first virtual character in an automatic movement manner, that is, without the operation of the player, which is not limited herein.
When the player virtual character is manually controlled to move to the position of the first virtual character, because the turning direction of the player virtual character is towards the direction of the first virtual character, under the condition that the turning direction of the player virtual character is correct, when the player virtual character is manually controlled to move to the first virtual character, the efficiency of the player virtual character moving to the position of the first virtual character can be improved to a certain extent, for example, in a team game, a player can manually control the player virtual character to rapidly move to the position of the first virtual character controlled by a team friend according to the adjusted turning direction; when the player virtual character is controlled to move to the position of the first virtual character in an automatic moving mode, the efficiency of the player virtual character moving to the first virtual character can be greatly improved because the player does not need to search for and determine the position of the first virtual character for multiple times, for example, in a team game, the player can quickly find the teammates without searching for the teammates.
In addition, if the player virtual character moves to the position of the first virtual character, if the first virtual character itself moves during the process of controlling the player virtual character to move to the position of the first virtual character, in a possible implementation manner, the player virtual character may be controlled to move to the position of the first virtual character based on the position of the first virtual character when the player virtual character turns to the direction toward the first virtual character, or the position of the first virtual character may be obtained in real time to control the player virtual character to move to the current position of the first virtual character, so that the player virtual character may be controlled to move to the current position of the first virtual character when the first virtual character moves, so that the player virtual character may move to the current position of the first virtual character quickly, and the game experience of the player may be improved.
The above-mentioned process of manually controlling the movement of the player virtual character to the position of the first virtual character by the player manipulating the movement control can be referred to the following relevant parts.
Optionally, the controlling the player virtual character to move to the position of the first virtual character includes:
in response to the movement trigger operation, the player virtual character is controlled to move to the position of the first virtual character.
The movement trigger operation may be generated by a player operating a movement control, and the movement trigger operation may be generated by the player long pressing, sliding, or dragging the movement control, so that the player virtual character may be controlled to move to the first virtual character as a position in response to the movement trigger operation.
For example, in a team shooting game, a player virtual character is located at a position a, a current orientation of the player virtual character is a forward direction, a first virtual character is located at a position B, and a position B is located at a right rear side of the position a, according to the foregoing embodiment, the player virtual character can be controlled to turn to a direction toward the first virtual character, that is, the player virtual character is controlled to turn to a right rear side, at this time, the player can generate a movement trigger operation by long pressing a preset movement control, and then the player virtual character is controlled to move from the position a to the position B of the first virtual character, so that when the player virtual character turns correctly, the efficiency of the player virtual character moving to the position of the first virtual character can be improved to a certain extent, and game interaction experience of the player is improved.
Alternatively, the above-described process of controlling the player virtual character to move to the position of the first virtual character in an automatic movement manner can be referred to in the relevant sections below.
Fig. 3 is a schematic flowchart of another method for interaction between game characters according to an embodiment of the present disclosure. Alternatively, as shown in fig. 3, the controlling the player virtual character to move to the position of the first virtual character includes:
s301, a moving path is obtained according to the position information of the player virtual character and the position information of the first virtual character.
The position information of the virtual character of the player and the position information of the first virtual character may be obtained respectively, optionally, a virtual map may exist in the game, each point of the virtual map also has a corresponding coordinate position, and the obtained position information may be based on the coordinate position in the virtual map in the current game. After the position information of the player virtual character and the position information of the first virtual character are respectively obtained, a moving path of the player virtual character moving to the first virtual character may be obtained based on the two position information, for example, a shortest route between the player virtual character and the first virtual character is calculated and obtained through a path planning algorithm as the moving path, and of course, the moving path may include one or more paths according to different scenarios, which is not limited herein.
And S302, controlling the virtual character of the player to move to the position of the first virtual character according to the movement path and the preset movement speed.
Optionally, if the moving path includes a plurality of paths, one path may be selected according to a default condition, and the player character is controlled to move to the position of the first virtual character according to the preset moving speed, so that the player does not need to search for and determine the position of the first virtual character many times, and the efficiency of the player virtual character moving to the first virtual character may be greatly improved.
Of course, the default condition is not limited herein, and may be a shortest path between the player virtual character and the first virtual character, a path where the player can obtain the most profit (for example, the player can obtain more equipment on the path), or a safest path (for example, the path has fewer enemies), and the like. Optionally, when a plurality of movement paths are included, optional operations may also be provided for the player, for example, if there are three movement paths, a prompt may be given to the player, so that the player may select by himself or herself, so as to improve the game interaction experience of the player. In addition, the setting of the preset moving speed is not limited in the present application, and may be different according to different game scenes and different virtual characters of players. For example, when the level of the player character is the first level, the first preset moving speed may be corresponding to the first level; when the level of the player character is a second level, the second level may correspond to a second preset moving speed, where the second level is higher than the first level, and the second preset moving speed may be higher than the first preset moving speed.
Of course, there may be obstacles in the moving path, such as wooden piles, stone piers, traps, etc. laid by enemies on the moving path, and the enemies may move in the following process. Optionally, if there is an obstacle on the moving path, controlling the player virtual character to move to the position of the first virtual character according to the moving path at a preset moving speed, including:
controlling the player virtual character to move to the barrier and move to the position of the first virtual character by opening the barrier according to the movement path and the preset movement speed; or, if the player virtual character stops moving when moving to the obstacle according to the moving path, the player virtual character is controlled to move to the position of the first virtual character continuously by bypassing the obstacle in response to the second trigger operation.
The second trigger operation may be generated in the same manner as the first trigger operation, that is, may be generated by the player clicking, double-clicking, long-pressing, and sliding the identifier corresponding to the first virtual character, or may be generated by the player clicking, double-clicking, long-pressing, and sliding the position of the first virtual character.
In one possible implementation, the player avatar may be controlled to move to a position of the first avatar at a preset moving speed first to a position near an obstacle (e.g., near a stake laid by an enemy) and to move away from the obstacle. In another possible implementation manner, the player virtual character may be controlled to move to a position near an obstacle (for example, near a stake laid by an enemy) according to a preset movement speed, and then, in response to a second trigger operation generated by the player (for example, the player double-clicks an identifier corresponding to the first virtual character), the player virtual character is controlled to move to the position of the first virtual character after bypassing the obstacle. According to the actual application scene, any mode can be selected to control the player virtual character to move to the position of the first virtual character according to the preset moving speed, and the efficiency of the player virtual character moving to the first virtual character is improved.
Optionally, in order to enable the player to quickly find the position of the first virtual character and give an intuitive reminder to the player, the method further includes: and marking the position of the first virtual character in the current game interface.
The position of the first virtual character can be marked on the current game interface when the player virtual character is controlled to turn towards the direction of the first virtual character. The first virtual character may be in the view of the player virtual character, that is, in the current display interface, or may not be in the view of the player virtual character, and the marking manner may be different according to whether the first virtual character is in the view of the player virtual character, for example, the first virtual character is marked, or a large direction is marked, which is not limited herein, and other embodiments described below are specifically exemplified.
For example, the marking mode may be that the position of the virtual character of the player points to the position of the first virtual character in the game interface in an arrow manner, or a light may flash at the position of the first virtual character to remind the player of paying attention, and the marking mode may be flexibly set according to an actual application scene.
Optionally, the identifier corresponding to the first virtual role may include at least one of: status bar identification, azimuth identification and small map identification.
Wherein the status bar identifier may be an identifier for displaying the status of the player in the game interface, and may include a rank, a nickname, an avatar, a number, and a vital parameter of the player (for example, the status bar identifier may be displayed in the form of a blood bar), and optionally, the status bar identifier may be displayed in the upper left corner of the game interface; the orientation identifier may be an identifier in the game interface for displaying the direction and the position of the player in the game scene, and optionally, the orientation identifier may be displayed at the edge of the game interface according to the position of the first virtual character in the game scene; and the small map identifier can be a player identifier displayed in the small map, wherein the small map can be usually arranged at the corner of the game interface and used for assisting the player to determine the position of the virtual character in the game scene, and optionally, the small map can be usually arranged at the upper right corner of the game interface. Of course, it should be noted that, the specific display position of the identifier is not limited in the present application, and may be flexibly set according to an actual application scenario, or may be automatically adjusted according to a usage habit of a player.
FIG. 4 is a flow chart illustrating another method for interaction between game characters according to an embodiment of the present disclosure; fig. 5 is a schematic view of a game interface according to an embodiment of the present disclosure. Optionally, in order to make the player intuitively aware of the detailed orientation information of the first virtual character in the game interface, as shown in fig. 4, the method further includes:
s401, judging whether the position of the first virtual character is located in the visual field range of the player virtual character.
S402, if not, displaying an orientation mark corresponding to the first virtual character on the current game interface based on the position information of the player virtual character, wherein the orientation mark comprises at least one of the following items: the identification of the first virtual character, the direction information of the first virtual character relative to the player virtual character and the distance information.
Optionally, if the position of the first virtual character is not within the visual field range of the player virtual character, the orientation identifier of the first virtual character relative to the player virtual character, that is, the orientation identifier corresponding to the first virtual character, may be displayed on the current game interface according to the position of the player virtual character and the position of the first virtual character.
The orientation identifier may include an identifier of the first virtual character, such as a name, a number, an avatar, and the like; direction information of the first avatar relative to the player avatar, such as left front, left back, right front, right back, which may optionally be represented by corresponding arrows; the distance information of the first virtual character relative to the player virtual character may represent a distance between the player virtual character and the first virtual character in the electronic map, for example, 10m, 20m, and the like, and the information included in the position identifier may be flexibly adjusted according to an actual application scenario, which is not limited herein. By applying the method and the device, the player can clearly and intuitively know the orientation information of the first virtual character relative to the player virtual character through the orientation mark corresponding to the first virtual character displayed on the current game interface, and the game interaction experience of the player and the cooperation fluency between the players are improved.
Alternatively, the game interface may refer to the content shown in fig. 5, the game interface may include a status bar identifier displayed in the upper left corner, an orientation identifier displayed in the lower left corner currently, and a small map displayed in the upper right corner, wherein identifiers of all virtual characters operated by the player in the current game may be displayed in the small map, as shown in fig. 5, the orientation mark 110 may include a first virtual character numbered 1, which indicates that the orientation information is shown as an arrow in the front left direction, and the distance of the first virtual character relative to the virtual character of the player is 20 m.
In addition, it should be noted that, the current game interface may also display a plurality of first virtual characters interacting with the player virtual character, as shown in the upper left corner status column identifier of fig. 5, the player virtual character operated by the player may form a team with the virtual characters operated by other players, for example, the virtual character a operated by the teammate a and the virtual character B operated by the teammate B, it should be noted that, according to the actual application scenario, the display mode of the game interface is not limited to the mode shown in fig. 5, and may be flexibly adjusted according to the actual application scenario.
In addition, it should be noted that the present application does not limit the labeling manner of the orientation mark, and the orientation mark may be displayed at a preset position of the current game interface, for example, at the lower left corner; or, the position of the first virtual character and the position of the displayed position identifier may be associated with each other, so that when the player locks the position of the position identifier, the position of the first virtual character can be known, and the player can feel intuitive.
Optionally, as shown in fig. 4, the method further includes:
s403, if the position of the first virtual character is within the visual field range of the player virtual character, displaying a prompt mark on the first virtual character of the current game interface.
The prompt identifier may also be displayed at the position where the first virtual character is located, and the prompt identifier may include an identifier of the first virtual character, direction information of the first virtual character relative to the player virtual character, and of course, may also include other information, which is not limited herein. Optionally, when the prompt identifier includes an identifier of the first virtual character and orientation information of the first virtual character relative to the player virtual character, the identifier may be directly displayed on the head of the first virtual character, and the orientation information may be directly marked on the body of the first virtual character in the form of an arrow. Of course, the first virtual character may be directly prompted, for example, color change, flashing, or the like may be performed on the first virtual character, or a prompt identifier may be added around the first virtual character, so that the player can notice the first virtual character.
Taking a shooting game as an example, assuming that a player a is a player virtual object operated by the player, a player B is the first virtual character, the player a and the player B form a team, the player a needs to join with the player B to complete a mission, and the current player a can only see the identifier of the player B on a status bar, an orientation identifier and a small map, but it is difficult to find the player B in a game scene. It should be noted that, as shown in fig. 5, the identifier of the player B may be an identifier in a teammate status bar, an orientation identifier, or an identifier of a player in a minimap, which is not limited herein. By adopting the method embodiment, the operation player of the player a can act on the identifier of the player B on the status bar, the orientation identifier or the small map through the first trigger operation of clicking, double clicking, long pressing, sliding and the like, and can acquire the orientation information of the player B relative to the player a in response to the first trigger operation, and control the player a to turn to the direction facing the player B according to the orientation information.
Alternatively, if it is necessary to control the movement of the player a to the position of the player B after controlling the player a to turn to the direction toward the player B, the operation player of the player a may act on the identifier of the player B on the status bar, the orientation identifier, or the small map by a movement trigger operation such as clicking, double-clicking, long-pressing, sliding, or dragging, and may control the movement of the player a to the position of the player B in response to the movement trigger operation. It should be noted that, according to an actual application scenario, the steering operation and the moving operation of the virtual character of the player may be associated, that is, if the player a operates the identifier of the player B through a first trigger operation such as clicking, double-clicking, long-pressing, sliding on the status bar, the orientation identifier, or the small map, the player a may be controlled to steer toward the player B first according to the foregoing process, and after the steering operation is completed, the player a may be further controlled to move toward the position of the player B.
In addition, in the process of controlling the player a to perform steering adjustment or movement, the game interface of the player a for operating the player may provide the orientation mark related to the player B according to whether the player B is in the visual field of the player a. Alternatively, if player B is within the field of view of player A, the orientation indicator may be displayed on player B so that player A may notice player B; if the player B is not in the visual field of the player A, the identification of the player B, the direction information (for example, the left front) of the player B relative to the player A and the distance (for example, 50m) between the player B and the player A in the electronic map can be displayed at the position of the game interface closest to the player B, so that the player A can know the position of the player B in real time, and the matching fluency between the players is improved. The above-mentioned display of the orientation indicator at the position of the game interface nearest to the player B means that, for example, when the player B is located at the upper right of the current game interface, the orientation indicator may be displayed at the upper right corner of the current game interface.
In summary, by applying the embodiment of the present application, the position of the first virtual character can be corresponded to the prompt identifier, so as to provide a visual experience for the player, and especially when the first virtual character includes a plurality of first virtual characters, the player can visually know the orientation information of each first virtual character and the player virtual character controlled by the player through the prompt identifier displayed at each first virtual character, so as to comprehensively grasp the dynamics of each first virtual character in the visual field.
Of course, it should be noted that, according to an actual game scene, in order to avoid the azimuth mark or the prompt mark displayed in the game interface from blocking the game view of the player, the player may selectively display or hide the relevant mark according to the actual application scene during the game process.
Fig. 6 is a schematic flowchart of another method for interaction between game characters according to an embodiment of the present disclosure. Optionally, in order to make the player virtual character turn to the direction toward the first virtual character more suitable for the habit of player interaction, as shown in fig. 6, the above controlling the player virtual character to turn to the direction toward the first virtual character according to the direction information includes:
s501, determining the minimum visual angle of the virtual character of the player turning to the first virtual character according to the position information of the virtual character of the player and the position information of the first virtual character.
When the player virtual character turns to the first virtual character, two turning modes of clockwise and anticlockwise can be provided according to the turning direction, and when the clockwise or anticlockwise mode is determined, the minimum turning angle can be determined according to the virtual character of the player and the position information of the first virtual character.
As further described based on the foregoing example, for example, the player virtual character is located at position a, the current orientation of the player virtual character is forward, the first virtual character is located at position B, and position B is located right behind position a, if the player virtual character turns clockwise, the angle of view of the player virtual character turning to the first virtual character is 120 degrees, and if the player virtual character turns counterclockwise, the angle of view of the player virtual character turning to the first virtual character is 240 degrees, so that the player virtual character can turn to the first virtual character at the minimum angle of view of 120 degrees when turning clockwise.
S502, according to the current visual angle and the preset angular speed of the player virtual character, the player virtual character is controlled to rotate from the current visual angle to the minimum visual angle at the preset angular speed so as to turn to the direction facing the first virtual character.
After the minimum visual angle is determined, the player virtual character can be controlled to rotate from the current visual angle to the minimum visual angle at the preset angular speed according to the current visual angle and the preset angular speed of the player virtual character so as to turn to the direction towards the first virtual character, so that when the player virtual character is controlled to turn to the direction towards the first virtual character, the turning direction and the turning preset angular speed can better accord with the interaction habits of the player, and the game experience of the player is improved. The preset angular velocity may be set according to an actual application scenario, and the present application is not limited herein.
Fig. 7 is a functional module schematic diagram of an interaction device between game characters according to an embodiment of the present application, the basic principle and the generated technical effect of the interaction device are the same as those of the corresponding method embodiments described above, and for brief description, the corresponding contents in the method embodiments may be referred to for parts not mentioned in this embodiment. As shown in fig. 7, the interaction means 200 between game characters may include: an acquisition module 210 and a control module 220; an obtaining module 210, configured to obtain, in response to a first trigger operation for an identifier corresponding to a first virtual character, direction information of the first virtual character relative to a player virtual character; and a control module 220 for controlling the player virtual character to turn towards the first virtual character according to the direction information.
Optionally, the control module 220 is further configured to control the player avatar to move to the position of the first avatar.
Optionally, the control module 220 is specifically configured to control the player virtual character to move to the position of the first virtual character in response to the movement triggering operation.
Optionally, the control module 220 is specifically configured to obtain a moving path according to the position information of the player virtual character and the position information of the first virtual character; and controlling the player virtual character to move to the position of the first virtual character according to the movement path and the preset movement speed.
Optionally, if there is an obstacle in the moving path, the control module 220 is specifically configured to control, according to the moving path, the player virtual character to move to the obstacle at a preset moving speed and move to the position of the first virtual character by bypassing the obstacle; or, if the player virtual character stops moving when moving to the obstacle according to the moving path, the player virtual character is controlled to move to the position of the first virtual character continuously by bypassing the obstacle in response to the second trigger operation.
Optionally, the identifier corresponding to the first virtual role includes at least one of: status bar identification, azimuth identification and small map identification.
Fig. 8 is a functional module diagram of another interaction device between game characters according to an embodiment of the present disclosure. Optionally, as shown in fig. 8, the interaction apparatus 200 between game characters further includes: and a marking module 240, configured to mark a position where the first virtual character is located in the current game interface.
Optionally, the obtaining module 210 is further configured to determine whether the position where the first virtual character is located is within the visual field range of the player virtual character; if not, displaying an orientation mark corresponding to the first virtual character on the current game interface based on the position information of the player virtual character, wherein the orientation mark comprises at least one of the following items: the identification of the first virtual character, the direction information of the first virtual character relative to the player virtual character and the distance information.
Optionally, the obtaining module 210 is further configured to display a prompt identifier at the first virtual character of the current game interface if the position of the first virtual character is within the visual field of the player virtual character.
Optionally, the control module 220 is specifically configured to determine, according to the position information of the player virtual character and the position information of the first virtual character, a minimum angle of view at which the player virtual character turns to the first virtual character; and controlling the player virtual character to rotate from the current visual angle to the minimum visual angle at the preset angular speed according to the current visual angle and the preset angular speed of the player virtual character so as to turn to the direction facing the first virtual character.
The above-mentioned apparatus is used for executing the method provided by the foregoing embodiment, and the implementation principle and technical effect are similar, which are not described herein again.
These above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more Application Specific Integrated Circuits (ASICs), or one or more microprocessors (DSPs), or one or more Field Programmable Gate Arrays (FPGAs), among others. For another example, when one of the above modules is implemented in the form of a processing element scheduler code, the processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 9 is a schematic structural diagram of an electronic device according to an embodiment of the present application. As shown in fig. 9, the electronic device may include: a processor 510, a storage medium 520, and a bus 530, the storage medium 520 storing machine-readable instructions executable by the processor 510, the processor 510 communicating with the storage medium 520 via the bus 530 when the electronic device is operating, the processor 510 executing the machine-readable instructions to perform the steps of the above-described method embodiments. The specific implementation and technical effects are similar, and are not described herein again.
Optionally, the present application further provides a storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the computer program performs the steps of the above method embodiments. The specific implementation and technical effects are similar, and are not described herein again.
In the several embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, a division of a unit is merely a logical division, and an actual implementation may have another division, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
Units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, or in a form of hardware plus a software functional unit.
The integrated unit implemented in the form of a software functional unit may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium and includes several instructions to enable a computer device (which may be a personal computer, a server, or a network device) or a processor (processor) to execute some steps of the methods according to the embodiments of the present application. And the aforementioned storage medium includes: a U disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
It is noted that, in this document, relational terms such as "first" and "second," and the like, may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other identical elements in a process, method, article, or apparatus that comprises the element.
The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application. It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures. The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims (13)

1. A method for interaction between game characters, comprising:
responding to a first trigger operation aiming at a corresponding identifier of a first virtual character, and acquiring direction information of the first virtual character relative to a player virtual character;
and controlling the player virtual character to turn to the direction towards the first virtual character according to the direction information.
2. The method of claim 1, wherein after controlling the player avatar to turn in a direction toward the first avatar based on the direction information, further comprising:
controlling the player virtual character to move to the position of the first virtual character.
3. The method of claim 2, wherein the controlling the movement of the player avatar to the location of the first avatar comprises:
controlling the player virtual character to move to the position of the first virtual character in response to a movement trigger operation.
4. The method of claim 2, wherein the controlling the movement of the player avatar to the location of the first avatar comprises:
acquiring a moving path according to the position information of the player virtual character and the position information of the first virtual character;
and controlling the player virtual character to move to the position of the first virtual character according to the moving path and the preset moving speed.
5. The method of claim 4, wherein if there is an obstacle in the movement path, said controlling the player virtual character to move to the position of the first virtual character according to the movement path at a predetermined movement speed comprises:
controlling the player virtual character to move to the barrier according to the movement path and to move to the position of the first virtual character by bypassing the barrier;
or if the player virtual character stops moving when moving to the obstacle according to the moving path, responding to a second trigger operation, and controlling the player virtual character to move to the position of the first virtual character continuously by bypassing the obstacle.
6. The method of claim 1, further comprising:
and marking the position of the first virtual character in the current game interface.
7. The method of any of claims 1-6, wherein the identification of the first virtual character comprises at least one of: status bar identification, azimuth identification and small map identification.
8. The method of claim 7, further comprising:
judging whether the position of the first virtual character is positioned in the visual field range of the player virtual character;
if not, displaying an orientation identifier corresponding to the first virtual character on a current game interface based on the position information of the player virtual character, wherein the orientation identifier comprises at least one of the following items: identification of a first virtual character, direction information of the first virtual character relative to the player virtual character, and distance information.
9. The method of claim 8, further comprising:
and if the position of the first virtual character is in the visual field range of the player virtual character, displaying a prompt identifier at the first virtual character of the current game interface.
10. The method of claim 1, wherein said controlling the player avatar to turn in a direction toward the first avatar based on the direction information comprises:
determining the minimum visual angle of the player virtual character turning to the first virtual character according to the position information of the player virtual character and the position information of the first virtual character;
and controlling the player virtual character to rotate from the current visual angle to the minimum visual angle at a preset angular speed according to the current visual angle and the preset angular speed of the player virtual character so as to turn to the direction facing the first virtual character.
11. An apparatus for interaction between game characters, comprising: the device comprises an acquisition module and a control module;
the obtaining module is used for responding to a first trigger operation aiming at the corresponding identifier of the first virtual character, and obtaining the direction information of the first virtual character relative to the player virtual character;
the control module is used for controlling the player virtual character to turn to the direction towards the first virtual character according to the direction information.
12. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the electronic device is operating, the processor executing the machine-readable instructions to perform the steps of the method of interaction between game characters according to any one of claims 1-10.
13. A storage medium having stored thereon a computer program for performing the steps of the method of interaction between game characters according to any one of claims 1 to 10 when executed by a processor.
CN202010417800.9A 2020-05-15 Interaction method and device between game roles, electronic equipment and storage medium Active CN111569422B (en)

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