CN113476846A - Game display control method, electronic device, and storage medium - Google Patents

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

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Publication number
CN113476846A
CN113476846A CN202110758053.XA CN202110758053A CN113476846A CN 113476846 A CN113476846 A CN 113476846A CN 202110758053 A CN202110758053 A CN 202110758053A CN 113476846 A CN113476846 A CN 113476846A
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China
Prior art keywords
game
target area
display state
player object
time
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Pending
Application number
CN202110758053.XA
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Chinese (zh)
Inventor
王泽�
胡志鹏
程龙
刘勇成
袁思思
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110758053.XA priority Critical patent/CN113476846A/en
Publication of CN113476846A publication Critical patent/CN113476846A/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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • 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
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/0485Scrolling or panning

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

Abstract

The application provides a display control method of a game, an electronic device and a storage medium, wherein the method comprises the following steps: when the appointed game event is detected to occur, controlling the non-player object in the first target area to be switched from a first display state to a second display state, and recovering the first display state after the preset time length is reached; in the second display state, in response to a time recording operation aiming at a first target area in a game scene or a second target area in a game thumbnail, providing a timing control on the game interaction interface, wherein the timing control is used for performing countdown display according to the current time and the time for restoring the non-player object to the first display state; the first target area is a designated area where at least one non-player object is located in a game scene, and the second target area is a position area corresponding to the first target area in the game thumbnail. The technical scheme provided by the embodiment of the application optimizes the information prompt mode and can promote human-computer interaction.

Description

Game display control method, electronic device, and storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to a display control method for a game, an electronic device, and a computer-readable storage medium.
Background
In the hand game, with the development of multimedia technology and the diversification of terminal functions, the kinds of games that can be played on the terminal are increasing. The moba (multiplayer online tactical sports game) is a more popular game, a terminal can display a virtual scene in an interface and display a virtual character in the virtual scene, and a user controls the virtual character to fight against other virtual characters through the terminal.
In the moba game, a user controls a virtual character to attack a virtual wild monster through a terminal to obtain an experience value, and a new virtual wild monster can be refreshed after a period of time after the virtual wild monster disappears. However, the common player can not determine the refreshing time of the virtual monster, so that the common player can not participate in the monster game in time, and the man-machine interaction effect is poor.
Disclosure of Invention
The embodiment of the application provides a display control method of a game, which is used for optimizing an information prompt mode and promoting man-machine interaction.
The embodiment of the application provides a display control method of a game, which comprises the following steps:
when the appointed game event is detected to occur, controlling the non-player object in the first target area to be switched from a first display state to a second display state, and recovering the first display state after the preset time length is reached;
in the second display state, responding to a time recording operation aiming at a first target area in a game scene or a second target area in a game thumbnail, and providing a timing control on a game interaction interface, wherein the timing control is used for performing countdown display according to the current time and the time for the non-player object to return to the first display state; the first target area is a designated area where at least one non-player object is located in the game scene, and the second target area is a position area corresponding to the first target area in the game thumbnail.
In an embodiment, the time recording operation is a touch operation, and the method further includes:
displaying a time record identifier on a game interaction interface;
the responding to the time recording operation aiming at the first target area in the game scene or the second target area in the game thumbnail comprises the following steps: and in response to the starting touch point being located in the time record identifier, terminating the sliding operation of the touch point being located in a first target area in the game scene or a second target area in the game thumbnail.
In an embodiment, the method further comprises:
displaying an auxiliary line or a sliding path from the start touch point to the end touch point on the game interactive interface.
In one embodiment, a plurality of non-player objects in the second display state exist in the game scene;
when a first target area or a second target area corresponding to the non-player objects triggers time recording operation, providing a plurality of timing controls on the game interaction interface;
the plurality of timing controls are respectively used for recording countdown of the plurality of non-player objects to return to the first display state.
In an embodiment, the method further comprises:
displaying a representative pattern of the non-player object on the game interactive interface;
and the timing control corresponding to the non-player object is displayed in the representative pattern of the non-player object.
The embodiment of the application also provides a display control method of the game, which comprises the following steps:
displaying a time record identifier in a game interaction interface;
in response to the fact that the initial touch point is located in the time record identifier, stopping sliding operation of the touch point in a target area in a game scene, and providing a timing control in a preset range of the target area;
determining a countdown duration in response to a setting operation for the timing control;
and performing countdown display in the timing control according to the countdown duration.
In an embodiment, the target area is a designated area where at least one non-player object is located in a game scene, and in response to the start touch point being located in the time record identifier, the sliding operation of the target area where the touch point is located in the game scene is terminated, and a timing control is provided in a preset range of the target area, including:
when the non-player object is switched from the first display state to the second display state, in response to the starting touch point being located in the time record identifier, the sliding operation of the touch point being located in the target area in the game scene is terminated, and a timing control is provided in the preset range of the target area.
In one embodiment, the timing control is a timer dial; the maximum time scale of the timer dial is greater than or equal to the maximum time that the non-player object switches from the first display state to the second display state.
In one embodiment, the determining a countdown duration in response to the setting operation for the timing control comprises:
and responding to a shifting instruction for shifting the pointer of the timer dial from an initial position to a target position, and acquiring the countdown duration according to the target position.
In one embodiment, the determining a countdown duration in response to the setting operation for the timing control comprises:
and responding to a trigger instruction for clicking a target position in the timer dial, and acquiring the countdown duration according to the target position.
In one embodiment, the method further comprises:
displaying a representative pattern of the non-player object on the game interactive interface;
and displaying the countdown duration corresponding to the non-player object in the representative pattern of the non-player object.
An embodiment of the present application further provides a display control device for a game, including:
the display switching module is used for controlling the non-player object in the first target area to be switched from a first display state to a second display state when the appointed game event is detected to occur, and restoring the first display state after the preset time length is reached;
the countdown module is used for responding to time recording operation aiming at a first target area in a game scene or a second target area in a game thumbnail in the second display state and providing a timing control on a game interaction interface, and the timing control is used for carrying out countdown display according to the current time and the time for the non-player object to return to the first display state; the first target area is a designated area where at least one non-player object is located in the game scene, and the second target area is a position area corresponding to the first target area in the game thumbnail.
An embodiment of the present application further provides a display control device for a game, including:
the identification display module is used for displaying the time record identification in the game interactive interface;
the control providing module is used for responding to the starting touch point positioned in the time record identifier, terminating the sliding operation of the touch point positioned in a target area in a game scene, and providing a timing control in a preset range of the target area;
the time length setting module is used for responding to the setting operation aiming at the timing control and determining the countdown time length;
and the countdown module is used for performing countdown display in the timing control according to the countdown duration.
An embodiment of the present application further provides an electronic device, where the electronic device includes:
a processor;
a memory for storing processor-executable instructions;
wherein the processor is configured to execute the display control method of the game.
The embodiment of the application also provides a computer readable storage medium, wherein the storage medium stores a computer program, and the computer program can be executed by a processor to complete the display control method of the game.
According to the technical scheme provided by the embodiment of the application, when the non-player object is in the second display state, in response to the time recording operation aiming at the first target area where the non-player object is located in the game scene or the second target area in the game thumbnail, a timing control can be provided on the game interaction interface, the timing control can perform countdown display according to the current time and the time when the non-player object is restored to the first display state, so that a player can accurately know the time when the non-player object is restored to the first display state, and can participate in the game in time, and for the non-player object which is not concerned, the time recording operation can not be performed, so that the interference of countdown prompt in a full screen mode can be reduced.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required to be used in the embodiments of the present application will be briefly described below.
Fig. 1 is a schematic structural diagram of an electronic device according to an embodiment of the present application;
FIG. 2 is a flow chart illustrating a method for controlling display of a game according to an embodiment of the present disclosure;
FIG. 3 is a schematic diagram of a game interaction interface provided by an embodiment of the present application;
FIG. 4 is a schematic illustration of a game interaction interface provided in another embodiment of the present application;
FIG. 5 is a schematic illustration of a game interaction interface provided in accordance with yet another embodiment of the present application;
FIG. 6 is a schematic illustration of a game interaction interface provided by yet another embodiment of the present application;
FIG. 7 is a schematic illustration of a game interaction interface provided by yet another embodiment of the present application;
FIG. 8 is a flow chart illustrating a method for controlling the display of a game according to another embodiment of the present application;
FIG. 9 is a schematic view of a game interface provided by an embodiment of the present application;
FIG. 10 is a schematic view of a game interaction interface provided in another embodiment of the present application;
fig. 11 is a block diagram of a display control device of a game according to an embodiment of the present application;
fig. 12 is a block diagram of a display control device of a game according to an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be described below with reference to the drawings in the embodiments of the present application.
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. Meanwhile, in the description of the present application, the terms "first", "second", and the like are used only for distinguishing the description, and are not to be construed as indicating or implying relative importance.
Fig. 1 is a schematic structural diagram of an electronic device provided in an embodiment of the present application. The electronic device 100 may be used to execute the display control method of the game provided in the embodiment of the present application. As shown in fig. 1, the electronic device 100 includes: one or more processors 102, and one or more memories 104 storing processor-executable instructions. Wherein the processor 102 is configured to execute a display control method of a game provided in the following embodiments of the present application.
The processor 102 may be a gateway, or may be an intelligent terminal, or may be a device including a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), or other form of processing unit having data processing capability and/or instruction execution capability, and may process data of other components in the electronic device 100, and may control other components in the electronic device 100 to perform desired functions.
The memory 104 may include one or more computer program products that may include various forms of computer-readable storage media, such as volatile memory and/or non-volatile memory. The volatile memory may include, for example, Random Access Memory (RAM), cache memory (cache), and/or the like. The non-volatile memory may include, for example, Read Only Memory (ROM), hard disk, flash memory, etc. One or more computer program instructions may be stored on the computer-readable storage medium and executed by processor 102 to implement the display control method for a game described below. Various applications and various data, such as various data used and/or generated by the applications, may also be stored in the computer-readable storage medium.
In one embodiment, the electronic device 100 shown in FIG. 1 may also include an input device 106, an output device 108, and a data acquisition device 110, which are interconnected via a bus system 112 and/or other form of connection mechanism (not shown). It should be noted that the components and structure of the electronic device 100 shown in fig. 1 are exemplary only, and not limiting, and the electronic device 100 may have other components and structures as desired.
The input device 106 may be a device used by a user to input instructions and may include one or more of a keyboard, a mouse, a microphone, a touch screen, and the like. The output device 108 may output various information (e.g., images or sounds) to the outside (e.g., a user), and may include one or more of a display, a speaker, and the like. The data acquisition device 110 may acquire an image of a subject and store the acquired image in the memory 104 for use by other components. Illustratively, the data acquisition device 110 may be a camera.
In one embodiment, the devices in the exemplary electronic device 100 for implementing the display control method of the game in the embodiment of the present application may be integrally disposed or may be separately disposed, such as the processor 102, the memory 104, the input device 106 and the output device 108 being integrally disposed, and the data acquisition device 110 being separately disposed.
In an embodiment, the example electronic device 100 for implementing the display control method of the game of the embodiment of the present application may be implemented as a smart terminal such as a smart phone, a tablet computer, an in-vehicle device, and the like.
Fig. 2 is a schematic flowchart of a display control method of a game provided in an embodiment of the present application, and as shown in fig. 2, the method may include the following steps S210 to S220.
Step S210: upon detecting the occurrence of the specified game event, the non-player object controlling the first target area is switched from the first display state to the second display state. And the display device is restored to the first display state after the preset time length is reached.
A non-player object refers to a game character or game item in a game that is not manipulated by a player. Alternatively, the non-player object may be a game character or game item that automatically reappears in the game scene after disappearing for a period of time or automatically disappears after rendering for a period of time when a specified game event occurs in the game. The first target area is a designated area where at least one non-player object is located in a game scene. For example, assuming that the non-player object is a non-player character (NPC), the maximum activity range of the non-player character may be the first target zone. Assuming that the non-player object is a play item, the range of areas of a certain size in which the play item is located may be considered a first target area.
The first display state and the second display state refer to two different display states. In one embodiment, the first display state may be appearance and the second display state may be disappearance. In another embodiment, the first display state may be disappearance and the second display state may be appearance.
A designated game event refers to an event that triggers a non-player object to switch from a first display state to a second display state. The designated game event may be different based on the game category. In an embodiment, the non-player object may be a non-player character in the game, the specified game event may be that the life index of the non-player character is 0, the first display state may be appearance, and the second display state may be disappearance, so that when it is detected that the life index of a certain non-player character is 0, the non-player character is controlled to disappear, and the non-player character is controlled to reappear after a preset time period.
In one embodiment, the non-player object may be a game item in a game scene, such as a blood bag, a medicine, a gemstone, a weapon, or the like, and the specified game event may be the game item being picked up entirely by the player character. The first display state is displaying the blood bag, and the second display state is disappearance of the blood bag. Therefore, when the game prop is detected to be completely picked up by the player character, the blood bag of the first target area is controlled to disappear, and after the preset time, the blood bag is controlled to be restored to display.
For example, the non-player object may also be a non-player character that guards a gate in a game scene, e.g., every 3 minutes the non-player character disappears for 30 seconds, so that the player character can enter the gate while still present. Thus, in one embodiment, the specified game event may be the arrival of a specified point in time (e.g., 3 minutes), the first display state is display, the second display state is disappearance, the non-player character is controlled to disappear when the time is detected to be 3 minutes, and the non-player character is controlled to reappear after 30 seconds.
In another embodiment, the specified game event may be that a specified time (e.g., 30 seconds) has elapsed since the non-player character disappeared, the first display state is disappeared, and the second display state is appeared, so that it is detected that the specified time has elapsed since the disappearance of the non-player character, the non-player character of the first target area is controlled to appear, and when a preset time period (e.g., 3 minutes) has been reached, the non-player character is controlled to disappear again.
Step S220: and in the second display state, responding to a time recording operation aiming at a first target area in a game scene or a second target area in a game thumbnail, and providing a timing control on the game interaction interface, wherein the timing control is used for performing countdown display according to the current time and the time for the non-player object to return to the first display state.
The game thumbnail is a reduced and simplified view of a game scene, with a first target area in the game scene having a corresponding second target area in the game thumbnail. Since the first target area is a designated area in which at least one non-player object is located in the game scene, the second target area can be considered as a location area in the game thumbnail corresponding to the first target area.
For example, the time recording operation may be clicking the first target area or the second target area, or clicking a designated function button of the game interaction interface, so as to pop up a timing control at the game interaction interface. The timing control may display the remaining time for the non-player object to revert to the first display state, i.e., the countdown duration. The countdown duration may be calculated based on the current time and the time the non-player object is to return to the first display state.
In one embodiment, all times may be timed relative to the time of the opening, such as 10 minutes after opening, 12 minutes after opening; for example, 10 minutes and 00 seconds after opening, and 10 minutes and 10 seconds after opening. Assuming that the current time is 10 minutes and 10 seconds after the opening, the non-player object reappears at 11 minutes and 00 seconds, so the countdown period may be 50 seconds.
In one embodiment, all of the time may also be a count of the time relative to the time at which the non-player object switched to the second display state, e.g., 10 seconds after the non-player object disappeared and 20 seconds after the non-player object disappeared. Assuming that the current time is 10 seconds after the disappearance of the non-player object, the time 60 seconds after the disappearance of the non-player object reappears, so the countdown period may be 50 seconds.
According to the technical scheme provided by the embodiment of the application, when the non-player object is in the second display state, in response to the time recording operation aiming at the first target area where the non-player object is located in the game scene or the second target area in the game thumbnail, a timing control can be provided on the game interaction interface, the timing control can perform countdown display according to the current time and the time when the non-player object is restored to the first display state, so that a player can accurately know the time when the non-player object is restored to the first display state, and can participate in the game in time, and for the non-player object which is not concerned, the time recording operation can not be performed, so that the interference of countdown prompt in a full screen mode can be reduced.
In an embodiment, in the embodiment of the present application, the time recording operation is a touch operation; the method further comprises the following steps: and displaying the time record identifier on the game interaction interface. The responding to the time recording operation aiming at the first target area in the game scene or the second target area in the game thumbnail comprises the following steps: and in response to the starting touch point being located in the time record identifier, terminating the sliding operation of the touch point being located in a first target area in the game scene or a second target area in the game thumbnail.
The game interaction interface is a user interface displayed when the terminal runs the game software APP, the time record identifier can be a function icon displayed in the game interaction interface, and the countdown function can be started only by sliding from the time record identifier to the first target area or the second target area. Therefore, the false triggering of the countdown function can be avoided, and fig. 3 is a schematic diagram of a game interaction interface provided by the embodiment of the application. As shown in FIG. 3, a "time record identifier" 31, a game thumbnail 32, a first target area 34, a second target area 33, and a non-player object 35 may be displayed at the game interaction interface.
The position where the touch medium (such as a finger) is in contact with the game interactive interface is called a starting touch point, and the position where the touch medium is in contact with the game interactive interface last is called an ending touch point. As shown in fig. 4, the touch medium may slide from the position of the time recording mark 31 to the first target area 34, and this operation may be referred to as a sliding operation. The sliding operation may also be the sliding of the touch medium from the position of the time recording indicator 31 to the second target area 33, as required.
As shown in fig. 4, during the execution of the sliding operation, an auxiliary line or a sliding path from the start touch point to the end touch point may also be displayed on the game interactive interface. Therefore, the user is reminded whether the sliding operation direction and the touch position are correct or not.
As shown in fig. 5, the terminal displays a timing control 36 in the game interaction interface in response to the sliding operation. Timing control 36 may directly present a countdown period, e.g., 45 seconds, for the non-player object to return to the first display state, indicating that the non-player object will return to the first display state after 45 seconds.
The time record identifier 31 may be a function icon as shown in fig. 3-5, and in one embodiment, as shown in fig. 6, the time record identifier 31 may also be used to record the game opening duration. When the non-player object switches to the second display state, a timing control 36 is displayed at the game interaction interface in response to a sliding operation from the position of the time record indicator 31 to the first target area 34 or the second target area 33, prompting the non-player object to resume a countdown period to the first display state.
The time recording mark 31 provided by the above embodiment is not only used for recording the game opening duration, but also can be used as a trigger button of a timing control, thereby reducing the content displayed on the game interaction interface and solving the defect that the function of the past time recording mark is single.
In one embodiment, there are a plurality of non-player objects in the second display state in the game scene; when a first target area or a second target area corresponding to a plurality of non-player objects triggers time recording operation, providing a plurality of timing controls on the game interaction interface; the plurality of timing controls are respectively used for recording countdown of the plurality of non-player objects to return to the first display state.
It should be noted that, because there is more than one non-player object in the second display state in the game scene, the player may slide from the position of the time record identifier to the target area (the first target area or the second target area) of one of the non-player objects in the second display state each time by performing the sliding operation multiple times. The terminal responds to each sliding operation, firstly judges whether the non-player object in each target area is actually in the second display state, and if so, provides a timing control to prompt the non-player object to switch to the countdown duration of the first display state. Thus, the game interface can simultaneously display a plurality of timing controls, one timing control representing a countdown duration for the non-player object to resume the first display state. At the end of the countdown of one of the non-player objects, the corresponding timing control disappears.
As shown in FIG. 7, timing controls (361, 362, 363) for multiple non-player objects may be displayed simultaneously, with the first timing control 361 showing that the countdown duration for the non-player object A to revert to the first display state is 45 seconds, the second timing control 362 showing that the countdown duration for the non-player object B to revert to the first display state is 30 seconds, and the third timing control 363 showing that the countdown duration for the non-player object C to revert to the first display state is 20 seconds.
In one embodiment, as shown in fig. 7, the method provided in the embodiment of the present application further includes displaying a representation pattern of the non-player object on the game interaction interface. And the timing control corresponding to the non-player object is displayed in the representative pattern of the non-player object.
That is, a non-player object may be represented by a pattern, such as an avatar of the non-player object, which may be referred to as a representative pattern of the non-player object. When the countdown durations of the plurality of non-player objects are simultaneously presented, as shown in fig. 7, in order to facilitate distinguishing which non-player object each countdown duration is for, when the timing control is provided to display the countdown durations, the representative patterns of the non-player objects may also be simultaneously displayed, and the plurality of timing controls may be displayed in the representative patterns of the corresponding non-player objects in a one-to-one correspondence. When the countdown of one timing control is finished, the timing control and the corresponding representative pattern can disappear together, so that a player can conveniently and accurately master the time for each non-player object to return to the first display state.
Fig. 8 is a flowchart illustrating a display control method for a game according to another embodiment of the present application. As shown in fig. 8, the method includes the following steps S810 to S840.
Step S810: and displaying the time record identifier in the game interactive interface.
Step S820: and responding to the starting touch point positioned in the time record identifier, terminating the sliding operation of the touch point positioned in a target area in a game scene, and providing a timing control in a preset range of the target area.
The time record identifier 31 may be a function icon as shown in fig. 3, or may be used to record the opening duration as shown in fig. 6. The target area may be the area where the non-player object is located in the above-described embodiment. The starting touch point is located in the time record identifier, and the sliding operation of the ending touch point in the target area in the game scene may be an operation in which the touch medium starts from the location of the time record identifier and stops after sliding to the target area. As shown in FIG. 4, an auxiliary line or a sliding path may also be displayed on the game interactive interface from the start touch point to the end touch point.
As shown in fig. 9, the timing control 36 may be displayed within a preset range of the target area 34. The timing control is used for manually setting the countdown duration.
Step S830: and determining a countdown duration in response to the setting operation for the timing control.
The setting operation may be performed based on the type of the timing control, and different operations are performed, for example, the timing control may include two rows of time controls, a first row is used for setting the number of minutes, a second row is used for setting the number of seconds, and the number of minutes can be adjusted by sliding the first row of time controls up and down. By sliding the second column of time controls up and down, the set number of seconds, the sum of the first column of minutes and the second column of seconds, i.e., the countdown duration, may be adjusted.
The timing control may have only one column of time controls for setting the number of seconds as needed, and as shown in fig. 9, the number of seconds of the countdown duration is set by sliding up and down.
Step S840: and performing countdown display in the timing control according to the countdown duration.
The countdown display mode may be, as shown in fig. 6, displayed at a designated position on the game interactive interface, or may be displayed in the target area as needed.
The technical scheme provided by the embodiment can be used for manually setting the countdown duration, so that the countdown mode in the game is enriched, and the game fun is increased.
In an embodiment, the target area is a designated area where at least one non-player object is located in a game scene, and the step S820 specifically includes: when the non-player object is switched from the first display state to the second display state, in response to the starting touch point being located in the time record identifier, the sliding operation of the touch point being located in the target area in the game scene is terminated, and a timing control is provided in the preset range of the target area.
With reference to the above, when it is detected that the designated game event occurs, the non-player object in the terminal control target area is switched from the first display state to the second display state, and the first display state is recovered after the preset duration is reached. Therefore, the timing control can be displayed in the preset range of the target area in response to the sliding operation when the non-player state is in the second display state.
In one embodiment, if it is detected that the above-described sliding operation has occurred but the non-player object in the target area is not in the second display state, then no timing control may be provided or a prompt may be provided to indicate that the non-player object is not in the second display state.
In one embodiment, as shown in FIG. 10, the timing control may be a timer dial 37. The maximum time scale of the timer dial 37 is greater than or equal to the maximum time that the non-player object switches from the first display state to the second display state.
For example, the maximum time may be the length of time that the non-player object spends from disappearing to reappearing, such as 60 seconds. As shown in fig. 10, a timer dial 37 may be displayed in the target area 34. The maximum time scale of the timer dial 37 may be greater than or equal to the longest refresh time. For example, assuming that the maximum refresh time is 60 seconds, the maximum time scale of the timer dial 37 may be 60 seconds, so as to avoid the time scale from being too large, and when the timer is short, the pointer 38 is adjusted to a smaller range and the difficulty of dialing is greater. As shown in fig. 10, a pointer 38 is provided in the timer dial 37, and by adjusting the pointer 38, the user can autonomously adjust the countdown period.
If the timing control takes the form of the timer dial 37 described above, in one embodiment, the countdown duration may be set by: in response to a dial command to dial the pointer 38 of the timer dial 37 from the initial position to the target position, the countdown duration is obtained according to the target position.
The initial position refers to a position where the pointer 38 is located when the timer dial 37 is ejected. The target position is the position where the pointer 38 is located when the stop is toggled. When the user dials the pointer 38 from the initial position to the target position, the terminal receives a dial command, and according to the target position carried by the dial command, the time scale corresponding to the target position can be determined, so as to obtain the countdown duration. Assuming that the maximum time scale is 60 seconds, the position where the pointer 38 stays can represent 40 seconds, as shown in fig. 10, i.e. when the pointer 38 is moved to the position shown in fig. 10, a countdown period of 40 seconds can be obtained.
In another embodiment, the manner of setting the countdown duration may also be: in response to a trigger instruction for clicking a target position in the timer dial 37, the countdown duration is obtained according to the target position.
In the current embodiment, the target position refers to a position where the user clicks in the timer dial 37. The user clicks the target position in the timer dial 37, and the terminal receives the trigger instruction, which may carry the target position. After receiving the trigger command, the terminal may control the pointer 38 to move to the target position, and count down the time length according to the time scale corresponding to the target position.
In one embodiment, after obtaining the countdown duration, the countdown duration may also be prompted within a preset range of the timer dial 37. As shown in fig. 10, the countdown period (e.g., 40 seconds) may be displayed above the timer dial 37, which may facilitate the player to more intuitively know the countdown period.
Referring to the corresponding embodiment of FIG. 7, a representation pattern for each non-player object is displayed at the game interaction interface; wherein the countdown duration corresponding to each non-player object is displayed in the representation pattern of the non-player object.
The terminal responds to a dragging instruction of dragging the time record identifier to the target area every time, and judges whether the non-player object in the target area disappears; if the non-player object in the target area disappears, the terminal displays the timer dial in the target area, and the player can set corresponding countdown duration by dialing the pointer on the timer dial. The terminal can simultaneously prompt a plurality of countdown durations on the game interaction interface according to the countdown durations correspondingly set for each target area.
Also, in order to distinguish which target area non-player object each countdown period corresponds to, a representative pattern of the non-player object may be displayed at the same time, and the countdown period may be displayed directly on the representative pattern of the non-player object.
The following are embodiments of the apparatus of the present application, and embodiments of a display control method that can be used to execute the games described above in the present application. For details not disclosed in the embodiments of the device of the present application, please refer to the embodiments of the display control method based on game in the present application.
Fig. 11 is a block diagram of a display control device of a game according to an embodiment of the present application. As shown in fig. 11, the apparatus includes: a display switching module 1110 and a countdown module 1120.
The display switching module 1110 is configured to, when detecting that a specified game event occurs, control the non-player object in the first target area to switch from a first display state to a second display state, and restore the first display state after a preset duration;
a countdown module 1120 for responding to a time recording operation for the first target area in the game scene or the second target area in the game thumbnail in the second display state,
providing a timing control on a game interaction interface, wherein the timing control is used for performing countdown display according to the current time and the time for the non-player object to recover to the first display state; the first target area is a designated area where at least one non-player object is located in the game scene, and the second target area is a position area corresponding to the first target area in the game thumbnail.
In an embodiment, the apparatus further includes: the identification display module is used for displaying the time record identification on the game interaction interface; the responding to the time recording operation aiming at the first target area in the game scene or the second target area in the game thumbnail comprises the following steps: and in response to the starting touch point being located in the time record identifier, terminating the sliding operation of the touch point being located in a first target area in the game scene or a second target area in the game thumbnail.
In an embodiment, the apparatus further includes: and the route display module is used for displaying an auxiliary line or a sliding path from the starting touch point to the ending touch point on the game interactive interface.
In one embodiment, a plurality of non-player objects in the second display state exist in the game scene; when a first target area or a second target area corresponding to the non-player objects triggers time recording operation, providing a plurality of timing controls on the game interaction interface; the plurality of timing controls are respectively used for recording countdown of the plurality of non-player objects to return to the first display state.
In an embodiment, the apparatus further includes: the pattern display module is used for displaying the representative pattern of the non-player object on the game interaction interface; and the timing control corresponding to the non-player object is displayed in the representative pattern of the non-player object.
The implementation process of the functions and actions of each module in the device is specifically described in the implementation process of the corresponding step in the display control method of the game, and is not described herein again.
Fig. 12 is a block diagram of a display control device of a game according to another embodiment of the present application. As shown in fig. 12, the apparatus includes: an identification display module 1210, a control providing module 1220, a duration setting module 1230, and a countdown module 1240.
An identifier display module 1210, configured to display a time record identifier in the game interaction interface;
the control providing module 1220 is configured to respond to that the starting touch point is located in the time record identifier, terminate the sliding operation of the touch point in the target area in the game scene, and provide a timing control in the preset range of the target area;
a duration setting module 1230, configured to determine a countdown duration in response to a setting operation for the timing control;
and a countdown module 1240, configured to perform countdown display in the timing control according to the countdown duration.
The implementation process of the functions and actions of each module in the device is specifically described in the implementation process of the corresponding step in the display control method of the game, and is not described herein again.
The target area is a designated area where at least one non-player object is located in the game scene, and the control providing module 1220 is specifically configured to: when the non-player object is switched from the first display state to the second display state, in response to the starting touch point being located in the time record identifier, the sliding operation of the touch point being located in the target area in the game scene is terminated, and a timing control is provided in the preset range of the target area.
In one embodiment, the timing control is a timer dial; the maximum time scale of the timer dial is greater than or equal to the maximum time that the non-player object switches from the first display state to the second display state.
In an embodiment, the duration setting module 1230 is specifically configured to: and responding to a shifting instruction for shifting the pointer of the timer dial from an initial position to a target position, and acquiring the countdown duration according to the target position.
In another embodiment, the duration setting module 1230 is specifically configured to: and responding to a trigger instruction for clicking a target position in the timer dial, and acquiring the countdown duration according to the target position.
In an embodiment, the apparatus further includes: the pattern display module is used for displaying the representative pattern of the non-player object on the game interaction interface; and displaying the countdown duration corresponding to the non-player object in the representative pattern of the non-player object.
In the embodiments provided in the present application, the disclosed apparatus and method can be implemented in other ways. The apparatus embodiments described above are merely illustrative, and for example, the flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present application. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). In some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
In addition, functional modules in the embodiments of the present application may be integrated together to form an independent part, or each module may exist separately, or two or more modules may be integrated to form an independent part.
The functions, if implemented in the form of software functional modules and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method 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.

Claims (12)

1. A display control method for a game, comprising:
when the appointed game event is detected to occur, controlling the non-player object in the first target area to be switched from a first display state to a second display state, and recovering the first display state after the preset time length is reached;
in the second display state, responding to a time recording operation aiming at a first target area in a game scene or a second target area in a game thumbnail, and providing a timing control on a game interaction interface, wherein the timing control is used for performing countdown display according to the current time and the time for the non-player object to return to the first display state; the first target area is a designated area where at least one non-player object is located in the game scene, and the second target area is a position area corresponding to the first target area in the game thumbnail.
2. The method of claim 1, wherein the time recording operation is a touch operation; the method further comprises the following steps:
displaying a time record identifier on a game interaction interface;
the responding to the time recording operation aiming at the first target area in the game scene or the second target area in the game thumbnail comprises the following steps:
and in response to the starting touch point being located in the time record identifier, terminating the sliding operation of the touch point being located in a first target area in the game scene or a second target area in the game thumbnail.
3. The method of claim 2, further comprising:
displaying an auxiliary line or a sliding path from the start touch point to the end touch point on the game interactive interface.
4. The method of claim 1, wherein there are a plurality of non-player objects in the second display state in the game scene;
when a first target area or a second target area corresponding to the non-player objects triggers a time recording operation, providing a plurality of timing controls on the game interaction interface, wherein the timing controls are respectively used for recording countdown of the non-player objects to be restored to the first display state.
5. The method according to any one of claims 1-4, further comprising:
displaying a representation pattern of the non-player object on a game interaction interface;
wherein the timing control corresponding to the non-player object is displayed in the representative pattern of the non-player object.
6. A display control method for a game, comprising:
displaying a time record identifier in a game interaction interface;
in response to the fact that the initial touch point is located in the time record identifier, stopping sliding operation of the touch point in a target area in a game scene, and providing a timing control in a preset range of the target area;
determining a countdown duration in response to a setting operation for the timing control;
and performing countdown display in the timing control according to the countdown duration.
7. The method as claimed in claim 6, wherein the target area is a designated area in which at least one non-player object is located in a game scene, and in response to the start touch point being located in the time record identifier and the end touch point being located in the target area in the game scene, a timing control is provided in a preset range of the target area, including:
when the non-player object is switched from the first display state to the second display state, in response to the starting touch point being located in the time record identifier, the sliding operation of the touch point being located in the target area in the game scene is terminated, and a timing control is provided in the preset range of the target area.
8. The method of claim 7, wherein the timing control is a timer dial; the maximum time scale of the timer dial is greater than or equal to the maximum time that the non-player object switches from the first display state to the second display state.
9. The method of claim 8, wherein determining a countdown duration in response to the setting operation for the timing control comprises:
and responding to a shifting instruction for shifting the pointer of the timer dial from an initial position to a target position, and acquiring the countdown duration according to the target position.
10. The method of claim 8, wherein determining a countdown duration in response to the setting operation for the timing control comprises:
and responding to a trigger instruction for clicking a target position in the timer dial, and acquiring the countdown duration according to the target position.
11. An electronic device, characterized in that the electronic device comprises:
a processor;
a memory for storing processor-executable instructions;
wherein the processor is configured to execute the display control method of a game of any one of claims 1 to 10.
12. A computer-readable storage medium, characterized in that the storage medium stores a computer program executable by a processor to perform the display control method of a game according to any one of claims 1 to 10.
CN202110758053.XA 2021-07-05 2021-07-05 Game display control method, electronic device, and storage medium Pending CN113476846A (en)

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