CN114011059A - Automatic path finding method, device, equipment and storage medium in game - Google Patents

Automatic path finding method, device, equipment and storage medium in game Download PDF

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Publication number
CN114011059A
CN114011059A CN202111360624.0A CN202111360624A CN114011059A CN 114011059 A CN114011059 A CN 114011059A CN 202111360624 A CN202111360624 A CN 202111360624A CN 114011059 A CN114011059 A CN 114011059A
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China
Prior art keywords
game
target
controlled virtual
control
virtual object
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CN202111360624.0A
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Chinese (zh)
Inventor
樊晓晴
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202111360624.0A priority Critical patent/CN114011059A/en
Publication of CN114011059A publication Critical patent/CN114011059A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

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

Abstract

The application provides an automatic path finding method, device, equipment and storage medium in a game, and relates to the technical field of games. The method comprises the steps of responding to a second operation from the beginning of a display position of a target game function control in the game function controls to the end of the display position of the game map, determining a target interaction object corresponding to the target game function control, and acquiring the position of the target interaction object in a game scene; and controlling the controlled virtual object to automatically move to the position in the game scene based on the position so as to enable the controlled virtual object to interact with the target interaction object. Compared with the prior art, the method avoids the problem of low path searching efficiency and accuracy.

Description

Automatic path finding method, device, equipment and storage medium in game
Technical Field
The present application relates to the field of game technologies, and in particular, to an automatic way finding method, apparatus, device, and storage medium in a game.
Background
A Massively Multiplayer Online Game (MMORPG), which is generally called masive (or masively), refers to a Game in which a large number of players (about 1000 players) can be provided on a server of any Online Game at the same time, and may be called a Massively Multiplayer Online Game.
In the current MMIRPG game, when a player needs to move to a target non-player character (NPC) or a target interactive object, the player generally needs to open a game map of a scene where the target NPC is located, click a name of the target NPC or the target interactive object on the game map, and then control a controlled virtual object to move to the target NPC or the target interactive object.
However, in such a way of finding a way, because there are a lot of NPCs or target interactive objects on the map and names overlap with each other, it is difficult to select a target NPC or target interactive object, and it is very easy to make a mistake, so that the efficiency and accuracy of finding a way are not high.
Disclosure of Invention
The present application aims to provide an automatic way-finding method, device, equipment and storage medium in a game to solve the problem of low way-finding efficiency and accuracy in the prior art.
In order to achieve the above purpose, the technical solutions adopted in the embodiments of the present application are as follows:
in a first aspect, an embodiment of the present application provides an automatic way-finding method in a game, where a terminal device provides a graphical user interface, where content displayed by the graphical user interface includes a game scene, a game map corresponding to the game scene, a controlled virtual object located in the game scene, and at least one game function control, where the game function control is configured to, in response to a first operation, display a game function interface corresponding to the game function control on the graphical user interface, or execute a game function instruction corresponding to the game function control; the method comprises the following steps:
responding to a second operation from the beginning of the display position of a target game function control in the game function controls to the end of the display position of the game map, determining a target interaction object corresponding to the target game function control, and acquiring the position of the target interaction object in the game scene;
and controlling the controlled virtual object to automatically move to the position in the game scene based on the position so as to enable the controlled virtual object to interact with the target interaction object.
Optionally, the game functionality control comprises one or more of: the state control of the controlled virtual object, the state control of the follower of the controlled virtual object, the prop control of the controlled virtual object and the task control of the controlled virtual object.
Optionally, wherein:
when the target game function control is the state control of the controlled virtual object, the target interaction object is an interaction object used for supplementing the state attribute value of the controlled virtual object;
when the target game function control is the state control of the follower of the controlled virtual object, the target interaction object is an interaction object used for supplementing the state attribute value of the follower of the controlled virtual object;
when the target game function control is a prop control of the controlled virtual object, the target interaction object is an interaction object for trading or maintaining the prop;
and when the target game function control is the task control of the controlled virtual object, the target interaction object is an interaction object for executing the task.
Optionally, the determining a target interaction object corresponding to the target game function control, and acquiring a position of the target interaction object in the game scene includes:
generating a label list for displaying the target interaction object on the graphical user interface; the tag list comprises at least one tag, and each tag corresponds to a target interaction object;
and responding to the selection operation of a target tag in the tag list, and determining a target interactive object corresponding to the target tag of the selection operation and the position of the target interactive object in the game scene.
Optionally, the generating, at the graphical user interface, a tag list for displaying the target interaction object includes:
generating the tag list at an end position of the second operation on the game map;
optionally, the generating, at the graphical user interface, a tag list for displaying the target interaction object includes:
respectively determining the distance between the controlled virtual object and each target interactive object based on the position of the target interactive object in the game scene;
and generating a label list on the graphical user interface, and displaying labels corresponding to the target interaction objects in the label list according to the sequence of the distances from small to large.
Optionally, the generating, at the graphical user interface, a tag list for displaying the target interaction object includes:
respectively determining heat information of each target interaction object;
and generating a label list on the graphical user interface, and displaying labels corresponding to the target interaction objects in the label list according to the sequence of the heat information from large to small. Optionally, before the controlling the controlled virtual object to automatically move to the position in the game scene, the method further includes: and generating a moving track of the controlled virtual object on the game map according to the position of the target interactive object in the game scene and the position of the controlled virtual object in the game scene.
Optionally, after determining the target interaction object corresponding to the selected target tag and the position of the target interaction object in the game scene, the method further includes: and generating an indication mark of the target game function control to the target interaction object on the graphical user interface. Optionally, in response to a second operation from a start of a display position of a target game function control in the game function controls to an end of a display position of the game map, determining a target interaction object corresponding to the target game function control, and acquiring a position of the target interaction object in the game scene, the method further includes:
displaying the game map on the graphical user interface in response to an expansion operation for the game map.
Optionally, the method further comprises:
and controlling the controlled virtual object to stop automatic movement in response to the triggering operation of exiting the automatic movement.
Optionally, the determining, in response to a second operation from a start of a display position of a target game function control in the game function controls to an end of the display position of the game map, a target interaction object corresponding to the target game function control includes:
responding to click operation aiming at the game function control, and determining that the game function control aiming at the click operation is the target game function control;
and responding to a sliding operation continuous to the clicking operation, and determining a target interaction object corresponding to the target game function control when the ending position of the sliding operation is in the game map.
Optionally, the method further comprises:
canceling the determination of the target interaction object when the end position of the sliding operation is not within the game map.
In a second aspect, another embodiment of the present application provides an automatic way-finding device in a game, the device including: an acquisition module and a control module, wherein:
the obtaining module is configured to determine, in response to a second operation from a start of a display position of a target game function control in the game function controls to an end of the display position of the game map, a target interaction object corresponding to the target game function control, and obtain a position of the target interaction object in the game scene;
the control module is used for controlling the controlled virtual object to automatically move to the position in the game scene based on the position so as to enable the controlled virtual object to interact with the target interaction object.
Optionally, the game functionality control comprises one or more of: the state control of the controlled virtual object, the state control of the follower of the controlled virtual object, the prop control of the controlled virtual object and the task control of the controlled virtual object.
Optionally, when the target game function control is a state control of the controlled virtual object, the target interaction object is an interaction object for supplementing the state attribute value of the controlled virtual object;
when the target game function control is the state control of the follower of the controlled virtual object, the target interaction object is an interaction object used for supplementing the state attribute value of the follower of the controlled virtual object;
when the target game function control is a prop control of the controlled virtual object, the target interaction object is an interaction object for trading or maintaining the prop;
and when the target game function control is the task control of the controlled virtual object, the target interaction object is an interaction object for executing the task.
Optionally, the apparatus further comprises: the generating module is used for generating a label list for displaying the target interaction object on the graphical user interface; the tag list comprises at least one tag, and each tag corresponds to a target interaction object.
Optionally, the apparatus further comprises: a determination module, wherein:
the generating module is specifically configured to generate the tag list at the end position of the second operation on the game map;
the determining module is configured to determine, in response to a selection operation on a target tag in the tag list, a target interaction object corresponding to the target tag of the selection operation and a position of the target interaction object in the game scene.
Optionally, the apparatus further comprises: a display module, wherein:
the determining module is specifically configured to determine, based on the positions of the target interactive objects in the game scene, distances between the controlled virtual object and each of the target interactive objects respectively;
the display module is configured to generate a tag list on the graphical user interface, and display tags corresponding to the target interaction objects in the tag list in an order from small to large according to the distance.
Optionally, the determining module is specifically configured to determine heat information of each target interaction object respectively;
the display module is specifically configured to generate a tag list on the graphical user interface, and display tags corresponding to the target interaction objects in the tag list according to a descending order of the heat information.
Optionally, the generating module is specifically configured to generate a moving trajectory of the controlled virtual object on the game map according to a position of the target interaction object in the game scene and a position of the controlled virtual object in the game scene.
Optionally, the generating module is specifically configured to generate, on the graphical user interface, an indication mark from the target game function control to the target interaction object.
Optionally, the display module is specifically configured to trigger to display the game map on the graphical user interface in response to a trigger operation for an expansion operation of the game map.
The control module is specifically configured to control the controlled virtual object to stop the automatic movement in response to a trigger operation for exiting the automatic movement.
Optionally, the determining module is specifically configured to determine, in response to a click operation for the game function control, that the game function control targeted by the click operation is the target game function control; and responding to a sliding operation continuous to the clicking operation, and determining a target interaction object corresponding to the target game function control when the ending position of the sliding operation is in the game map.
Optionally, the apparatus further comprises: and the canceling module is used for canceling the determination of the target interactive object when the ending position of the sliding operation is not in the game map.
In a third aspect, another embodiment of the present application provides an automatic way-finding device in a game, including: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when an automatic routing device in a game is running, the processor executing the machine-readable instructions to perform the steps of the method according to any one of the first aspect.
In a fourth aspect, another embodiment of the present application provides a storage medium having a computer program stored thereon, where the computer program is executed by a processor to perform the steps of the method according to any one of the above first aspects.
The beneficial effect of this application is: by adopting the automatic route searching method in the game, the target interactive object corresponding to the target game function control can be directly determined according to the second operation, then the position of the target interactive object in the game scene is obtained, and the controlled virtual object is controlled to automatically move to the position in the game scene based on the position, so that the target interactive object can be directly determined through the second operation, and the controlled virtual object can be triggered to automatically move to the position of the target interactive object to interact with the target interactive object, and the problems of low route searching efficiency and low accuracy rate in the prior art by directly clicking the name of the target interactive object on a map are solved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
Fig. 1 is a schematic flow chart illustrating an automatic way-finding method in a game according to an embodiment of the present application;
FIG. 2 is a schematic interface diagram of a graphical user interface provided by an embodiment of the present application;
FIG. 3 is a schematic flow chart illustrating an automatic way-finding method in a game according to another embodiment of the present application;
FIG. 4 is a schematic flow chart illustrating an automatic way-finding method in a game according to another embodiment of the present application;
FIG. 5 is a schematic flow chart illustrating an automatic way-finding method in a game according to another embodiment of the present application;
FIG. 6 is a schematic interface diagram of a graphical user interface provided in another embodiment of the present application;
FIG. 7 is a schematic flow chart illustrating an automatic way-finding method in a game according to another embodiment of the present application;
fig. 8 is a schematic structural diagram of an automatic way-finding device in a game according to an embodiment of the present application;
FIG. 9 is a schematic structural diagram of an automatic way-finding device in a game according to another embodiment of the present application;
fig. 10 is a schematic structural diagram of an automatic way-finding device in a game according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments.
The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the present application without making any creative effort, shall fall within the protection scope of the present application.
Additionally, the flowcharts used in this application illustrate operations implemented according to some embodiments of the present application. It should be understood that the operations of the flow diagrams may be performed out of order, and steps without logical context may be performed in reverse order or simultaneously. One skilled in the art, under the guidance of this application, may add one or more other operations to, or remove one or more operations from, the flowchart.
The following explains an automatic way-finding method in a game provided by the embodiment of the present application with reference to a plurality of specific application examples. Fig. 1 is a schematic flow chart of an automatic route finding method in a game according to an embodiment of the present application, in which a terminal device provides a graphical user interface, and content displayed by the graphical user interface includes a game scene, a game map corresponding to the game scene, a controlled virtual object located in the game scene, and at least one game function control.
Generally, the game function control is used for responding to a first operation of a player, displaying a game function interface corresponding to the game function control on the graphical user interface, or executing a game function instruction corresponding to the game function control.
The first operation may be, for example, a click operation for the target game function control, and in response to the first operation for the target game function control, the original function of the first target function control may be executed, for example, in response to the click operation for the virtual pet function control, an attribute and/or state information interface corresponding to the virtual pet is displayed on the graphical user interface; or in response to the click operation for the virtual home control, controlling the controlled virtual object to execute the game function instruction corresponding to the virtual home control, for example, controlling the controlled virtual object to move into the corresponding virtual home.
In some possible embodiments, the click operation may be initiated by the player on a display interface of the terminal device by a touch screen, or initiated by the player by selecting and clicking through an external device, for example, a specific trigger mode of the click operation may be flexibly adjusted according to a user requirement, and is not limited to the embodiment described above.
As shown in fig. 1, the method includes:
s101: and responding to a second operation from the display position of a target game function control in the game function controls to the display position of the game map, determining a target interaction object corresponding to the target game function control, and acquiring the position of the target interaction object in the game scene.
In one embodiment of the present application, the game functionality control comprises one or more of: the state control of the controlled virtual object, the state control of the follower of the controlled virtual object, the prop control of the controlled virtual object and the task control of the controlled virtual object; it should be understood that the above embodiments are only exemplary, and the type and content included in the specific game function control can be flexibly adjusted according to the game settings, and are not limited to the above embodiments.
For example, in some possible embodiments, the target interaction object may be, for example, a target NPC, a target location or a target building, etc., such as, but not limited to, a virtual hotel, a virtual clerk, a virtual tailor, a virtual artist, a virtual hotel, a virtual home, a virtual delivery point, etc.
When the target game function control is a state control of the controlled virtual object, the target interaction object is an interaction object used for supplementing the state attribute value of the controlled virtual object; for example, the target interactive object may be a virtual hotel, or NPC, etc. that can reply to the controlled virtual object blood volume and legal volume.
When the target game function control is the state control of the follower of the controlled virtual object, the target interaction object is an interaction object used for supplementing the state attribute value of the follower of the controlled virtual object; for example, when the follower of the controlled virtual object is a virtual pet, the target interactive object may be, for example, an interactive object such as a virtual pet doctor or a virtual pharmacy that may supplement the virtual pet with state attributes.
When the target game function control is a prop control of the controlled virtual object, the target interaction object is an interaction object for trading or maintaining props; for example, the target interaction object may be an NPC selling the virtual item, an NPC repairing the virtual item, or an NPC reinforcing the virtual item.
When the target game function control is a task control of the controlled virtual object, the target interaction object is an interaction object for executing a task; for example, the target interactive object is an interactive object corresponding to the current task.
Fig. 2 is an interface schematic diagram of a graphical user interface provided in an embodiment of the present application, for example, in some games, a preset position of the graphical user interface may display, for example, a to-be-executed task bar corresponding to a currently controlled virtual object, a to-be-executed task bar corresponding to the currently controlled virtual object is displayed in the to-be-executed task bar, a display area of each to-be-executed task is a game function control, as shown in fig. 2, for example, a plurality of virtual objects, controlled virtual objects, a virtual pet state control, and a controlled virtual object state control may be displayed in the graphical user interface, in addition, a to-be-executed task bar is also displayed at a right side position of the graphical user interface, the to-be-executed task bar includes a thief cleaning task and a patrol task, where if the target game function control is a task control, a mode of determining the target game function control may be, for example, according to a starting position of a player in a second operation, and determining that the position of the starting position is located in the range of which game function control is located, and determining that the game function control in which the starting position of the second operation is located is the target game function control.
By the method, the target execution task can be determined in the plurality of tasks to be executed directly according to the second operation, and the controlled virtual object is controlled to move to the target interaction object position corresponding to the target execution task, for example, if the target execution task is 'going to a virtual home to look up that a virtual thief is confused', the target interaction object is the virtual thief in the virtual home of the controlled virtual object; under the condition that a target interactive object does not exist, for example, a target execution task is to go to the area 1 for patrol, the entrance position of the area 1 can be determined to be the target interactive object, and the controlled virtual object is directly controlled to move to the entrance position of the area 1; or determining a random position in the area 1 as a target interactive object, and directly controlling the controlled virtual object to move to the random position in the area 1, it should be understood that the above embodiment is merely an exemplary illustration, and specifically, the target interactive object corresponding to each target execution task may be determined according to game settings, and is not limited to the embodiments described above.
S102: and controlling the controlled virtual object to automatically move to the position in the game scene based on the position.
The controlled virtual object and the target interactive object are interacted, and therefore the controlled virtual object can automatically find the position of the target interactive object.
By adopting the automatic route searching method in the game, the target interactive object corresponding to the target game function control can be directly determined according to the second operation, then the position of the target interactive object in the game scene is obtained, and the controlled virtual object is controlled to automatically move to the position in the game scene based on the position, so that the target interactive object can be directly determined through the second operation, and the controlled virtual object can be triggered to automatically move to the position of the target interactive object to interact with the target interactive object, and the problems of low route searching efficiency and low accuracy rate in the prior art by directly clicking the name of the target interactive object on a map are solved.
Illustratively, in the embodiment of the application, the controlled virtual object is controlled to stop the automatic movement in response to the triggering operation of exiting the automatic movement.
In some possible embodiments, the triggering operation of exiting the automatic movement may be, for example, triggering the end of the automatic movement in response to a click operation of a player for any position of a game scene on the graphical user interface during an automatic way finding of the controlled virtual object, it should be understood that when the game is a hand game, the click operation may be, for example, a click operation initiated by the player on a display interface of the terminal device through a finger, and when the game is an end game, the click operation may be, for example, a click operation initiated by the player in the game scene through a mouse, a gamepad, or other external device, and a click manner of a specific click operation may be flexibly adjusted according to a game type and a device type of the external device, and is not limited to what is given in the above embodiments.
Or in the process of automatically finding a way for the controlled virtual object, the end of the automatic movement is triggered in response to triggering of a preset exit shortcut key, a preset exit shortcut gesture, or a preset exit shortcut instruction, and the specific trigger operation of exiting the automatic movement may be flexibly adjusted according to the user's needs, which is not limited to the embodiments described above.
Optionally, on the basis of the above embodiments, the embodiments of the present application may further provide an automatic way finding method in a game, and an implementation process of the above method is described as follows with reference to the accompanying drawings. Fig. 3 is a schematic flowchart of an automatic way-finding method in a game according to another embodiment of the present application, and as shown in fig. 3, S101 may include:
s103: and responding to the click operation aiming at the game function control, and determining that the game function control aiming at the click operation is the target game function control.
The operation type and the operation mode of the click operation are related to the game type, for example, when the game is a hand game, the click operation may be, for example, a click operation initiated by a player on a display interface of the terminal device through a finger; when the game is an end game, the click operation may be, for example, a click operation initiated by a player in a game scene through a mouse, a gamepad, or other external devices, and a specific click mode of the click operation may be flexibly adjusted according to a game type and a device type of the external device, which is not limited to the foregoing embodiment.
S104: and in response to the sliding operation which is continuous with the clicking operation, determining a target interaction object corresponding to the target game function control when the ending position of the sliding operation is in the game map.
The second operation is a continuous sliding operation, wherein the target game function control can be determined by the starting position of the second operation, and when the ending position of the second operation is in the game map, the interaction object corresponding to the target game function control can be determined as the target interaction object.
In some possible embodiments, if the end position of the sliding operation is not in the game map, the determination of the target interaction object this time may be cancelled, for example, the determination operation this time may be cancelled directly, the next determination operation by the player may be waited, or the operation of the player to quit the game map may be waited.
In other possible implementations, if the end position of the sliding operation is not in the game map, the current determining operation is cancelled, the operation interface of the game map, which displays the quitting determining operation, is directly quitted, if the player wants to select again, the game map needs to be expanded on the graphical user interface again, and then the target interactive object is determined according to the second operation.
Optionally, on the basis of the above embodiments, the embodiments of the present application may further provide an automatic way finding method in a game, and an implementation process of the above method is described as follows with reference to the accompanying drawings. Fig. 4 is a schematic flow chart of an automatic way-finding method in a game according to another embodiment of the present application, as shown in fig. 4, after S101, the method may further include:
s105: and generating a label list for showing the target interactive object in the graphical user interface.
In some possible embodiments, for example, more than one target interaction object may correspond to one target functionality control, for example, when the target functionality control is a virtual pet, the target interaction object may be a virtual wizard (for restoring the state of the virtual pet, such as a blood volume state and a legal volume state), a virtual trader (for changing the appearance of the virtual pet), or a virtual home (for restoring the state of the virtual pet); or when the target function control is a virtual weapon, the target interaction object at this time may be a virtual maker (for repairing the virtual weapon or strengthening the weapon), or a virtual merchant (for selling the virtual weapon), and the like; it should be understood that the above embodiments are only exemplary illustrations, and the correspondence and the number of the correspondence between the specific target functionality control and the target interaction object may be flexibly adjusted according to the user requirement, and are not limited to the foregoing embodiments.
In this case, a tag list of the target interactive object needs to be provided, and then the target interactive object is determined according to the selection operation of the player in the tag list; the tag list comprises at least one tag, and each tag corresponds to a target interaction object; the player can select from the tag list and determine the target interactive object according to the selection operation in the tag list, for example, the player can determine the target interactive object corresponding to the target tag of the selection operation and the position of the target interactive object in the game scene in response to the selection operation on a target tag in the tag list.
In some possible embodiments, the display mode of the tag list may generate the tag list at an end position of the second operation on the game map, for example; the tag list may also pop up in a pop-up window form on the graphical user interface, it should be understood that the above embodiment is merely an exemplary illustration, and both the display form and the display position of the specific tag list may be flexibly adjusted according to the user's needs, and are not limited to the foregoing embodiment.
For example, in some possible embodiments, the display order of the target interaction objects in the tag list may be determined based on the distance between each target interaction object and the controlled virtual object, for example, the distance between the controlled virtual object and each target interaction object may be determined based on the position of the target interaction object in the game scene; and generating a label list on the graphical user interface, and displaying labels corresponding to the target interaction objects in the label list according to the sequence of the distances from small to large.
In other possible embodiments, the display order of each target interaction object in the tag list may also be determined based on the heat information of each target interaction object, for example, the heat information of each target interaction object may be determined separately; generating a label list on the graphical user interface, and displaying labels corresponding to the target interaction objects in the label list according to the sequence of the heat information from large to small; the popularity information can reflect the frequency of the target interactive objects used by all players in the game, and the ranking of the target interactive objects with large popularity information in the front is that the ranking of the target interactive objects with high use frequency of the players is in the front, so that the players can be helped to quickly determine the target interactive objects; it should be understood that the above embodiments are only exemplary illustrations, and both the sorting manner and the sorting basis of the target interaction objects displayed in the specific tag list can be flexibly adjusted according to the user's needs, and are not limited to the descriptions given in the above embodiments.
S106: and responding to the selection operation of a target tag in the tag list, and determining a target interactive object corresponding to the target tag of the selection operation and the position of the target interactive object in the game scene.
Namely, the position of the target interactive object corresponding to the target label selected by the selection operation in the game scene is determined.
Optionally, on the basis of the above embodiments, the embodiments of the present application may further provide an automatic way finding method in a game, and an implementation process in the above method is described as follows with reference to the accompanying drawings. Fig. 5 is a schematic flowchart of an automatic way-finding method in a game according to another embodiment of the present application, as shown in fig. 5, before S102, the method may further include:
s107: and generating a moving track of the controlled virtual object on the game map according to the position of the target interactive object in the game scene and the position of the controlled virtual object in the game scene.
In one embodiment of the present application, for example, a moving track of a controlled virtual object may be generated and displayed on a game map along a position of the controlled virtual object to a position of a target virtual object, where, for example, a track closest to the controlled virtual object may be determined as the moving track of the controlled virtual object on a moving path of the controlled virtual object in the game map according to the position of the controlled virtual object and the position of the target virtual object; in addition, the moving direction of the controlled virtual object may also be displayed on the moving track, for example, the position of the controlled virtual object may be used as the track starting position, the position of the target virtual object may be used as the track ending position, and an arrow pointing from the track starting position to the track ending position is displayed on the moving track to indicate the moving direction of the controlled virtual object.
In other possible embodiments, the icon of the controlled virtual object may also be displayed at the track starting position, and the icon of the target virtual object is displayed at the track ending position, it should be understood that the above embodiments are merely illustrative, and the display manner and the display content of the movement track of the specific controlled virtual object may be flexibly adjusted according to the user's needs, and are not limited to the embodiments described above.
FIG. 6 is an exemplary diagram of an interface of a graphical user interface provided in another embodiment of the present application, and in other possible embodiments, for example, an indicator of a target game functionality control to a target interaction object may also be generated on the graphical user interface; as shown in fig. 6, the game map displayed on the current graphical user interface is a game map corresponding to great wall, and an indication mark is also displayed, and the indication mark may be, for example, a straight line from the target game function control to the target interaction object; in addition, for example, name information and position information of the target interaction object may also be displayed at a position of the target interaction object in the game map, for example, if the target game function control in fig. 6 is a state control of a virtual pet, and the corresponding target interaction object is a virtual wizard, an indication mark from the state control of the virtual pet to the virtual wizard is displayed in the graphical user interface, and a position corresponding to the virtual wizard in the indication mark indicates that the virtual wizard is about to go to the virtual wizard (234,532), where (234,532) is coordinate position information of the virtual wizard in the game map; it should be understood that the display mode and the display position of the specific indication mark can be flexibly adjusted according to the user's needs, and are not limited to the embodiments described above.
Optionally, on the basis of the above embodiments, the embodiments of the present application may further provide an automatic way finding method in a game, and an implementation process of the above method is described as follows with reference to the accompanying drawings. Fig. 7 is a schematic flowchart of an automatic way-finding method in a game according to another embodiment of the present application, and as shown in fig. 7, before S101, the method may further include:
s108: in response to an expansion operation for the game map, the game map is displayed on the graphical user interface.
In some possible embodiments, for example, some games inherently include a minimap residing on a graphical user interface, and the expansion of the minimap is confirmed in response to an expansion operation for the minimap, for example, a trigger operation for a minimap expansion control (where the minimap expansion control may be, for example, a zoom-in control at a preset position of the minimap, or the minimap itself, etc.), or a trigger operation for a preset expansion shortcut (for example, a preset expansion shortcut gesture, or another preset expansion shortcut instruction, etc.), where, for example, a game map of an area where a currently controlled virtual object is located may be displayed in the expanded game map, as shown in fig. 6, for example, only a game map of a long town area may be displayed; or displaying a complete game map in the current game, wherein the display mode and the display content of the specific game map can be flexibly adjusted according to the user requirement, and the display mode and the display content are not limited to those provided in the above embodiments.
In other possible embodiments, for example, if a small map is not displayed in the graphical user interface of some games, the game map may be confirmed to be displayed on the graphical user interface in response to a click operation on a map control or a trigger operation on a preset map opening shortcut; it should be understood that the above embodiments are only exemplary, and whether a small map is displayed in the graphical user interface of a specific game, and how to display a game map on the graphical user interface, can be flexibly adjusted according to the user's needs, and are not limited to the above embodiments.
By adopting the automatic path-finding method in the game provided by the application, a player can directly determine a target game function control in a plurality of game controls according to the second operation and determine an interactive object corresponding to the target game function control as a target interactive object, and can display a plurality of interactive objects corresponding to the target game function control on a graphical user interface under the condition that one target game function control corresponds to a plurality of target interactive objects, determine the target interactive object according to the selection operation of the player in the plurality of interactive objects, and then control the controlled virtual object to automatically move to the target interactive object, thereby realizing the purpose of directly controlling the controlled virtual object to automatically find the path to the target interactive object through the second operation, greatly improving the efficiency and the accuracy of the automatic path-finding of the player, avoiding directly clicking a destination on a map to find the path, the problem of the false touch is generated.
The following explains an automatic route searching device in a game provided by the present application with reference to the accompanying drawings, where the automatic route searching device in the game can execute the automatic route searching method in any one of the games shown in fig. 1 to 7, and specific implementation and beneficial effects of the automatic route searching device in the game refer to the above descriptions, and are not described again below.
Fig. 8 is a schematic structural diagram of an automatic way-finding device in a game according to an embodiment of the present application, and as shown in fig. 8, the device includes: an acquisition module 201 and a control module 202, wherein:
the obtaining module 201 is configured to determine, in response to a second operation that starts from a display position of a target game function control in the game function controls to an end of the display position of the game map, a target interaction object corresponding to the target game function control, and obtain a position of the target interaction object in a game scene;
and the control module 202 is configured to control the controlled virtual object to automatically move to a position in the game scene based on the position, so that the controlled virtual object interacts with the target interaction object.
Optionally, the game functionality control comprises one or more of: the state control of the controlled virtual object, the state control of the follower of the controlled virtual object, the prop control of the controlled virtual object and the task control of the controlled virtual object.
Optionally, when the target game function control is a state control of the controlled virtual object, the target interaction object is an interaction object for supplementing the state attribute value of the controlled virtual object;
when the target game function control is the state control of the follower of the controlled virtual object, the target interaction object is an interaction object used for supplementing the state attribute value of the follower of the controlled virtual object;
when the target game function control is a prop control of the controlled virtual object, the target interaction object is an interaction object for trading or maintaining props;
and when the target game function control is a task control of the controlled virtual object, the target interaction object is an interaction object for executing a task.
Optionally, on the basis of the above embodiments, the present application embodiment may further provide an automatic way finding device in a game, and an implementation process of the device given in fig. 8 above is described as follows with reference to the accompanying drawings. Fig. 9 is a schematic structural diagram of an automatic way-finding device in a game according to another embodiment of the present application, and as shown in fig. 9, the device further includes: the generating module 203 is used for generating a tag list for displaying the target interactive object on the graphical user interface; the tag list comprises at least one tag, and each tag corresponds to one target interaction object.
As shown in fig. 9, the apparatus further includes: a determination module 204, wherein:
the generating module 203 is specifically configured to generate a tag list at an end position of the second operation on the game map.
The determining module 204 is configured to determine, in response to a selection operation on a target tag in the tag list, a target interaction object corresponding to the target tag of the selection operation and a position of the target interaction object in the game scene.
As shown in fig. 9, the apparatus further includes: a display module 205, wherein:
the determining module 204 is specifically configured to determine, based on the positions of the target interaction objects in the game scene, distances between the controlled virtual object and each target interaction object respectively;
the display module 205 is specifically configured to generate a tag list on the graphical user interface, and display tags corresponding to the target interaction objects in the tag list in an order from small to large.
Optionally, the determining module 204 is specifically configured to determine heat information of each target interaction object respectively;
the display module 205 is specifically configured to generate a tag list on the graphical user interface, and display tags corresponding to the target interaction objects in the tag list according to the order from large to small of the hotness information.
Optionally, the generating module 203 is specifically configured to generate a moving track of the controlled virtual object on the game map according to the position of the target interactive object in the game scene and the position of the controlled virtual object in the game scene.
Optionally, the generating module 203 is specifically configured to generate an indication mark of the target game function control to the target interaction object on the graphical user interface.
Optionally, the display module 205 is specifically configured to display the game map on the graphical user interface in response to an expansion operation for the game map.
The control module 202 is specifically configured to control the controlled virtual object to stop the automatic movement in response to a trigger operation of exiting the automatic movement.
Optionally, the determining module 204 is specifically configured to respond to a click operation for the game function control, and determine that the game function control targeted by the click operation is a target game function control; and in response to the sliding operation which is continuous with the clicking operation, determining a target interaction object corresponding to the target game function control when the ending position of the sliding operation is in the game map.
As shown in fig. 9, the apparatus further includes: and a cancellation module 206, configured to cancel the determination of the target interaction object when the end position of the sliding operation is not within the game map.
The above-mentioned apparatus is used for executing the method provided by the foregoing embodiment, and the implementation principle and technical effect are similar, which are not described herein again.
These above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more Application Specific Integrated Circuits (ASICs), or one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs), etc. For another example, when one of the above modules is implemented in the form of a Processing element scheduler code, the Processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 10 is a schematic structural diagram of an automatic route searching device in a game according to an embodiment of the present application, where the automatic route searching device in the game may be integrated in a terminal device or a chip of the terminal device.
As shown in fig. 10, the automatic way finding device in the game includes: a processor 501, a storage medium 502, and a bus 503.
The processor 501 is used for storing a program, and the processor 501 calls the program stored in the storage medium 502 to execute the method embodiment corresponding to fig. 1-7. The specific implementation and technical effects are similar, and are not described herein again.
Optionally, the present application also provides a program product, such as a storage medium, on which a computer program is stored, including a program, which, when executed by a processor, performs embodiments corresponding to the above-described method.
In the several embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, the division of the units is only one logical division, and other divisions may be realized in practice, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, or in a form of hardware plus a software functional unit.
The integrated unit implemented in the form of a software functional unit may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device) or a processor (processor) to perform some steps of the methods according to the embodiments of the present application. And the aforementioned storage medium includes: a U disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.

Claims (16)

1. An automatic way-finding method in a game is characterized in that a terminal device provides a graphical user interface, the content displayed by the graphical user interface comprises a game scene, a game map corresponding to the game scene, a controlled virtual object located in the game scene, and at least one game function control, and the game function control is used for responding to a first operation, displaying a game function interface corresponding to the game function control on the graphical user interface, or executing a game function instruction corresponding to the game function control; the method comprises the following steps:
responding to a second operation from the beginning of the display position of a target game function control in the game function controls to the end of the display position of the game map, determining a target interaction object corresponding to the target game function control, and acquiring the position of the target interaction object in the game scene;
and controlling the controlled virtual object to automatically move to the position in the game scene based on the position so as to enable the controlled virtual object to interact with the target interaction object.
2. The method of claim 1, wherein the game functionality control comprises one or more of: the state control of the controlled virtual object, the state control of the follower of the controlled virtual object, the prop control of the controlled virtual object and the task control of the controlled virtual object.
3. The method of claim 2, wherein:
when the target game function control is the state control of the controlled virtual object, the target interaction object is an interaction object used for supplementing the state attribute value of the controlled virtual object;
when the target game function control is the state control of the follower of the controlled virtual object, the target interaction object is an interaction object used for supplementing the state attribute value of the follower of the controlled virtual object;
when the target game function control is a prop control of the controlled virtual object, the target interaction object is an interaction object for trading or maintaining the prop;
and when the target game function control is the task control of the controlled virtual object, the target interaction object is an interaction object for executing the task.
4. The method of claim 1, wherein the determining a target interaction object corresponding to the target game functionality control and obtaining a position of the target interaction object in the game scene comprises:
generating a label list for displaying the target interaction object on the graphical user interface; the tag list comprises at least one tag, and each tag corresponds to a target interaction object;
and responding to the selection operation of a target tag in the tag list, and determining a target interactive object corresponding to the target tag of the selection operation and the position of the target interactive object in the game scene.
5. The method of claim 4, wherein generating a list of tags for presenting the target interactive object at the graphical user interface comprises:
generating the tag list at an end position of the second operation on the game map.
6. The method of claim 4, wherein generating a list of tags for presenting the target interactive object at the graphical user interface comprises:
respectively determining the distance between the controlled virtual object and each target interactive object based on the position of the target interactive object in the game scene;
and generating a label list on the graphical user interface, and displaying labels corresponding to the target interaction objects in the label list according to the sequence of the distances from small to large.
7. The method of claim 4, wherein generating a list of tags for presenting the target interactive object at the graphical user interface comprises:
respectively determining heat information of each target interaction object;
and generating a label list on the graphical user interface, and displaying labels corresponding to the target interaction objects in the label list according to the sequence of the heat information from large to small.
8. The method of claim 1, wherein prior to said controlling said controlled virtual object to automatically move to said location in said game scene, said method further comprises:
and generating a moving track of the controlled virtual object on the game map according to the position of the target interactive object in the game scene and the position of the controlled virtual object in the game scene.
9. The method of claim 7, wherein after determining the target interaction object corresponding to the selected target tag and the position of the target interaction object in the game scene, the method further comprises:
and generating an indication mark of the target game function control to the target interaction object on the graphical user interface.
10. The method of claim 1, wherein in response to a second operation from a start of a display position of a target game functionality control in the game functionality controls to an end of the display position of the game map, determining a target interaction object corresponding to the target game functionality control, and obtaining a position of the target interaction object in the game scene, the method further comprises:
displaying the game map on the graphical user interface in response to an expansion operation for the game map.
11. The method of claim 1, wherein the method further comprises:
and controlling the controlled virtual object to stop automatic movement in response to the triggering operation of exiting the automatic movement.
12. The method of claim 1, wherein the determining a target interaction object corresponding to a target game functionality control in response to a second operation directed to a start of a display position of the target game functionality control to an end of a display position of the game map comprises:
responding to click operation aiming at the game function control, and determining that the game function control aiming at the click operation is the target game function control;
and responding to a sliding operation continuous to the clicking operation, and determining a target interaction object corresponding to the target game function control when the ending position of the sliding operation is in the game map.
13. The method of claim 12, wherein the method further comprises:
canceling the determination of the target interaction object when the end position of the sliding operation is not within the game map.
14. An automatic way finding device in a game, the device comprising: an acquisition module and a control module, wherein:
the obtaining module is used for responding to a second operation from the start of a display position of a target game function control in the game function controls to the end of the display position of the game map, determining a target interaction object corresponding to the target game function control, and obtaining the position of the target interaction object in a game scene;
and the control module is used for controlling the controlled virtual object to automatically move to the position in the game scene based on the position so as to enable the controlled virtual object to interact with the target interaction object.
15. An automatic way finding device in a game, the device comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when an automatic routing device in the game is running, the processor executing the machine-readable instructions to perform the method of any one of claims 1-13.
16. A storage medium, characterized in that the storage medium has stored thereon a computer program which, when being executed by a processor, performs the method of any of the preceding claims 1-13.
CN202111360624.0A 2021-11-17 2021-11-17 Automatic path finding method, device, equipment and storage medium in game Pending CN114011059A (en)

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