CN113082714B - Game role moving path determining method and device and electronic equipment - Google Patents

Game role moving path determining method and device and electronic equipment Download PDF

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Publication number
CN113082714B
CN113082714B CN202110226686.6A CN202110226686A CN113082714B CN 113082714 B CN113082714 B CN 113082714B CN 202110226686 A CN202110226686 A CN 202110226686A CN 113082714 B CN113082714 B CN 113082714B
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coordinates
role
game scene
target position
obstacle
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CN113082714A (en
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徐治钦
彭美
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Shanghai Yiyu Network Technology Co Ltd
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Shanghai Hard Link Network Technology Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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  • Theoretical Computer Science (AREA)
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Abstract

The application discloses a method and a device for determining a movement path of a game role and electronic equipment, wherein the method comprises the following steps: responding to the role movement request command, detecting input parameters in the role movement request command, wherein the input parameters comprise first target position information; calling game scene map information, acquiring coordinates of obstacles and initial coordinates of roles from the game scene map information, and acquiring coordinates of a first target position from the game scene map information according to first target position information, wherein the game scene map information comprises coordinates of a plurality of points forming a game scene; acquiring all first paths in the game scene map according to the coordinates of the obstacle, the initial coordinates of the role and the coordinates of the first target position, wherein the first paths start from the initial coordinates of the role to the coordinates of the first target position and do not pass through the coordinates of the obstacle; and selecting a first moving path from all the first paths as a moving path of the role according to a first preset strategy.

Description

Game role movement path determining method and device and electronic equipment
Technical Field
The present disclosure relates to the field of games, and in particular, to a method and an apparatus for determining a movement path of a game character, and an electronic device.
Background
Currently, in many game applications, there are objects that can move in a game scene, such as player characters and various non-player characters. As the operations entered by player users in gaming applications vary, various characters may be triggered to move from various starting points to various ending points. In order to reduce the operation times of the user, a target position is selected, and the terminal generates a shortest path to enable the role to automatically travel to the target position according to the shortest path.
However, in a game scene, there are usually some obstacles, such as a mountain, a cliff, a house, rocks, etc., and the generated shortest path does not take into account the obstacles, so that a character cannot pass through the obstacles on the path in the process of traveling according to the generated path, and the character may stop moving or the user is required to continuously adjust the traveling path of the character, and thus the system needs to respond to a request for the character to move, which is input by the user many times, and the load of the system is increased.
Disclosure of Invention
An object of the present invention is to solve at least one of the technical problems in the prior art, and to provide a method, an apparatus, and an electronic device for determining a movement path of a game character, which can generate a shortest path for avoiding an obstacle in a game scene, thereby reducing a character movement request input by a user and reducing a system load.
The embodiment of the application provides a method for determining a movement path of a game role, which comprises the following steps:
responding to a role movement request instruction, and detecting input parameters in the role movement request instruction, wherein the input parameters comprise first target position information;
calling game scene map information, acquiring coordinates of obstacles and initial coordinates of roles from the game scene map information, and acquiring coordinates of a first target position from the game scene map information according to the first target position information, wherein the game scene map information comprises coordinates of a plurality of points forming a game scene;
acquiring all first paths in a game scene map according to the coordinates of the obstacle, the initial coordinates of the character and the coordinates of a first target position, wherein the first paths start from the initial coordinates of the character to the end of the coordinates of the first target position and do not pass through the coordinates of the obstacle;
and selecting a first moving path from all the first paths as a moving path of the role according to a first preset strategy.
Further, the obstacle further includes a specific area, and the specific area is an area through which a specific character or a character can pass under a specific condition.
Further, the input parameters further comprise second target position information;
after the first moving path is selected from all the first paths as the moving path of the role according to the preset strategy, the method further includes:
responding to a role movement request instruction, and detecting second target position information in the role movement request instruction;
calling game scene map information, acquiring coordinates of an obstacle and a first current coordinate from the game scene map information, and acquiring coordinates of a second target position from the game scene map information according to the second target position information;
acquiring all second paths in a game scene map according to the coordinates of the obstacle, the first current coordinates and the coordinates of a second target position, wherein the second paths start from the first current coordinates to the coordinates of the second target position and do not pass through the coordinates of the obstacle;
and selecting a second moving path from all the second paths as a moving path of the role according to a second preset strategy.
Further, after the first moving path is selected from all the first paths as the moving path of the role according to the first preset policy, the method further includes:
responding to a cancel movement instruction;
calling the game scene map, and acquiring the coordinates of the obstacle, the second current coordinates and the initial coordinates of the role from the game scene map information;
acquiring all return paths in a game scene map according to the coordinates of the obstacle, the initial coordinates of the role and the second current coordinates, wherein the return paths start from the second current coordinates to the initial coordinates of the role and do not pass through the coordinates of the obstacle;
and selecting a return moving path from all the return paths as a moving path of the role according to a return preset strategy.
Further, the method for determining a moving path further includes:
acquiring the distance of the first moving path and the role traveling time according to the coordinates of the obstacle, the initial coordinates of the role and the coordinates of the first target position;
displaying the distance and the travel time.
Further, the method for determining a moving path further includes:
and when the coordinates that the character passes through the obstacle are detected, generating prompt information, and displaying the prompt information on a screen.
Further, before the responding to the character moving request instruction, the method further includes:
receiving input parameters input by a user, and generating a role movement request instruction according to the input parameters, wherein the input is input in a mode that the user clicks a screen; or the like, or, alternatively,
acquiring task information input by a user, obtaining input parameters according to the task information, and generating a role moving request instruction.
In an embodiment of the present application, there is also provided an apparatus for determining a movement path of a game character, including:
the position determining module is used for responding to a role movement request instruction and detecting input parameters in the role movement request instruction, wherein the input parameters comprise first target position information;
the coordinate acquisition module is used for calling game scene map information, acquiring coordinates of obstacles and initial coordinates of roles from the game scene map information, and acquiring coordinates of a first target position from the game scene map information according to the first target position information, wherein the game scene map information comprises coordinates of a plurality of points forming a game scene;
the path generation module is used for acquiring all first paths in a game scene map according to the coordinates of the obstacles, the initial coordinates of the roles and the coordinates of the first target positions, wherein the first paths start from the initial coordinates of the roles to the end of the coordinates of the first target positions and do not pass through the coordinates of the obstacles;
and the path determining module selects a first moving path from all the first paths as a moving path of the role according to a first preset strategy.
Further, the input parameters further comprise second target position information;
the movement path determination device further includes:
the path updating module is used for responding to the role movement request instruction and detecting second target position information in the role movement request instruction; calling game scene map information, acquiring coordinates of an obstacle and a first current coordinate from the game scene map information, and acquiring coordinates of a second target position from the game scene map information according to the second target position information; acquiring all second paths in a game scene map according to the coordinates of the obstacle, the first current coordinates and the coordinates of a second target position, wherein the second paths start from the first current coordinates to the coordinates of the second target position and do not pass through the coordinates of the obstacle; and selecting a second moving path from all the second paths as a moving path of the role according to a second preset strategy.
Further, the moving path determining apparatus further includes:
the path canceling module is used for responding to a canceling movement instruction; calling the game scene map, and acquiring the coordinates of the obstacle, the second current coordinates and the initial coordinates of the role from the game scene map information; acquiring all return paths in a game scene map according to the coordinates of the obstacle, the initial coordinates of the role and the second current coordinates, wherein the return paths start from the second current coordinates to the initial coordinates of the role and do not pass through the coordinates of the obstacle; and selecting a return moving path from all the return paths as a moving path of the role according to a return preset strategy.
Further, an embodiment of the present application provides an electronic device, including: a memory, a processor and a computer program stored on the memory and operable on the processor, the processor implementing the method for determining a movement path of a game character as described in the above embodiments when executing the program.
Further, an embodiment of the present application provides a computer-readable storage medium, in which computer-executable instructions are stored, and the computer-executable instructions are used for causing a computer to execute the method for determining the movement path of the game character according to the embodiment.
Compared with the prior art, the embodiment detects the first target position information in the angular movement request instruction, acquires the coordinates of the obstacle and the initial coordinates of the role by calling the map information of the game scene, acquires the coordinates of the first target position according to the detected first target position information, generates all possible first paths after acquiring the three coordinates, and selects the shortest first movement path as the movement path of the role according to the first preset strategy, so that the generated shortest path can avoid the obstacle without blocking the role from advancing, the frequency of the angular movement adjusted by the user through input is reduced, and the load of the system is reduced.
In the above embodiment, the obstacle includes a specific area, that is, a specific role or an area through which the role can pass under a specific condition, so that the shortest path generated according to the coordinates of the obstacle including the specific area can also avoid the specific area, thereby effectively avoiding the adjustment of the angular color movement of the user due to the blocking of the role specific area or the occurrence of unreasonable movement in the specific area, and further reducing the load of the system.
In the embodiment, after the first moving path is selected, the second target position information is detected, the coordinates of the obstacle and the first current coordinates are obtained by calling the map information of the game scene, the coordinates of the second target position information are obtained according to the second target position information, all possible second paths are generated after the three coordinates are obtained, and then the shortest second moving path is selected according to the second preset strategy to serve as the new moving path of the character, so that the latest path avoiding the obstacle can be obtained by timely adjusting when the position of the obstacle in the subsequent path changes, the latest path avoiding the obstacle can be flexibly responded under the condition that the obstacle changes, the adjusting times of the angular movement of a user are further reduced, and the load of the system is further reduced.
After the movement canceling instruction is responded, the game scene map is called to obtain the coordinates of the obstacle, the current coordinates and the initial coordinates of the role, all return paths are generated according to the three coordinates, the return movement path is selected according to the return preset strategy, the movement path set by the role before can be canceled by one key and returned, the situation that the user fails to miss the target position and generates an error path or the user cannot cancel the role when the user wants to call the role midway is effectively avoided, and the game experience of the user is improved.
In the above embodiment, the role travel distance and the role travel time are displayed, so that the user can visually see the path distance and the travel time, and further, whether to select the movement path or whether to need to perform role travel is better judged.
According to the embodiment, the prompt information is generated and displayed when the character passes through the coordinates of the obstacle, so that when the second target position information is not detected and the coordinates of the obstacle change, the prompt information can be fed back to the user in time, the user can adjust the angular movement in time, and the game experience is improved.
The embodiment can input the parameters by clicking the screen or click the task to obtain the input parameters, so that the user can directly determine the input parameters or select the task to automatically obtain the input parameters, the problem that the user cannot select the path without knowing the output parameters corresponding to the task in the task completing process is effectively avoided, and the user experience is better improved.
Drawings
The present application is further described with reference to the following figures and examples;
FIG. 1 is a diagram of an application environment of a movement path determination method in one embodiment;
FIG. 2 is a flow diagram illustrating a method for determining a movement path in one embodiment;
FIG. 3 is a schematic diagram of determining a first movement path in one embodiment;
FIG. 4 is a diagram illustrating the determination of a second movement path in one embodiment;
FIG. 5 is a block diagram showing the structure of a movement path determining apparatus according to an embodiment;
fig. 6 is a block diagram showing the construction of a movement path determining apparatus according to another embodiment;
fig. 7 is a block diagram showing the construction of a movement path determining apparatus in still another embodiment;
FIG. 8 is a block diagram of a computer device in one embodiment.
Detailed Description
Reference will now be made in detail to the present embodiments of the present application, preferred embodiments of which are illustrated in the accompanying drawings, which are for the purpose of visually supplementing the description with figures and detailed description, so as to enable a person skilled in the art to visually and visually understand each and every feature and technical solution of the present application, but not to limit the scope of the present application.
Currently, in many game applications, there are objects that can move in a game scene, such as player characters and various non-player characters. As the operations entered by player users in gaming applications vary, various characters may be triggered to move from various starting points to various ending points. In order to reduce the operation times of the user, a target position is selected, and the terminal generates a shortest path to enable the role to automatically travel to the target position according to the shortest path.
However, in a game scene, there are usually some obstacles, such as a mountain, a cliff, a house, rocks, etc., and the generated shortest path does not take into account the obstacles, so that a character cannot pass through the obstacles on the path in the process of traveling according to the generated path, and the character may stop moving or the user is required to continuously adjust the traveling path of the character, and thus the system needs to respond to a request for the character to move, which is input by the user many times, and the load of the system is increased. The currently generated shortest path is generally a straight-line path from the initial coordinates of the character to the coordinates of the target position, and if an obstacle exists in the path, the character will be blocked from traveling, and the obstacle usually covers multiple areas in the game scene map, that is, one obstacle has multiple coordinates, which also increases the difficulty for how to avoid the obstacle and for the generated path to be the shortest.
In order to solve the above technical problem, as shown in fig. 1, it is an application environment diagram of a method for determining a movement path of a game character in one embodiment. Referring to fig. 1, the movement path determination system includes a terminal device 110. Terminal device 110 may be implemented as a stand-alone terminal device or as a terminal device cluster formed by a plurality of terminal devices. The terminal device 110 detects first target position information in the character movement request instruction, obtains coordinates of the obstacle and initial coordinates of the character by calling map information of the game scene, obtains coordinates of the first target position according to the detected first target position information, generates all possible first paths after obtaining the three coordinates, and selects the shortest first movement path as the movement path of the character according to a first preset strategy.
Hereinafter, the method for determining the movement path of a game character according to the embodiment of the present application will be described in detail and explained with reference to several specific embodiments.
As shown in fig. 2, in one embodiment, a method for determining a movement path of a game character is provided. The embodiment is mainly illustrated by applying the method to computer equipment. The computer device may specifically be the terminal device 110 in fig. 1 described above.
Referring to fig. 2, the method for determining a movement path of a game character specifically includes the steps of:
and S11, responding to the character movement request command, and detecting input parameters in the character movement request command, wherein the input parameters comprise first target position information.
In this embodiment, the terminal device responds to a character movement request instruction, and detects an input parameter in the character movement request instruction, where the character movement request instruction is used to instruct the terminal device to determine a path, and specifically includes instructing the terminal device to detect the input parameter, invoking game scene map information, and acquiring coordinates of an obstacle, initial coordinates of a character, and coordinates of input information from the game scene map information. The input parameters comprise first target position information, the input parameters can be obtained by a user clicking a map in a screen to select a first target position and further according to information corresponding to the selected first target position. The first target position refers to a point to be reached by the selected character in the game scene map when the character is in a non-travel phase, and the non-travel phase refers to the situation that the character does not move according to any moving path. The first target position information refers to information corresponding to the first target position in the game scene map information, wherein each point in the game scene map has corresponding information in the game scene map information. For example, the game scene map information includes names and coordinates of respective points in the game scene map, where csd-93-198 is information corresponding to the transfer point in the game scene map information, and indicates that the transfer point is a point with a name csd and a coordinate (93,198) in the game scene map.
In this embodiment, each point has a corresponding name and coordinate in the game scene map information, and the name and the coordinate have a binding relationship, so that the first target location information may only include the name of the first target location, and the terminal device obtains the coordinate corresponding to the first target location information according to the name of the first target location.
In this embodiment, the terminal device responds to the instruction to perform the relevant action, which belongs to the prior art and is not described herein again, and the role movement request instruction may be in the form of a data packet or a file, which is not specifically limited herein.
In one embodiment, before responding to the character movement request instruction, the method further comprises the following steps:
receiving input parameters input by a user, and generating a role movement request instruction according to the input parameters, wherein the input is input in a mode that the user clicks a screen; or the like, or, alternatively,
acquiring task information input by a user, obtaining input parameters according to the task information, and generating a role movement request instruction.
In this embodiment, the character movement request instruction is generated according to an input parameter, where the input parameter may be obtained by user input, for example, a user clicks a certain point in a game scene map on a screen, and the terminal device corresponds to information in the game scene map information according to the point. For example, the user selects a transfer point by clicking a screen, and the terminal device obtains a name csd and coordinates in the game scene map information from the transfer point (93, 198).
In this embodiment, the input parameters may also be obtained according to task information input by the user. The task information refers to a location to which the character needs to go to complete a task of the game. And the terminal equipment obtains the corresponding information of the point in the game scene map information according to the corresponding point of the position in the game scene map. For example, the user selects task 1 by clicking the screen, the character needs to reach the transfer point in task 1, and the terminal device can obtain the name csd and the coordinates in the game scene map information according to the transfer point (93, 198).
In this embodiment, the input parameters can be obtained by clicking the screen to input the parameters or clicking the task, so that the user can directly determine the input parameters or select the task to automatically obtain the input parameters, the problem that the user cannot select the path without knowing the output parameters corresponding to the task in the task completing process is effectively avoided, and the user experience is better improved.
S12, calling game scene map information, obtaining coordinates of the obstacle and initial coordinates of the role from the game scene map information, and obtaining coordinates of the first target position from the game scene map information according to the first target position information, wherein the game scene map information comprises coordinates of a plurality of points forming a game scene.
In this embodiment, the character movement request instruction is used to instruct the terminal device to determine the path, and specifically includes instructing the terminal device to detect an input parameter, retrieve game scene map information, and acquire coordinates of an obstacle, initial coordinates of a character, and coordinates of input information from the game scene map information. Therefore, after responding to the game and detecting the input parameters, the terminal device calls the game scene map information and obtains the coordinates of the obstacle, the initial coordinates of the role and the coordinates of the first target position from the game scene map information. The specific names and coordinates of the obstacles and the characters are in the game scene map information, and the coordinates of the obstacles and the characters can be acquired by the terminal equipment without selecting the obstacles and the characters because the obstacles and the characters exist in the game scene map all the time. The initial coordinates of the character refer to coordinates corresponding to points of the character in the game scene map when the first target position is selected. For example, as shown in fig. 3, the schematic diagram of determining the first moving path in the present embodiment is shown, the character name is js, the obstacle name is zaw, after the terminal device calls the game scene map information, the initial character coordinates of the character js are (0, 0), the coordinates of the obstacle include a rectangular area (obstacle 1) whose end points are (10, 100), (10, 150), (90, 100) and (90, 150), and a triangular area (obstacle 2) whose end points are (200, 100), (200, 150) and (250, 200), and the terminal device may obtain the coordinates (93,198) of the corresponding first target position according to the name csd in the first position information. The following first path includes a solid line and a dotted line in fig. 3, and the first moving path selected according to the first preset strategy is the solid line in fig. 3.
In the existing game application, it is reasonable that a player character passes through a specific area, such as an area where a high-level enemy NPC is located, when the high-level player character needs to fight with the high-level enemy NPC, but when a low-level player character needs to reach the other side from one side of the area, determining a moving path by using the existing technology also enables the low-level player character to pass through the area, and for the low-level player, it is unreasonable to pass through the area where the high-level enemy NPC is located, and at this time, a user can adjust the position of a character target for many times, so that the system needs to respond to a request instruction of the user for many times, and the load of the system is increased.
In order to solve the above technical problem, in one embodiment, the obstacle further includes a specific area, which is an area through which a specific character or a character can pass under a specific condition.
In this embodiment, the obstacle includes a specific area, where only a specific character can pass through the specific area in the game scene map, or an area where a general character needs to pass through at a specific time or in a specific scene (during raining or a task), or an area where a specific character needs to pass through at a specific time or in a specific scene. Like the obstacle, the specific area generally covers a plurality of areas in the game scene map, for example, triangular areas with specific area names tdqy and coordinates of (10, 160), (10, 200), and (90, 160).
In this embodiment, the obstacle includes a specific area, that is, a specific role or an area through which the role can pass under a specific condition, so that the shortest path generated according to the coordinates of the obstacle including the specific area can also avoid the specific area, thereby effectively avoiding the adjustment of the angular color shift of the user due to the blocking of the role specific area or the occurrence of unreasonable movement in the specific area, and further reducing the load of the system.
And S13, acquiring all first paths in the game scene map according to the coordinates of the obstacle, the initial coordinates of the character and the coordinates of the first target position, wherein the first paths start from the initial coordinates of the character to the end of the coordinates of the first target position and do not pass through the coordinates of the obstacle.
In this embodiment, the terminal device generates a first path starting from the initial coordinates of the character and ending to the coordinates of the first target position without passing through the coordinates of the obstacle, according to the coordinates of the obstacle, the initial coordinates of the character, and the coordinates of the first target position, and the first path may have a plurality of paths.
And S14, selecting a first moving path from all the first paths as a moving path of the role according to a first preset strategy.
In this embodiment, the terminal device selects a first moving path as a moving path of a role from all first paths according to a first preset policy, where the first preset policy refers to a selection condition of the first moving path, and for example, the first preset policy is that the first moving path needs to be a shortest path or a path consuming the least time in the first paths. The first preset strategy can be preset by a user or automatically generated by the terminal device.
In this embodiment, if there is more than one first movement path selected according to the first preset policy, the terminal device may display the selected first movement paths, and perform the movement of the role after the selection by the user, or may randomly select one movement for performing the role.
In one embodiment, the input parameters further comprise second target location information.
After the first moving path is selected from all the first paths as the moving path of the role according to the preset strategy, the method further comprises the following steps:
and responding to the character movement request command, and detecting second target position information in the character movement request command.
Calling game scene map information, acquiring the coordinates of the barrier and the first current coordinates from the game scene map information, and acquiring the coordinates of the second target position from the game scene map information according to the second target position information.
And acquiring all second paths in the game scene map according to the coordinates of the obstacle, the first current coordinates and the coordinates of the second target position, wherein the second paths start from the first current coordinates to the coordinates of the second target position and do not pass through the coordinates of the obstacle.
And selecting a second moving path from all the second paths as a moving path of the role according to a second preset strategy.
In the process that the character moves according to the selected first path, the obstacle or the specific area may change, that is, the original obstacle or the specific area on the path may disappear, or a new obstacle or a new specific area may appear on the path.
Therefore, in this embodiment, the terminal device detects the second target location information in the character movement request instruction in response to the character movement request instruction, where the character movement request instruction is used to instruct the terminal device to determine the path, and specifically includes instructing the terminal device to perform detection of the input parameter, invoking game scene map information, and acquiring the coordinates of the obstacle, the initial coordinates of the character, and the coordinates of the input information from the game scene map information. The input parameters further include second target position information, where the second target position information refers to a point to be reached by the selected character in the game scene map when the character is in the advancing stage, and corresponds to information in the game scene map information. The travel phase refers to the character moving according to a certain movement path. The input parameters may be obtained through user input, for example, a user clicks a certain point in a game scene map on a screen, and the terminal device corresponds to information in the game scene map information according to the point. For example, the user selects a shop by clicking a screen, and the terminal device obtains a name sp and coordinates (200 ) in the game scene map information according to the shop.
In this embodiment, each point has a corresponding name and coordinate in the game scene map information, and the name and the coordinate have a binding relationship, so that the second target location information may only include the name of the second target location, and the terminal device obtains the coordinate corresponding to the second target location information according to the name of the second target location.
In this embodiment, the terminal device responds to the instruction to perform the relevant action, which belongs to the prior art and is not described herein again, and the role movement request instruction may be in the form of a data packet or a file, which is not specifically limited herein.
In this embodiment, the character movement request instruction is used to instruct the terminal device to determine the path, and specifically includes instructing the terminal device to detect an input parameter, retrieve game scene map information, and acquire coordinates of an obstacle, initial coordinates of a character, and coordinates of input information from the game scene map information. Therefore, after responding to the game and detecting the input parameters, the terminal device calls the game scene map information and obtains the coordinates of the obstacle, the first current coordinates and the coordinates of the second target position from the game scene map information. The specific names and coordinates of the obstacles and the characters are in the game scene map information, and the coordinates of the obstacles and the characters can be acquired by the terminal equipment without selecting the obstacles and the characters because the obstacles and the characters exist in the game scene map all the time. The first current coordinate refers to a coordinate corresponding to a point of the character in the game scene map when the second target position is selected. For example, as shown in fig. 4, the schematic diagram of determining the second moving path in this embodiment is shown, the character name is js, and the obstacle name is zaw, after the terminal device calls the game scene map information, the first current coordinate of the character js is (90, 160), the coordinates of the obstacle include only a rectangular area (obstacle 1) whose end points are (10, 100), (10, 150), (90, 100), and (90, 150), and the terminal device may obtain the corresponding coordinates (200 ) of the first target position according to the name sp in the second position information. The second path includes a solid line and a dashed line in fig. 4, and the second moving path selected according to the second preset strategy is the solid line in fig. 4.
In this embodiment, the terminal device generates a second path starting from the first current coordinate and ending to the second target position according to the coordinates of the obstacle, the first current coordinate, and the second target position, and the second path may have a plurality of paths.
In this embodiment, the terminal device selects a second moving path as a moving path of a role from all second paths according to a second preset policy, where the second preset policy refers to a selection condition of the second moving path, and for example, the second preset policy is that the second moving path needs to be a shortest path or a path with the least consumed time in the second paths. The second preset strategy can be preset by a user or automatically generated by the terminal device.
In this embodiment, if there is more than one second movement path selected according to the second preset policy, the terminal device may display the selected second movement paths, and perform the movement of the role after the selection by the user, or may randomly select one movement for performing the role.
In this embodiment, after a first moving path is selected, second target position information is detected, coordinates of an obstacle and a first current coordinate are obtained by calling map information of a game scene, coordinates of the second target position information are obtained according to the second target position information, all possible second paths are generated after three coordinates are obtained, and then the shortest second moving path is selected according to a second preset strategy to serve as a new moving path of a character, so that when the position of the obstacle in a subsequent path changes, the shortest second moving path can be timely adjusted to obtain the latest path avoiding the obstacle, the latest path avoiding the obstacle can be flexibly responded to under the condition that the obstacle changes, the number of times of adjustment of the angular movement of a user is further reduced, and the load of the system is further reduced.
In one embodiment, after selecting the first moving path as the moving path of the role from all the first paths according to the first preset policy, the method further includes:
the move instruction is cancelled in response.
And calling a game scene map, and acquiring the coordinates of the barrier, the second current coordinates and the initial coordinates of the role from the game scene map information.
And acquiring all return paths in the game scene map according to the coordinates of the obstacle, the initial coordinates of the role and the second current coordinates, wherein the return paths start from the second current coordinates to the initial coordinates of the role and do not pass through the coordinates of the obstacle.
And selecting a return moving path from all the return paths as a moving path of the role according to a return preset strategy.
In this embodiment, the terminal device responds to a cancel movement instruction, where the cancel movement instruction is used to instruct the terminal device to determine the path, and specifically includes instructing the terminal device to invoke game scene map information and acquiring the coordinates of the obstacle, the initial coordinates of the character, and the second current coordinates from the game scene map information. The user may enter a cancel move instruction by clicking a cancel button on the screen.
And after the terminal equipment responds to the movement canceling instruction, calling game scene map information, and acquiring the coordinates of the obstacle, the second current coordinates and the initial role coordinates from the game scene map information. The specific names and coordinates of the obstacles and the characters are in the game scene map information, and the coordinates of the obstacles and the characters can be acquired by the terminal equipment without selecting the obstacles and the characters because the obstacles and the characters exist in the game scene map all the time. And the second current coordinate refers to a coordinate corresponding to a point of the character in the game scene map, which corresponds to a movement canceling instruction in response, namely that the user wants to cancel the movement of the character according to the selected path. The initial coordinates of the character refer to the coordinates corresponding to the points of the character in the game scene map when the first target position is selected. The initial coordinates of the character are stored after being acquired and before the character finishes moving so as to be called at any time.
In this embodiment, the terminal device generates a return path starting from the second current coordinate to the character initial coordinate and not passing through the coordinates of the obstacle, according to the coordinates of the obstacle, the second current coordinate, and the character initial coordinate, and the return path may have a plurality of paths.
In this embodiment, the terminal device selects a return moving path as a moving path of a role from all return paths according to a return preset policy, where the return preset policy refers to a selection condition of the return moving path, and for example, the return preset policy is that the return moving path needs to be a shortest path or a path with least time consumption in the return paths. The returning preset strategy can be preset by a user or automatically generated by the terminal equipment.
In this embodiment, if there is more than one return movement path selected according to the return preset policy, the terminal device may display the selected return movement paths, and perform the movement of the role after the selection by the user, or may randomly select one movement for performing the role.
In this embodiment, after a movement canceling instruction is responded, a game scene map is called to obtain coordinates of an obstacle, current coordinates and initial coordinates of a character, all return paths are generated according to the three coordinates, the return movement path is selected according to a return preset strategy, the movement path set by the character before can be canceled by one key and returned, an error path generated by a user losing a target position or the situation that the user cannot cancel the character when the user wants to call the character midway is effectively avoided, and the game experience of the user is improved.
In one embodiment, the moving path determining method further includes:
and acquiring the distance of the first moving path and the character traveling time according to the coordinates of the obstacle, the initial coordinates of the character and the coordinates of the first target position.
Displaying the distance and the travel time.
In this embodiment, the terminal device may display the distance of the selected first moving path, second moving path, or return path, and the time required for the character to travel along the first moving path, second moving path, or return path calculated according to the character moving speed, where the character moving speed may be set.
In this embodiment, the role travel distance and the role travel time are displayed, so that the user can visually see the path distance and the travel time, and further, whether to select the movement path or whether to need to perform role travel is better determined.
In one embodiment, the moving path determining method further includes:
and when the coordinates that the character passes through the obstacle are detected, generating prompt information, and displaying the prompt information on a screen.
Because the coordinates of the obstacle or the specific area are changed, if the terminal device fails to respond to the character movement request instruction, the character may pass through the changed coordinates of the obstacle or the specific area, and at this time, the terminal device generates prompt information to display after detecting the change. The coordinates of the character passing through the obstacle, that is, the current coordinates of the character coincide with the coordinates of the obstacle, and the detection function and the prompt information generation belong to the prior art and are not described herein again.
In this embodiment, when the character is detected to pass through the coordinates of the obstacle, prompt information is generated and displayed, so that when the second target position information is not detected and the coordinates of the obstacle change, the prompt information can be fed back to the user in time, the user can adjust the angular movement in time, and the game experience is improved.
In one embodiment, as shown in fig. 5, there is provided a movement path determination apparatus of a game character, including:
the position determining module 101 is configured to detect an input parameter in the character movement request instruction in response to the character movement request instruction, where the input parameter includes first target position information.
The coordinate obtaining module 102 is configured to retrieve game scene map information, obtain coordinates of an obstacle and initial coordinates of a character from the game scene map information, and obtain coordinates of a first target position from the game scene map information according to the first target position information, where the game scene map information includes coordinates of a plurality of points that constitute a game scene.
The path generating module 103 is configured to obtain all first paths in the game scene map according to the coordinates of the obstacle, the initial coordinates of the character, and the coordinates of the first target position, where the first paths start from the initial coordinates of the character to the end of the coordinates of the first target position and do not pass through the coordinates of the obstacle.
The path determining module 104 selects a first moving path from all the first paths as a moving path of the role according to a first preset policy.
In one embodiment, the obstacle further includes a specific area, which is an area through which a specific character or character can pass under specific circumstances.
In one embodiment, the position determination module 101 is further configured to:
receiving input parameters input by a user, and generating a role movement request instruction according to the input parameters, wherein the input is input in a mode that the user clicks a screen; or the like, or, alternatively,
acquiring task information input by a user, obtaining input parameters according to the task information, and generating a role movement request instruction.
In one embodiment, the path generation module 103 is further configured to:
acquiring the distance of a first moving path and the character traveling time according to the coordinates of the obstacle, the initial coordinates of the character and the coordinates of the first target position;
the distance and travel time are displayed.
In another embodiment, the input parameters further comprise second target location information.
As shown in fig. 6, there is provided a movement path determination apparatus of a game character, including:
the position determining module 101 is configured to detect an input parameter in the character movement request instruction in response to the character movement request instruction, where the input parameter includes first target position information.
The coordinate obtaining module 102 is configured to retrieve game scene map information, obtain coordinates of an obstacle and initial coordinates of a character from the game scene map information, and obtain coordinates of a first target position from the game scene map information according to the first target position information, where the game scene map information includes coordinates of a plurality of points that constitute a game scene.
The path generating module 103 is configured to obtain all first paths in the game scene map according to the coordinates of the obstacle, the initial coordinates of the character, and the coordinates of the first target position, where the first paths start from the initial coordinates of the character to the end of the coordinates of the first target position and do not pass through the coordinates of the obstacle.
The path determining module 104 selects a first moving path from all the first paths as a moving path of the role according to a first preset policy.
A path updating module 105, configured to respond to the role movement request instruction, and detect second target location information in the role movement request instruction; calling game scene map information, acquiring coordinates of the barrier and the first current coordinates from the game scene map information, and acquiring coordinates of a second target position from the game scene map information according to second target position information; acquiring all second paths in the game scene map according to the coordinates of the obstacle, the first current coordinates and the coordinates of the second target position, wherein the second paths start from the first current coordinates to the second target position and do not pass through the coordinates of the obstacle; and selecting a second moving path from all the second paths as a moving path of the role according to a second preset strategy.
In still another embodiment, as shown in fig. 7, there is provided a movement path determination apparatus of a game character, including:
the position determining module 201 is configured to detect an input parameter in the character movement request instruction in response to the character movement request instruction, where the input parameter includes first target position information.
The coordinate obtaining module 202 is configured to retrieve game scene map information, obtain coordinates of an obstacle and initial coordinates of a character from the game scene map information, and obtain coordinates of a first target position from the game scene map information according to the first target position information, where the game scene map information includes coordinates of a plurality of points that constitute a game scene.
The path generating module 203 is configured to obtain all first paths in the game scene map according to the coordinates of the obstacle, the initial coordinates of the character, and the coordinates of the first target position, where the first paths start from the initial coordinates of the character to the end of the coordinates of the first target position and do not pass through the coordinates of the obstacle.
The path determining module 204 selects a first moving path from all the first paths as a moving path of the role according to a first preset policy.
A path cancel module 205, configured to respond to a cancel move instruction; calling a game scene map, and acquiring the coordinates of the barrier, the second current coordinates and the initial coordinates of the role from the game scene map information; acquiring all return paths in the game scene map according to the coordinates of the obstacle, the initial coordinates of the role and the second current coordinates, wherein the return paths start from the second current coordinates to the initial coordinates of the role and do not pass through the coordinates of the obstacle; and selecting a return moving path from all the return paths as a moving path of the role according to a return preset strategy.
In one embodiment, a computer apparatus is provided, as shown in fig. 8, which includes a processor, a memory, a network interface, an input device, and a display screen connected by a system bus. Wherein the memory includes a non-volatile storage medium and an internal memory. The non-volatile storage medium of the computer device stores an operating system and may further store a computer program that, when executed by the processor, causes the processor to implement a movement path determination method for a game character. The internal memory may also store a computer program that, when executed by the processor, causes the processor to execute a method for determining a movement path of a game character. Those skilled in the art will appreciate that the architecture shown in fig. 8 is merely a block diagram of some of the structures associated with the disclosed aspects and is not intended to limit the computing devices to which the disclosed aspects apply, as particular computing devices may include more or less components than those shown, or may combine certain components, or have a different arrangement of components.
In one embodiment, the movement path determination apparatus provided in the present application may be implemented in the form of a computer program, which is executable on a computer device as shown in fig. 8. The memory of the computer device may store therein the respective program modules constituting the movement path determination apparatus. The respective program modules constitute computer programs that cause a processor to execute the steps in the movement path determination method for a game character of the respective embodiments of the present application described in the present specification.
In one embodiment, there is provided an electronic device including: the game character movement path determining method comprises a memory, a processor and a computer program stored on the memory and capable of running on the processor, wherein the processor executes the program to execute the steps of the game character movement path determining method. Here, the steps of the movement path determination method of the game character may be the steps in the movement path determination method of the game character of the above-described respective embodiments.
In one embodiment, there is provided a computer-readable storage medium storing computer-executable instructions for causing a computer to perform the steps of the movement path determination method for a game character described above. Here, the steps of the movement path determination method of the game character may be the steps in the movement path determination method of the game character of the above-described respective embodiments.
The foregoing is a preferred embodiment of the present application, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present application, and these modifications and decorations are also regarded as the protection scope of the present application.
It will be understood by those skilled in the art that all or part of the processes of the methods of the embodiments described above can be implemented by a computer program, which can be stored in a computer-readable storage medium, and when executed, can include the processes of the embodiments of the methods described above. The storage medium may be a magnetic disk, an optical disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), or the like.

Claims (9)

1. A method for determining a movement path of a game character, comprising:
responding to a role movement request instruction, and detecting input parameters in the role movement request instruction, wherein the input parameters comprise first target position information;
calling game scene map information, acquiring coordinates of obstacles and initial coordinates of roles from the game scene map information, and acquiring coordinates of a first target position from the game scene map information according to the first target position information, wherein the game scene map information comprises coordinates of a plurality of points forming a game scene;
acquiring all first paths in the map information of the game scene according to the coordinates of the obstacle, the initial coordinates of the role and the coordinates of the first target position, wherein the first paths start from the initial coordinates of the role to the end of the coordinates of the first target position and do not pass through the coordinates of the obstacle;
selecting a first moving path from all the first paths as a moving path of a role according to a first preset strategy;
after the first moving path is selected from all the first paths as the moving path of the role according to the first preset strategy, the method further includes:
responding to a cancel movement instruction;
calling the game scene map information, and acquiring the coordinates of the obstacle, the second current coordinates and the initial coordinates of the role from the game scene map information;
acquiring all return paths in the map information of the game scene according to the coordinates of the obstacle, the initial coordinates of the role and the second current coordinates, wherein the return paths start from the second current coordinates to the initial coordinates of the role and do not pass through the coordinates of the obstacle;
and selecting a return moving path from all the return paths as a moving path of the role according to a return preset strategy.
2. The method of claim 1, wherein the obstacle further includes a specific area through which the specific character or character can pass in a specific situation.
3. The method of determining a movement path of a game character according to claim 1 or 2, wherein the input parameter further includes second target position information;
after the first moving path is selected from all the first paths as the moving path of the role according to the first preset strategy, the method further includes:
responding to a role movement request instruction, and detecting second target position information in the role movement request instruction;
calling game scene map information, acquiring coordinates of an obstacle and a first current coordinate from the game scene map information, and acquiring coordinates of a second target position from the game scene map information according to the second target position information;
acquiring all second paths in the map information of the game scene according to the coordinates of the obstacle, the first current coordinates and the coordinates of a second target position, wherein the second paths start from the first current coordinates to the second target position and do not pass through the coordinates of the obstacle;
and selecting a second moving path from all the second paths as a moving path of the role according to a second preset strategy.
4. The method for determining a movement path of a game character according to claim 1 or 2, further comprising:
acquiring the distance of the first moving path and the role traveling time according to the coordinates of the obstacle, the initial coordinates of the role and the coordinates of the first target position;
and displaying the distance and the character traveling time.
5. The method of determining a movement path of a game character according to claim 3, further comprising:
and when the coordinates that the character passes through the obstacle are detected, generating prompt information, and displaying the prompt information on a screen.
6. The method of claim 1, wherein the step of, prior to the step of responding to the character movement request instruction, further comprises:
receiving input parameters input by a user, and generating a role movement request instruction according to the input parameters, wherein the input is input in a mode that the user clicks a screen; or the like, or, alternatively,
acquiring task information input by a user, obtaining input parameters according to the task information, and generating a role moving request instruction.
7. A movement path determination apparatus for a game character, comprising:
the position determining module is used for responding to a role movement request instruction and detecting input parameters in the role movement request instruction, wherein the input parameters comprise first target position information;
the coordinate acquisition module is used for calling game scene map information, acquiring coordinates of obstacles and initial coordinates of roles from the game scene map information, and acquiring coordinates of a first target position from the game scene map information according to the first target position information, wherein the game scene map information comprises coordinates of a plurality of points forming a game scene;
the path generation module is used for acquiring all first paths in the map information of the game scene according to the coordinates of the obstacles, the initial coordinates of the roles and the coordinates of the first target positions, wherein the first paths start from the initial coordinates of the roles to the end of the coordinates of the first target positions and do not pass through the coordinates of the obstacles;
the path determining module selects a first moving path from all the first paths as a moving path of a role according to a first preset strategy;
the path canceling module is used for responding to a canceling movement instruction; calling the game scene map information, and acquiring the coordinates of the obstacle, the second current coordinates and the initial coordinates of the role from the game scene map information; acquiring all return paths in the map information of the game scene according to the coordinates of the obstacle, the initial coordinates of the role and the second current coordinates, wherein the return paths start from the second current coordinates to the initial coordinates of the role and do not pass through the coordinates of the obstacle; and selecting a return moving path from all the return paths as a moving path of the role according to a return preset strategy.
8. The apparatus for determining a moving path of a game character according to claim 7, wherein the input parameter further includes second target position information;
the movement path determination device further includes:
the path updating module is used for responding to the role movement request instruction and detecting second target position information in the role movement request instruction; calling game scene map information, acquiring coordinates of an obstacle and a first current coordinate from the game scene map information, and acquiring coordinates of a second target position from the game scene map information according to the second target position information; acquiring all second paths in the map information of the game scene according to the coordinates of the obstacle, the first current coordinates and the coordinates of a second target position, wherein the second paths start from the first current coordinates to the second target position and do not pass through the coordinates of the obstacle; and selecting a second moving path from all the second paths as a moving path of the role according to a second preset strategy.
9. An electronic device, comprising: memory, processor and computer program stored on the memory and executable on the processor, characterized in that the processor implements the method for determining a movement path of a game character according to any one of claims 1 to 6 when executing the program.
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