WO2022247196A1 - 游戏的定位方法、装置及移动终端 - Google Patents

游戏的定位方法、装置及移动终端 Download PDF

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Publication number
WO2022247196A1
WO2022247196A1 PCT/CN2021/134472 CN2021134472W WO2022247196A1 WO 2022247196 A1 WO2022247196 A1 WO 2022247196A1 CN 2021134472 W CN2021134472 W CN 2021134472W WO 2022247196 A1 WO2022247196 A1 WO 2022247196A1
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WO
WIPO (PCT)
Prior art keywords
game map
icon
positioning
game
positioning icon
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Application number
PCT/CN2021/134472
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English (en)
French (fr)
Inventor
李俊贤
李嘉瑶
Original Assignee
网易(杭州)网络有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Publication date
Application filed by 网易(杭州)网络有限公司 filed Critical 网易(杭州)网络有限公司
Priority to JP2022542506A priority Critical patent/JP7482235B2/ja
Publication of WO2022247196A1 publication Critical patent/WO2022247196A1/zh

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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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/306Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field

Definitions

  • the present disclosure relates to the field of positioning technology, in particular to a game positioning method, device and mobile terminal.
  • the conventional method of selecting a target location from the game map is that the player clicks on a certain coordinate point in the game map and determines this coordinate point as the target location.
  • the player's finger will block the coordinate point and the surrounding area, so there may be a certain deviation between the target position determined by the player by clicking and the target position expected by the player, that is, the accuracy of the actually determined target position is poor, to a certain extent It affects the player's gaming experience.
  • the purpose of the present disclosure is to provide a game positioning method, device and mobile terminal, which can effectively improve the accuracy of determining the target position, thereby significantly improving the game experience of players.
  • an embodiment of the present disclosure provides a game positioning method, which provides a graphical user interface through a terminal device, and the method includes: providing a first game map and a positioning icon through the graphical user interface; responding to the The first drag operation of the first game map controls the position of the positioning icon to be fixed, and controls the movement of the first game map relative to the positioning icon; in response to the end of the first drag operation, according to the positioning The first position of the icon in the first game map determines the target position.
  • the step of providing the first game map and the positioning icon through the graphical user interface includes: determining the initial display field of view of the first game map in response to the expansion operation on the second game map; The first game map is displayed according to the initial display field of view through the graphical user interface, and a positioning icon is displayed.
  • the step of controlling the position of the positioning icon to be fixed in response to the first drag operation acting on the first game map, and controlling the movement of the first game map relative to the positioning icon including: responding to the first drag operation acting on the first game map, determining a movement path corresponding to the first drag operation; controlling the position of the positioning icon to be fixed, and controlling the second movement path according to the movement path A game map moves relative to the locator icon.
  • the first game map includes a plurality of virtual scene areas displayed according to a first scale; the method further includes: judging whether a scene jump operation is detected; if so, through the graphical user interface The virtual scene area corresponding to the target position is displayed according to the second scale.
  • the step of judging whether a scene jump operation is detected includes: if the end of the first drag operation is detected, determining that a scene jump operation is detected; The first specified operation of the specified area, determine that the scene jump operation is detected; or, display the jump determination control through the graphical user interface, if the second specified operation for the jump determination control is monitored, determine the detection to the scene jump action.
  • the step of determining that a scene jump operation is detected includes: judging whether the corresponding contact position at the end of the first drag operation is Located in the first game map; if yes, determine that a scene jump operation is detected.
  • the method further includes: judging whether the current display field of view of the first game map contains the second position where the target virtual object is located; if not, displaying a floating icon through the GUI; Wherein, the floating icon is used to represent a relative positional relationship between the second position and the first position, and the relative positional relationship includes an orientation relationship and/or a distance relationship.
  • the method further includes: calculating a distance value between the first location and the second location, and displaying the distance value in a preset area of the floating icon.
  • the method further includes: in response to a touch operation on the floating icon, controlling the first game map to restore from the current display field of view to an initial display field of view.
  • the method further includes: in response to the second drag operation on the positioning icon, controlling the position of the first game map to be fixed, and controlling the position of the positioning icon relative to the first game map Moving: in response to the end of the second drag operation, determining the target position according to the third position of the positioning icon in the first game map.
  • the step of controlling the position of the first game map to be fixed in response to the second drag operation on the positioning icon, and controlling the movement of the positioning icon relative to the first game map Including: responding to the second drag operation on the positioning icon, controlling the positioning icon to move from the current display position to a specified display position; controlling the position of the first game map to be fixed, and controlling the positioning icon to move from the specified The displayed position starts to move relative to the first game map.
  • an embodiment of the present disclosure further provides a game positioning device, which provides a graphical user interface through a terminal device, and the device includes: a display module, configured to provide a first game map and a positioning icon through the graphical user interface;
  • the control module is configured to respond to the first drag operation acting on the first game map, control the position of the positioning icon to be fixed, and control the movement of the first game map relative to the positioning icon;
  • the position determination module uses In response to the end of the first dragging operation, the target position is determined according to the first position of the positioning icon in the first game map.
  • an embodiment of the present disclosure further provides a mobile terminal, including a processor and a memory; a computer program is stored in the memory, and when the computer program is executed by the processor, any of the functions provided in the first aspect are executed. one of the methods described.
  • an embodiment of the present disclosure further provides a computer storage medium for storing computer software instructions used in any one of the methods provided in the first aspect.
  • a first game map and a positioning icon are provided through a graphical user interface, and then the positioning icon is controlled in response to the first drag operation acting on the first game map
  • the position is fixed, and the first game map is controlled to move relative to the positioning icon, and then in response to the end of the first drag operation, the target position is determined according to the first position of the positioning icon in the first game map.
  • the above method fixes the position of the positioning icon and moves the first game map relative to the positioning icon. During the positioning process, the player's finger will not block the first position of the positioning icon in the first game map.
  • a target position with higher accuracy is determined based on the first position, thereby significantly improving the game experience of the player.
  • FIG. 1 is a schematic diagram of a game map provided by an embodiment of the present disclosure
  • FIG. 2 is a schematic flowchart of a game positioning method provided by an embodiment of the present disclosure
  • FIG. 3 is a schematic diagram of a game screen provided by an embodiment of the present disclosure.
  • FIG. 4 is a schematic diagram of another game screen provided by an embodiment of the present disclosure.
  • FIG. 5 is a schematic diagram of another game screen provided by an embodiment of the present disclosure.
  • FIG. 6 is a schematic diagram of another game screen provided by an embodiment of the present disclosure.
  • FIG. 7 is a schematic diagram of another game screen provided by an embodiment of the present disclosure.
  • FIG. 8 is a schematic structural diagram of a positioning device for a game provided by an embodiment of the present disclosure.
  • FIG. 9 is a schematic structural diagram of a mobile device provided by an embodiment of the present disclosure.
  • the target position is determined by clicking on a certain coordinate point in the game map. Due to the occlusion of the player's finger, the accuracy of the target position may be poor. For example, see a schematic diagram of a game map shown in Figure 1. When the player clicks on a certain coordinate point in the game map, the coordinate point and its surrounding area will be blocked by the finger, thus affecting the player's sight, resulting in poor accuracy of the actually determined target position, which affects the player's game to a certain extent experience.
  • the implementation of the present disclosure provides a game positioning method, device and mobile terminal, which can effectively improve the accuracy of determining the target position, thereby significantly improving the player's game experience.
  • a game positioning method disclosed in the embodiment of the present disclosure is firstly introduced in detail, and a graphical user interface is provided through a terminal device, as shown in FIG. 2 for a schematic flowchart of a game positioning method.
  • the method mainly includes the following steps S202 to S206:
  • Step S202 providing a first game map and a positioning icon through a graphical user interface.
  • a game screen may be provided through a graphical user interface, the game screen includes a second game map and/or a positioning control, and in response to an expansion operation on the second game map, or in response to a touch operation on the positioning control, the game The screen will include the first game map and locator icons.
  • the first game map can also be referred to as a large map
  • the second game map can also be referred to as a small map
  • the area displayed by the first game map can be larger than the area displayed by the second game map
  • the positioning icon can be Used to indicate target location.
  • Step S204 in response to the first drag operation acting on the first game map, control the position of the positioning icon to be fixed, and control the first game map to move relative to the positioning icon.
  • the position of the positioning icon is fixed relative to the GUI, and the first game map will move relative to the positioning icon with the gesture corresponding to the first dragging operation.
  • Step S206 in response to the end of the first drag operation, determine the target position according to the first position of the positioning icon in the first game map. For example, when the player's finger leaves the screen of the terminal device, it is determined that the first drag operation ends, and at this time, the first position of the positioning icon in the first game map may be determined as the target position.
  • the positioning method of the above game fixes the position of the positioning icon and moves the first game map relative to the positioning icon, so that the player’s fingers will not be on the positioning icon in the first game map during the positioning process.
  • the first position at the position causes occlusion, so that a target position with higher accuracy can be determined based on the first position, thereby significantly improving the game experience of the player.
  • the game screen provided by the graphical user interface may include a virtual scene area, a second game map and positioning controls, such as a schematic diagram of a game screen shown in Figure 3, the second game map is located on the upper left of the virtual scene area corner, the position of the positioning control on the graphical user interface is at the edge of the second game map.
  • the embodiment of the present disclosure provides an embodiment of providing the first game map and the positioning icon through the graphical user interface, (1) in response to the expansion operation for the second game map, determine the first game map
  • the initial display field of view may include a long-press operation, a touch operation, a double-click operation, etc. acting on the second game map, and may also include a touch operation acting on the positioning control.
  • the initial display field of view of the first game map may be understood as the first game map A display range of the game map.
  • the second position where the target virtual object is located will be the center, and the first game map will include the virtual scene area within the preset range from the second position.
  • the above-mentioned target virtual object can include the main city, player character or designated building etc.
  • the positioning icon may be located at a designated position of the GUI, such as the center, the upper side, the lower side, the left side, the right side, and the like.
  • the entire game screen is the first game map
  • the positioning icon is located in the center of the terminal device screen; see the other game screen shown in FIG.
  • the graphical user interface includes a map display area, the map display area is located on the left side of the graphical user interface, the graphical display interface is used to display the above-mentioned first game map, and the positioning icon is located in the center of the map display area.
  • the embodiment of the present disclosure also provides an embodiment of controlling the position of the positioning icon to be fixed and controlling the movement of the first game map relative to the positioning icon in response to the first drag operation acting on the first game map.
  • determine the movement path corresponding to the first drag operation then control the position of the positioning icon to be fixed, and control the movement of the first game map relative to the positioning icon according to the movement path.
  • the moving path corresponding to the first drag operation can also be understood as a sliding track.
  • the position of the positioning icon is fixed relative to the GUI, and the first game map will move along with the moving path.
  • the complete map of the game can be divided into multiple sub-areas in advance, and in order to facilitate the player to know the first position of the positioning icon in the first game map, the sub-area corresponding to the first position can be highlighted, Or highlight the outline of the sub-region corresponding to the first position, so as to improve the player's experience in the positioning process.
  • the first game map includes multiple virtual scene areas displayed according to the first scale. After determining the target position, it is also possible to jump to the virtual scene area corresponding to the target position. In one embodiment, it can be judged whether a scene jump operation is detected, and when the judgment result is yes, through the graphical user interface according to The second scale bar displays the virtual scene area corresponding to the target position.
  • the scale is the ratio of the length of the line segment on the game map to the length value of the horizontal projection of the virtual scene area response line segment, and is used to indicate the reduction degree of the map graphics.
  • the first scale can be smaller than the second scale.
  • the scene jump operation may include the end of the first drag operation, the first designated operation (such as a double-click operation) acting on the designated area, or the second designated operation (such as a touch operation) acting on the jump determination control,
  • the virtual scene area corresponding to the target position can be displayed according to the second scale, wherein the accuracy of the virtual scene area displayed according to the second scale is higher than that of the virtual scene area displayed according to the first scale.
  • the embodiments of the present disclosure provide some implementation methods for judging whether a scene jump operation is detected, refer to the following methods 1 to 3:
  • the embodiment of the present disclosure provides a method 1 implementation on the basis of FIG. 5 , which can determine whether the corresponding contact position is located in the first game map when the first drag operation ends, that is, determine whether the player Whether the position when the finger leaves the terminal device is located in the above-mentioned map display area, if yes, determine that the scene jump operation is detected, put away the first game map and jump to the virtual scene area corresponding to the target position, if not, do not Make the jump.
  • the specified area can be an area outside the map display area, and the first specified operation can include a double-click operation. Please continue to refer to FIG.
  • the first game map is recovered and the virtual scene area corresponding to the target position is jumped to.
  • FIG. 4 provides a jump determination control.
  • the first drag operation At the end, keep the expanded state of the first game map, and do not jump to the virtual scene area. If the touch operation for the jump determination control is detected, then close the first game map and jump to the corresponding target location. Virtual scene area.
  • any one of the above methods 1, 2 or 3 can be selected to detect the scene jump operation, and can be set based on actual needs, which is not limited in the embodiments of the present disclosure.
  • the GUI will display the first game map centered on the second position where the target virtual object is located, and the display range of the first game map will follow the first drag operation.
  • the second position of the target virtual object may gradually move out of the display range of the first game map.
  • the floating icon can be displayed through the graphical user object.
  • Step 1 judging whether the current display field of view of the first game map contains the second position where the target virtual object is located. If not, go to step 2. In practical applications, it is determined whether the second position of the target virtual object has moved out of the display range of the first game map, and if not, it is determined that the current display field of view does not include the second position of the target virtual object.
  • Step 2 displaying the floating icon through the graphical user interface.
  • the floating icon is used to represent a relative positional relationship between the second position and the first position, and the relative positional relationship includes an orientation relationship and/or a distance relationship.
  • the display position of the second position icon can be determined according to the azimuth relationship between the second position and the first position.
  • the second position is in the first position.
  • the floating icon can be displayed on the lower left edge of the first game map.
  • the display position of the floating icon can also be changed accordingly.
  • the distance value between the first location and the second location can also be calculated, and the distance value can be displayed in the preset area of the floating icon. For example, as shown in FIG. 6 , the distance value is displayed above the floating icon. It should be noted that the distance relationship also changes as the first position of the positioning icon changes.
  • the player may need to reposition, or in order to facilitate the player to view the second position of the target virtual object, it is also possible to control the first game map from the current display field of view to the initial display field of view in response to the touch operation on the floating icon .
  • the floating icon is located at the lower left corner of the positioning icon.
  • this embodiment of the present disclosure provides an application example, taking the target virtual object as the main city as an example, in the first game map, if the player moves the display field of view of the first game map, when the display field of view does not include the main city , a floating icon will be provided through the graphical user interface.
  • the floating icon is the icon corresponding to the main city, and the distance between the first location and the main city will be displayed at the same time. When the player clicks on the floating icon, it will directly locate in the first game map The main city.
  • the embodiment of the present disclosure also provides a method of determining the target position by dragging the positioning icon, see the following steps a to b:
  • Step a in response to the second drag operation on the positioning icon, control the position of the first game map to be fixed, and control the positioning icon to move relative to the first game map.
  • the player can click and drag the positioning icon to control the movement of the positioning icon relative to the first game map, and the position of the first game map is fixed at this time.
  • the player's fingers may block the positioning icon to a certain extent, thereby affecting the positioning accuracy.
  • Step a1 in response to the second drag operation on the positioning icon, controlling the positioning icon to move from the current display position to a designated display position.
  • the current display position can be the center of the GUI
  • the specified display position can be located at the specified orientation of the current display position, with a specified distance from the current display position, as shown in Figure 7.
  • a schematic diagram of another game screen of the specified display position is located directly above the current display position, and is 30 pixels away from the current display position, so as to prevent fingers from blocking the positioning icon, thereby improving positioning accuracy.
  • Step a2 controlling the position of the first game map to be fixed, and controlling the positioning icon to move relative to the first game map from the specified display position.
  • the positioning icon will automatically move up by 30 pixels to avoid the player’s fingers blocking the view, and then the player drags the positioning icon to realize that the positioning icon is relative to the first game map. , so as to achieve precise positioning.
  • Step b in response to the end of the second drag operation, determine the target position according to the third position of the positioning icon in the first game map. For example, when the player's finger leaves the screen of the terminal device, it is determined that the second drag operation ends, and at this time, the third position of the positioning icon in the first game map may be determined as the target position.
  • the coordinate value of the first position where the positioning icon is located can also be displayed through a graphical user interface, and the coordinate value changes with the change of the first position, as shown in FIG.
  • the coordinate value is displayed in the lower corner to assist the player in positioning and further improve the positioning accuracy.
  • the embodiment of the present disclosure also provides an application example of a game positioning method, please refer to the above-mentioned Figure 3 and Figure 5, if the player presses and holds the button on the edge of the mini-map Position the control, the small map will expand into a half-screen large map, and the player's finger will not leave the screen of the terminal device, and when moving in the large map, the large map will automatically follow the player's finger movement until the player's finger stops moving to the edge of the large map. When the player releases the finger, the large map will be closed, and the game screen will directly jump to the virtual scene area corresponding to the first position where the positioning icon is located when the player releases the finger. If the player keeps the finger on the screen and removes the large map, then Cancel the positioning operation, at this time the big map will be closed and the game screen will not jump.
  • the embodiment of the present disclosure can fix the position of the positioning icon and move the first game map relative to the positioning icon, and can also fix the first game map and move the positioning icon from the current display position to the designated display position On this basis, the positioning icon is moved relative to the first game map.
  • the above two methods can prevent the player's fingers from blocking the first position of the positioning icon in the first game map during the positioning process. Therefore, a target position with higher accuracy can be determined based on the first position, thereby significantly improving the game experience of the player.
  • the embodiment of the present disclosure also provides a game positioning device, which provides a graphical user interface through a terminal device.
  • a game positioning device which provides a graphical user interface through a terminal device.
  • FIG. 8 the schematic structural diagram of a game positioning device shown in FIG. 8 .
  • the device mainly includes the following parts:
  • the display module 802 is configured to provide a first game map and a positioning icon through a graphical user interface.
  • the control module 804 is configured to, in response to the first drag operation acting on the first game map, control the position of the positioning icon to be fixed, and control the first game map to move relative to the positioning icon.
  • the position determination module 806 is configured to determine the target position according to the first position of the positioning icon in the first game map in response to the end of the first drag operation.
  • the game positioning device fixes the position of the positioning icon and moves the first game map relative to the positioning icon.
  • the occlusion is caused by the first position, so that a more accurate target position can be determined based on the first position, thereby significantly improving the game experience of the player.
  • the display module 802 is also used to: respond to the expansion operation on the second game map, determine the initial display field of view of the first game map; display the first game map according to the initial display field of view through the graphical user interface, and display Locate icon.
  • control module 804 is further configured to: respond to the first drag operation acting on the first game map, determine the movement path corresponding to the first drag operation; control the position of the positioning icon to be fixed, and follow the movement path Control the movement of the first game map relative to the positioning icon.
  • the first game map includes a plurality of virtual scene areas displayed according to the first scale; the above device also includes a jump module, used to: judge whether a scene jump operation is detected; if so, through the graphical user The interface displays the virtual scene area corresponding to the target position according to the second scale.
  • the jump module is further configured to: if the end of the first drag operation is detected, determine that a scene jump operation is detected; or, if the first designated operation for the designated area is detected, determine to detect to a scene jump operation; or, displaying a jump determination control through a graphical user interface, and determining that a scene jump operation is detected if a second specified operation on the jump determination control is monitored.
  • the jump module is further used for: judging whether the corresponding contact position is located in the first game map when the first drag operation ends; if so, determining that a scene jump operation is detected.
  • the above device further includes a floating display module, configured to: determine whether the current display field of view of the first game map contains the second position where the target virtual object is located; if not, display the floating icon through the graphical user interface ; Wherein, the floating icon is used to represent the relative positional relationship between the second position and the first position, and the relative positional relationship includes an orientation relationship and/or a distance relationship.
  • a floating display module configured to: determine whether the current display field of view of the first game map contains the second position where the target virtual object is located; if not, display the floating icon through the graphical user interface ; Wherein, the floating icon is used to represent the relative positional relationship between the second position and the first position, and the relative positional relationship includes an orientation relationship and/or a distance relationship.
  • the floating display module is further configured to: calculate a distance value between the first location and the second location, and display the distance value in a preset area of the floating icon.
  • the floating display module is further configured to: respond to a touch operation on the floating icon, and control the first game map to restore from the current display field of view to the initial display field of view.
  • the above device further includes a positioning module, configured to: respond to the second drag operation on the positioning icon, control the position of the first game map to be fixed, and control the positioning icon to move relative to the first game map; 2. At the end of the dragging operation, the target position is determined according to the third position of the positioning icon in the first game map.
  • the positioning module is also used to: respond to the second drag operation on the positioning icon, control the positioning icon to move from the current display position to the specified display position; control the position of the first game map to be fixed, and control the positioning icon to move from the current display position to the designated display position; The specified display position starts to move relative to the first game map.
  • the mobile device includes a processor and a storage device; a computer program is stored in the storage device, and when the computer program is run by the processor, any of the above-mentioned implementation modes can be executed. one of the methods described.
  • the mobile device 100 includes: a processor 90, a memory 91, a bus 92, and a communication interface 93.
  • the processor 90, the communication interface 93, and the memory 91 pass through A bus 92 is connected; the processor 90 is used to execute executable modules stored in the memory 91, such as computer programs.
  • the memory 91 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory (non-volatile memory), such as at least one disk memory.
  • RAM Random Access Memory
  • non-volatile memory such as at least one disk memory.
  • the communication connection between the system network element and at least one other network element is realized through at least one communication interface 93 (which may be wired or wireless), and the Internet, wide area network, local network, metropolitan area network, etc. can be used.
  • the bus 92 may be an ISA bus, a PCI bus or an EISA bus, etc.
  • the bus can be divided into address bus, data bus, control bus and so on. For ease of representation, only one double-headed arrow is used in FIG. 9 , but it does not mean that there is only one bus or one type of bus.
  • the memory 91 is used to store the program, and the processor 90 executes the program after receiving the execution instruction, and the method executed by the flow process definition device disclosed in any embodiment of the foregoing embodiments of the present disclosure can be applied to process in the processor 90, or implemented by the processor 90.
  • the processor 90 may be an integrated circuit chip with signal processing capability.
  • each step of the above method can be completed by an integrated logic circuit of hardware in the processor 90 or instructions in the form of software.
  • Above-mentioned processor 90 can be general-purpose processor, comprises central processing unit (Central Processing Unit, be called for short CPU), network processor (Network Processor, be called for short NP) etc.; Can also be Digital Signal Processing (Digital Signal Processing, be called for short DSP) ), Application Specific Integrated Circuit (ASIC for short), off-the-shelf programmable gate array (Field-Programmable Gate Array, FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, and discrete hardware components.
  • Central Processing Unit be called for short CPU
  • Network Processor Network Processor
  • ASIC Application Specific Integrated Circuit
  • FPGA field-Programmable Gate Array
  • a general-purpose processor may be a microprocessor, or the processor may be any conventional processor, or the like.
  • the steps of the method disclosed in the embodiments of the present disclosure may be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor.
  • the software module can be located in a mature storage medium in the field such as random access memory, flash memory, read-only memory, programmable read-only memory or electrically erasable programmable memory, register.
  • the storage medium is located in the memory 91, and the processor 90 reads the information in the memory 91, and completes the steps of the above method in combination with its hardware.
  • the computer program product of the readable storage medium provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program codes, and the instructions included in the program codes can be used to execute the methods described in the foregoing method embodiments, specifically implementing Reference may be made to the foregoing method embodiments, and details are not repeated here.
  • the computer software product is stored in a storage medium, including several
  • the instructions are used to make a computer device (which may be a personal computer, a server, or a network device, etc.) execute all or part of the steps of the methods described in various embodiments of the present disclosure.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disc, etc., which can store program codes. .

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Abstract

本公开提供了一种游戏的定位方法、装置及移动终端,包括:通过图形用户界面提供第一游戏地图和定位图标;响应作用于第一游戏地图的第一拖拽操作,控制定位图标位置固定,以及控制第一游戏地图相对于定位图标移动;响应第一拖拽操作的结束,根据定位图标在第一游戏地图中所处的第一位置确定目标位置。本公开可以有效提高确定目标位置的准确度,从而显著改善玩家的游戏体验。

Description

游戏的定位方法、装置及移动终端
相关申请的交叉引用
本公开要求于2021年05月24日提交中国专利局的申请号为202110568646.X、名称为“游戏的定位方法、装置及移动终端”的中国专利申请的优先权,其全部内容通过引用结合在本公开中。
技术领域
本公开涉及定位技术领域,尤其是涉及一种游戏的定位方法、装置及移动终端。
背景技术
在相关的游戏中,从游戏地图中选中目标位置的常规方法是玩家点击游戏地图中的某一坐标点,并将此坐标点确定为目标位置,然而,由于在玩家点击游戏地图内坐标点的过程中,玩家手指将遮挡该坐标点及周边区域,因此可能导致玩家通过点选确定的目标位置与玩家期待的目标位置存在一定偏差,也即实际确定的目标位置准确度较差,在一定程度上影响了玩家的游戏体验。
发明内容
有鉴于此,本公开的目的在于提供一种游戏的定位方法、装置及移动终端,可以有效提高确定目标位置的准确度,从而显著改善玩家的游戏体验。
第一方面,本公开实施例提供了一种游戏的定位方法,通过终端设备提供图形用户界面,所述方法包括:通过所述图形用户界面提供第一游戏地图和定位图标;响应作用于所述第一游戏地图的第一拖拽操作,控制所述定位图标位置固定,以及控制所述第一游戏地图相对于所述定位图标移动;响应所述第一拖拽操作的结束,根据所述定位图标在所述第一游戏地图中所处的第一位置确定目标位置。
在一种实施方式中,所述通过所述图形用户界面提供第一游戏地图和定位图标的步骤,包括:响应针对第二游戏地图的展开操作,确定所述第一游戏地图的初始显示视野;通过所述图形用户界面按照所述初始显示视野显示所述第一游戏地图,以及显示定位图标。
在一种实施方式中,所述响应作用于所述第一游戏地图的第一拖拽操作,控制所述定位图标位置固定,以及控制所述第一游戏地图相对于所述定位图标移动的步骤,包括:响应作用于所述第一游戏地图的第一拖拽操作,确定所述第一拖拽操作对应的移动路径;控制所述定位图标位置固定,以及按照所述移动路径控制所述第一游戏地图相对于所述定位图标移动。
在一种实施方式中,所述第一游戏地图包括多个按照第一比例尺显示的虚拟场景区域;所述方法还包括:判断是否检测到场景跳转操作;如果是,通过所述图形用户界面按照第 二比例尺显示所述目标位置对应的虚拟场景区域。
在一种实施方式中,所述判断是否检测到场景跳转操作的步骤,包括:如果监听到所述第一拖拽操作的结束,确定检测到场景跳转操作;或,如果监听到针对于指定区域的第一指定操作,确定检测到所述场景跳转操作;或,通过所述图形用户界面显示跳转确定控件,如果监听到针对所述跳转确定控件的第二指定操作,确定检测到所述场景跳转操作。
在一种实施方式中,所述如果监听到所述第一拖拽操作的结束,确定检测到场景跳转操作的步骤,包括:判断所述第一拖拽操作结束时对应的触点位置是否位于所述第一游戏地图内;如果是,确定检测到场景跳转操作。
在一种实施方式中,所述方法还包括:判断所述第一游戏地图的当前显示视野中是否包含目标虚拟对象所处的第二位置;如果否,通过所述图形用户界面显示悬浮图标;其中,所述悬浮图标用于表征所述第二位置与所述第一位置之间的相对位置关系,所述相对位置关系包括方位关系和/或距离关系。
在一种实施方式中,所述方法还包括:计算所述第一位置和所述第二位置之间的距离值,并在所述悬浮图标的预设区域内显示所述距离值。
在一种实施方式中,所述方法还包括:响应针对所述悬浮图标的点触操作,控制所述第一游戏地图从所述当前显示视野恢复至初始显示视野。
在一种实施方式中,所述方法还包括:响应针对所述定位图标的第二拖拽操作,控制所述第一游戏地图位置固定,以及控制所述定位图标相对于所述第一游戏地图移动;响应所述第二拖拽操作的结束,根据所述定位图标在所述第一游戏地图中所处第三位置确定目标位置。
在一种实施方式中,所述响应针对所述定位图标的第二拖拽操作,控制所述第一游戏地图位置固定,以及控制所述定位图标相对于所述第一游戏地图移动的步骤,包括:响应针对所述定位图标的第二拖拽操作,控制所述定位图标从当前显示位置移动至指定显示位置;控制所述第一游戏地图位置固定,以及控制所述定位图标从所述指定显示位置处开始相对于所述第一游戏地图移动。
第二方面,本公开实施例还提供一种游戏的定位装置,通过终端设备提供图形用户界面,所述装置包括:显示模块,用于通过所述图形用户界面提供第一游戏地图和定位图标;控制模块,用于响应作用于所述第一游戏地图的第一拖拽操作,控制所述定位图标位置固定,以及控制所述第一游戏地图相对于所述定位图标移动;位置确定模块,用于响应所述第一拖拽操作的结束,根据所述定位图标在所述第一游戏地图中所处的第一位置确定目标位置。
第三方面,本公开实施例还提供一种移动终端,包括处理器和存储器;所述存储器上存 储有计算机程序,所述计算机程序在被所述处理器运行时执行如第一方面提供的任一项所述的方法。
第四方面,本公开实施例还提供一种计算机存储介质,用于储存为第一方面提供的任一项所述方法所用的计算机软件指令。
本公开实施例提供的一种游戏的定位方法、装置及移动终端,首先通过图形用户界面提供第一游戏地图和定位图标,然后响应作用于第一游戏地图的第一拖拽操作,控制定位图标位置固定,以及控制第一游戏地图相对于定位图标移动,再响应第一拖拽操作的结束,根据定位图标在第一游戏地图中所处的第一位置确定目标位置。上述方法通过固定定位图标的位置,并使第一游戏地图相对于该定位图标移动,在定位过程中玩家手指不会对定位图标在第一游戏地图中所处的第一位置造成遮挡,从而可以基于第一位置确定得到准确度更高的目标位置,进而显著改善玩家的游戏体验。
本公开的其他特征和优点将在随后的说明书中阐述,并且,部分地从说明书中变得显而易见,或者通过实施本公开而了解。本公开的目的和其他优点在说明书、权利要求书以及附图中所特别指出的结构来实现和获得。
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。
附图说明
为了更清楚地说明本公开具体实施方式或相关技术中的技术方案,下面将对具体实施方式或相关技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图是本公开的一些实施方式,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1为本公开实施例提供的一种游戏地图的示意图;
图2为本公开实施例提供的一种游戏的定位方法的流程示意图;
图3为本公开实施例提供的一种游戏画面的示意图;
图4为本公开实施例提供的另一种游戏画面的示意图;
图5为本公开实施例提供的另一种游戏画面的示意图;
图6为本公开实施例提供的另一种游戏画面的示意图;
图7为本公开实施例提供的另一种游戏画面的示意图;
图8为本公开实施例提供的一种游戏的定位装置的结构示意图;
图9为本公开实施例提供的一种移动设备的结构示意图。
具体实施方式
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合实施例对本公开的 技术方案进行清楚、完整地描述,显然,所描述的实施例是本公开一部分实施例,而不是全部的实施例。基于本公开中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。
目前,相关技术中通过点选游戏地图内某一坐标点的方式确定目标位置,由于玩家手指遮挡可能会导致目标位置准确度较差,例如,参见图1所示的一种游戏地图的示意图,当玩家点选游戏地图内某一坐标点时,该坐标点及其周边区域将被手指遮挡,从而影响玩家视线,致使实际确定的目标位置准确度较差,在一定程度上影响了玩家的游戏体验。
基于此,本公开实施提供了一种游戏的定位方法、装置及移动终端,可以有效提高确定目标位置的准确度,从而显著改善玩家的游戏体验。
为便于对本实施例进行理解,首先对本公开实施例所公开的一种游戏的定位方法进行详细介绍,通过终端设备提供图形用户界面,参见图2所示的一种游戏的定位方法的流程示意图,该方法主要包括以下步骤S202至步骤S206:
步骤S202,通过图形用户界面提供第一游戏地图和定位图标。在一种实施方式中,可以通过图形用户界面提供游戏画面,游戏画面包括第二游戏地图和/或定位控件,响应针对第二游戏地图的展开操作,或响应针对定位控件的点触操作,游戏画面将包括第一游戏地图和定位图标。其中,第一游戏地图也可称之为大地图,第二游戏地图也可称之为小地图,第一游戏地图所展示的区域范围可以大于第二游戏地图所展示的区域范围,定位图标可以用于指示目标位置。
步骤S204,响应作用于第一游戏地图的第一拖拽操作,控制定位图标位置固定,以及控制第一游戏地图相对于定位图标移动。在一种实施方式中,当玩家拖拽第一游戏地图时,定位图标的位置相对于图形用户界面固定,第一游戏地图将随着第一拖拽操作对应的手势相对于定位图标移动。
步骤S206,响应第一拖拽操作的结束,根据定位图标在第一游戏地图中所处的第一位置确定目标位置。例如,当玩家手指脱离终端设备的屏幕时,确定第一拖拽操作结束,此时可以将定位图标在第一游戏地图中所处的第一位置确定为目标位置。
本公开实施例提供的上述游戏的定位方法,通过固定定位图标的位置,并使第一游戏地图相对于该定位图标移动,在定位过程中玩家手指不会对定位图标在第一游戏地图中所处的第一位置造成遮挡,从而可以基于第一位置确定得到准确度更高的目标位置,进而显著改善玩家的游戏体验。
在实际应用中,通过图形用户界面提供的游戏画面可以包含虚拟场景区域、第二游戏地图和定位控件,例如图3所示的一种游戏画面的示意图,第二游戏地图位于虚拟场景区域的左上角,定位控件在图形用户界面上的位置处于第二游戏地图的边缘处。
在上述图3的基础上,本公开实施例提供了一种通过图形用户界面提供第一游戏地图和定位图标的实施方式,(1)响应针对第二游戏地图的展开操作,确定第一游戏地图的初始显示视野。其中,上述展开操作可以包括作用于第二游戏地图的长按操作、点触操作、双击操作等,也可以包括作用于定位控件的点触操作,第一游戏地图的初始显示视野可以理解为第一游戏地图的显示范围。例如,玩家点击定位控件,将以目标虚拟对象所处的第二位置为中心,第一游戏地图将包括距离第二位置预设范围内的虚拟场景区域,上述目标虚拟对象可以包括主城、玩家角色或指定建筑等。(2)通过图形用户界面按照初始显示视野显示第一游戏地图,以及显示定位图标。定位图标可以位于图形用户界面的指定位置,如正中央、上侧、下侧、左侧、右侧等。示例性的,参见图4所示的另一种游戏画面的示意图,整个游戏画面均为第一游戏地图,定位图标位于终端设备屏幕的正中央;参见图5所示的另一种游戏画面的示意图,图形用户界面包括地图展示区域,该地图展示区域位于图形用户界面的左侧,图形展示界面用于展示上述第一游戏地图,定位图标位于地图展示区域的正中央。
对于前述步骤S204,本公开实施例还提供了一种响应作用于第一游戏地图的第一拖拽操作,控制定位图标位置固定,以及控制第一游戏地图相对于定位图标移动的实施方式,可以响应作用于第一游戏地图的第一拖拽操作,确定第一拖拽操作对应的移动路径,然后控制定位图标位置固定,以及按照移动路径控制第一游戏地图相对于定位图标移动。其中,第一拖拽操作对应的移动路径也可以理解为滑动轨迹,在实际应用中,定位图标的位置相对于图形用户界面固定,第一游戏地图将随着移动路径进行移动。可选的,可以预先将游戏的完整地图划分为多个子区域,为便于玩家获知定位图标在第一游戏地图中所处的第一位置,可以将该第一位置对应的子区域高亮显示,或将该第一位置对应的子区域的轮廓高亮显示,从而改善玩家在定位过程中的体验。
在实际应用中,第一游戏地图包括多个按照第一比例尺显示的虚拟场景区域。在确定目标位置之后,还可以跳转至该目标位置对应的虚拟场景区域,在一种实施方式中,可以判断是否检测到场景跳转操作,并在判断结果为是时,通过图形用户界面按照第二比例尺显示目标位置对应的虚拟场景区域。其中,比例尺也即游戏地图上的线段长度与虚拟场景区域响应线段经水平投影的长度值比,用于表示地图图形的缩小程度,可选的,第一比例尺可以小于第二比例尺。另外,场景跳转操作可以包括第一拖拽操作的结束、作用于指定区域的第一指定操作(诸如,双击操作)或作用于跳转确定控件的第二指定操作(诸如点触操作),当检测到场景跳转操作时,即可按照第二比例尺显示目标位置对应的虚拟场景区域,其中,按照第二比例尺显示的虚拟场景区域的精度高于按照第一比例尺显示的虚拟场景区域。
为便于理解,本公开实施例提供了一些判断是否检测到场景跳转操作的实施方式,参见如下方式一至方式三:
方式一,如果监听到第一拖拽操作的结束,确定检测到场景跳转操作。为便于理解,本公开实施例在图5的基础上提供了一种方式一的实施方式,可以判断第一拖拽操作结束时对应的触点位置是否位于第一游戏地图内,也即判断玩家手指离开终端设备时的位置是否为位于上述地图展示区域内,如果是,确定检测到场景跳转操作,收起第一游戏地图并跳转至目标位置对应的虚拟场景区域,如果否,则不进行跳转。
方式二,如果监听到针对于指定区域的第一指定操作,确定检测到场景跳转操作。其中,指定区域可以为地图展示区域之外的区域,第一指定操作可以包括双击操作,请继续参见图5,当第一拖拽操作结束时,保持第一游戏地图的展开状态,且不进行虚拟场景区域的跳转,如果监听到针对地图展示区域之外的区域的双击操作,再收地第一游戏地图并跳转至目标位置对应的虚拟场景区域。
方式三,通过图形用户界面显示跳转确定控件,如果监听到针对跳转确定控件的第二指定操作,确定检测到场景跳转操作。其中,第二操作可以包括点触操作,为便于理解,本公开实施例在图4的基础上提供了一种方式三的实施方式,图4提供了跳转确定控件,当第一拖拽操作结束时,保持第一游戏地图的展开状态,且不进行虚拟场景区域的跳转,如果监听到针对跳转确定控件的点触操作,再收起第一游戏地图并跳转至目标位置对应的虚拟场景区域。
在实际应用中,可以从上述方式一、方式二或方式三中选择任一种方式检测场景跳转操作,可基于实际需求进行设置,本公开实施例对此不进行限制。
另外,以图4为例,在初始状态下图形用户界面将以目标虚拟对象所处的第二位置为中心展示第一游戏地图,且第一游戏地图的显示范围将随着第一拖拽操作改变,在实际应用中,目标虚拟对象所处第二位置可能逐步移出第一游戏地图的显示范围,此时为便于玩家了解目标虚拟对象所处第二位置与定位图标所处第一位置之间的相位位置关系,可以通过图形用户对象显示悬浮图标,为便于理解,参见如下步骤1至步骤2:
步骤1,判断第一游戏地图的当前显示视野中是否包含目标虚拟对象所处的第二位置。如果否,执行步骤2。在实际应用中,判断目标虚拟对象所处第二位置是否已经移出第一游戏地图的显示范围,如果否,确定当前显示视野不包含目标虚拟对象所处的第二位置。
步骤2,通过图形用户界面显示悬浮图标。其中,悬浮图标用于表征第二位置与第一位置之间的相对位置关系,相对位置关系包括方位关系和/或距离关系。为便于理解,参见图6所示的另一种游戏画面的示意图,可以根据第二位置与第一位置之间的方位关系,确定第二位置图标的显示位置,例如,第二位置处于第一位置的左下角,则可以在第一游戏地图 的左下边缘处显示悬浮图标,进一步的,随着定位图标所处的第一位置的改变,悬浮图标的显示位置也可以相应改变。
为便于玩家了解第二位置与第一位置之间的距离关系,还可以计算第一位置和第二位置之间的距离值,并在悬浮图标的预设区域内显示距离值。例如图6中所示,在悬浮图标的上方显示距离值。应当注意的是,距离关系也随着定位图标所处的第一位置的改变而改变。
考虑到玩家可能有重新定位的需求,或为便于玩家查看目标虚拟对象所处的第二位置,还可以响应针对悬浮图标的点触操作,控制第一游戏地图从当前显示视野恢复至初始显示视野。以图6为例,悬浮图标位于定位图标左下角处,当玩家点击悬浮图标时,第一游戏地图将自动移动,并在定位图标所处第一位置与目标虚拟对象所处第二位置重合时停止移动,此时第一游戏地图已回复至初始显示视野。为便于理解,本公开实施例提供了一种应用示例,以目标虚拟对象是主城为例,在第一游戏地图中,如果玩家移动第一游戏地图的显示视野,当显示视野不包含主城时,将通过图形用户界面提供悬浮图标,悬浮图标为该主城对应的图标,同时显示第一位置与该主城之间的距离,当玩家点击悬浮图标时将直接在第一游戏地图中定位该主城。
另外,本公开实施例还提供了一种通过拖拽定位图标确定目标位置的方式,参见如下步骤a至步骤b:
步骤a,响应针对定位图标的第二拖拽操作,控制第一游戏地图位置固定,以及控制定位图标相对于第一游戏地图移动。在实际应用中,玩家可以点击并拖拽定位图标,以控制定位图标相对于第一游戏地图移动,此时第一游戏地图位置固定。考虑到玩家拖拽定位图标的过程中,玩家手指可能会对定位图标造成一定遮挡,从而影响定位精度,为改善这一问题,本公开实施例在执行上述步骤a时,可以参见如下步骤a1至步骤a2:
步骤a1,响应针对定位图标的第二拖拽操作,控制定位图标从当前显示位置移动至指定显示位置。以图4所示的游戏画面为例,当前显示位置可以为图形用户界面的正中央,指定显示位置可以位于当前显示位置的指定方位,且与当前显示位置相距指定距离,例如参加图7所示的另一种游戏画面的示意图,指定显示位置位于当前显示位置的正上方,且与当前显示位置相距30像素,从而避免手指对定位图标造成遮挡,进而可以提高定位精度。
步骤a2,控制第一游戏地图位置固定,以及控制定位图标从指定显示位置处开始相对于第一游戏地图移动。在实际应用中,玩家按住第一游戏地图中的定位图标,定位图标将自动往上挪动30像素,以避免玩家手指遮挡视线,然后玩家拖拽定位图标,实现定位图标相对于第一游戏地图,进而实现精准定位。
步骤b,响应第二拖拽操作的结束,根据定位图标在第一游戏地图中所处第三位置确定 目标位置。例如,当玩家手指脱离终端设备的屏幕时,确定第二拖拽操作结束,此时可以将定位图标在第一游戏地图中所处的第三位置确定为目标位置。
在一种实施方式中,还可以通过图形用户界面显示定位图标所处第一位置的坐标数值,该坐标数值随着第一位置的改变而改变,如图4所示,在第一游戏地图右下角处显示有坐标数值,以通过该坐标数值辅助玩家定位,进一步提高定位精度。
为便于对上述实施例提供的游戏的定位方法进行理解,本公开实施例还提供了一种游戏的定位方法的应用实例,请参见上述图3和图5,若玩家长按小地图边缘处的定位控件,小地图将展开为半屏大地图,玩家手指保持不离开终端设备屏幕的状态,并在大地图中移动,大地图将自动跟随玩家手指移动,直至玩家手指停止向大地图边缘移动,当玩家松开手指时,大地图将收起,游戏画面直接跳转至松开手指时定位图标所处的第一位置对应的虚拟场景区域,若玩家手指保持不离开屏幕并移除大地图,则取消定位操作,此时大地图将收起且游戏画面不发生跳转。
综上所述,本公开实施例可以固定定位图标的位置,并使第一游戏地图相对于该定位图标移动,还可以固定第一游戏地图,并使定位图标从当前显示位置挪动至指定显示位置,在此基础上再使定位图标相对于第一游戏地图移动,上述两种方式均可以在定位过程中使玩家手指不会对定位图标在第一游戏地图中所处的第一位置造成遮挡,从而可以基于第一位置确定得到准确度更高的目标位置,进而显著改善玩家的游戏体验。
对于前述实施例提供的游戏的定位方法,本公开实施例还提供了一种游戏的定位装置,通过终端设备提供图形用户界面,参见图8所示的一种游戏的定位装置的结构示意图,该装置主要包括以下部分:
显示模块802,用于通过图形用户界面提供第一游戏地图和定位图标。
控制模块804,用于响应作用于第一游戏地图的第一拖拽操作,控制定位图标位置固定,以及控制第一游戏地图相对于定位图标移动。
位置确定模块806,用于响应第一拖拽操作的结束,根据定位图标在第一游戏地图中所处的第一位置确定目标位置。
本公开实施例提供的游戏的定位装置,通过固定定位图标的位置,并使第一游戏地图相对于该定位图标移动,在定位过程中玩家手指不会对定位图标在第一游戏地图中所处的第一位置造成遮挡,从而可以基于第一位置确定得到准确度更高的目标位置,进而显著改善玩家的游戏体验。
在一种实施方式中,显示模块802还用于:响应针对第二游戏地图的展开操作,确定第一游戏地图的初始显示视野;通过图形用户界面按照初始显示视野显示第一游戏地图,以及显示定位图标。
在一种实施方式中,控制模块804,还用于:响应作用于第一游戏地图的第一拖拽操作,确定第一拖拽操作对应的移动路径;控制定位图标位置固定,以及按照移动路径控制第一游戏地图相对于定位图标移动。
在一种实施方式中,第一游戏地图包括多个按照第一比例尺显示的虚拟场景区域;上述装置还包括跳转模块,用于:判断是否检测到场景跳转操作;如果是,通过图形用户界面按照第二比例尺显示目标位置对应的虚拟场景区域。
在一种实施方式中,跳转模块还用于:如果监听到第一拖拽操作的结束,确定检测到场景跳转操作;或,如果监听到针对于指定区域的第一指定操作,确定检测到场景跳转操作;或,通过图形用户界面显示跳转确定控件,如果监听到针对跳转确定控件的第二指定操作,确定检测到场景跳转操作。
在一种实施方式中,跳转模块还用于:判断第一拖拽操作结束时对应的触点位置是否位于第一游戏地图内;如果是,确定检测到场景跳转操作。
在一种实施方式中,上述装置还包括悬浮显示模块,用于:判断第一游戏地图的当前显示视野中是否包含目标虚拟对象所处的第二位置;如果否,通过图形用户界面显示悬浮图标;其中,悬浮图标用于表征第二位置与第一位置之间的相对位置关系,相对位置关系包括方位关系和/或距离关系。
在一种实施方式中,悬浮显示模块还用于:计算第一位置和第二位置之间的距离值,并在悬浮图标的预设区域内显示距离值。
在一种实施方式中,悬浮显示模块还用于:响应针对悬浮图标的点触操作,控制第一游戏地图从当前显示视野恢复至初始显示视野。
在一种实施方式中,上述装置还包括定位模块,用于:响应针对定位图标的第二拖拽操作,控制第一游戏地图位置固定,以及控制定位图标相对于第一游戏地图移动;响应第二拖拽操作的结束,根据定位图标在第一游戏地图中所处第三位置确定目标位置。
在一种实施方式中,定位模块还用于:响应针对定位图标的第二拖拽操作,控制定位图标从当前显示位置移动至指定显示位置;控制第一游戏地图位置固定,以及控制定位图标从指定显示位置处开始相对于第一游戏地图移动。
本公开实施例所提供的装置,其实现原理及产生的技术效果和前述方法实施例相同,为简要描述,装置实施例部分未提及之处,可参考前述方法实施例中相应内容。
本公开实施例提供了一种移动设备,具体的,该移动设备包括处理器和存储装置;存储装置上存储有计算机程序,计算机程序在被所述处理器运行时执行如上所述实施方式的任一项所述的方法。
图9为本公开实施例提供的一种移动设备的结构示意图,该移动设备100包括:处理 器90,存储器91,总线92和通信接口93,所述处理器90、通信接口93和存储器91通过总线92连接;处理器90用于执行存储器91中存储的可执行模块,例如计算机程序。
其中,存储器91可能包含高速随机存取存储器(RAM,Random Access Memory),也可能还包括非不稳定的存储器(non-volatile memory),例如至少一个磁盘存储器。通过至少一个通信接口93(可以是有线或者无线)实现该系统网元与至少一个其他网元之间的通信连接,可以使用互联网,广域网,本地网,城域网等。
总线92可以是ISA总线、PCI总线或EISA总线等。所述总线可以分为地址总线、数据总线、控制总线等。为便于表示,图9中仅用一个双向箭头表示,但并不表示仅有一根总线或一种类型的总线。
其中,存储器91用于存储程序,所述处理器90在接收到执行指令后,执行所述程序,前述本公开实施例任一实施例揭示的流过程定义的装置所执行的方法可以应用于处理器90中,或者由处理器90实现。
处理器90可能是一种集成电路芯片,具有信号的处理能力。在实现过程中,上述方法的各步骤可以通过处理器90中的硬件的集成逻辑电路或者软件形式的指令完成。上述的处理器90可以是通用处理器,包括中央处理器(Central Processing Unit,简称CPU)、网络处理器(Network Processor,简称NP)等;还可以是数字信号处理器(Digital Signal Processing,简称DSP)、专用集成电路(Application Specific Integrated Circuit,简称ASIC)、现成可编程门阵列(Field-Programmable Gate Array,简称FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件。可以实现或者执行本公开实施例中的公开的各方法、步骤及逻辑框图。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等。结合本公开实施例所公开的方法的步骤可以直接体现为硬件译码处理器执行完成,或者用译码处理器中的硬件及软件模块组合执行完成。软件模块可以位于随机存储器,闪存、只读存储器,可编程只读存储器或者电可擦写可编程存储器、寄存器等本领域成熟的存储介质中。该存储介质位于存储器91,处理器90读取存储器91中的信息,结合其硬件完成上述方法的步骤。
本公开实施例所提供的可读存储介质的计算机程序产品,包括存储了程序代码的计算机可读存储介质,所述程序代码包括的指令可用于执行前面方法实施例中所述的方法,具体实现可参见前述方法实施例,在此不再赘述。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对相关技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计 算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。
最后应说明的是:以上所述实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应所述以权利要求的保护范围为准。

Claims (14)

  1. 一种游戏的定位方法,其中,通过终端设备提供图形用户界面,所述方法包括:
    通过所述图形用户界面提供第一游戏地图和定位图标;
    响应作用于所述第一游戏地图的第一拖拽操作,控制所述定位图标位置固定,以及控制所述第一游戏地图相对于所述定位图标移动;
    响应所述第一拖拽操作的结束,根据所述定位图标在所述第一游戏地图中所处的第一位置确定目标位置。
  2. 根据权利要求1所述的方法,其中,所述通过所述图形用户界面提供第一游戏地图和定位图标的步骤,包括:
    响应针对第二游戏地图的展开操作,确定所述第一游戏地图的初始显示视野;
    通过所述图形用户界面按照所述初始显示视野显示所述第一游戏地图,以及显示定位图标。
  3. 根据权利要求2所述的方法,其中,所述响应作用于所述第一游戏地图的第一拖拽操作,控制所述定位图标位置固定,以及控制所述第一游戏地图相对于所述定位图标移动的步骤,包括:
    响应作用于所述第一游戏地图的第一拖拽操作,确定所述第一拖拽操作对应的移动路径;
    控制所述定位图标位置固定,以及按照所述移动路径控制所述第一游戏地图相对于所述定位图标移动。
  4. 根据权利要求1所述的方法,其中,所述第一游戏地图包括多个按照第一比例尺显示的虚拟场景区域;所述方法还包括:
    判断是否检测到场景跳转操作;
    如果是,通过所述图形用户界面按照第二比例尺显示所述目标位置对应的虚拟场景区域。
  5. 根据权利要求4所述的方法,其中,所述判断是否检测到场景跳转操作的步骤,包括:
    如果监听到所述第一拖拽操作的结束,确定检测到场景跳转操作;
    或,如果监听到针对于指定区域的第一指定操作,确定检测到所述场景跳转操作;
    或,通过所述图形用户界面显示跳转确定控件,如果监听到针对所述跳转确定控件的第二指定操作,确定检测到所述场景跳转操作。
  6. 根据权利要求5所述的方法,其中,所述如果监听到所述第一拖拽操作的结束,确 定检测到场景跳转操作的步骤,包括:
    判断所述第一拖拽操作结束时对应的触点位置是否位于所述第一游戏地图内;
    如果是,确定检测到场景跳转操作。
  7. 根据权利要求1所述的方法,其中,所述方法还包括:
    判断所述第一游戏地图的当前显示视野中是否包含目标虚拟对象所处的第二位置;
    如果否,通过所述图形用户界面显示悬浮图标;其中,所述悬浮图标用于表征所述第二位置与所述第一位置之间的相对位置关系,所述相对位置关系包括方位关系和/或距离关系。
  8. 根据权利要求7所述的方法,其中,所述方法还包括:
    计算所述第一位置和所述第二位置之间的距离值,并在所述悬浮图标的预设区域内显示所述距离值。
  9. 根据权利要求7所述的方法,其中,所述方法还包括:
    响应针对所述悬浮图标的点触操作,控制所述第一游戏地图从所述当前显示视野恢复至初始显示视野。
  10. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应针对所述定位图标的第二拖拽操作,控制所述第一游戏地图位置固定,以及控制所述定位图标相对于所述第一游戏地图移动;
    响应所述第二拖拽操作的结束,根据所述定位图标在所述第一游戏地图中所处第三位置确定目标位置。
  11. 根据权利要求10所述的方法,其中,所述响应针对所述定位图标的第二拖拽操作,控制所述第一游戏地图位置固定,以及控制所述定位图标相对于所述第一游戏地图移动的步骤,包括:
    响应针对所述定位图标的第二拖拽操作,控制所述定位图标从当前显示位置移动至指定显示位置;
    控制所述第一游戏地图位置固定,以及控制所述定位图标从所述指定显示位置处开始相对于所述第一游戏地图移动。
  12. 一种游戏的定位装置,其中,通过终端设备提供图形用户界面,所述装置包括:
    显示模块,用于通过所述图形用户界面提供第一游戏地图和定位图标;
    控制模块,用于响应作用于所述第一游戏地图的第一拖拽操作,控制所述定位图标位置固定,以及控制所述第一游戏地图相对于所述定位图标移动;
    位置确定模块,用于响应所述第一拖拽操作的结束,根据所述定位图标在所述第一游戏地图中所处的第一位置确定目标位置。
  13. 一种移动终端,其中,包括处理器和存储器;
    所述存储器上存储有计算机程序,所述计算机程序在被所述处理器运行时执行如权利要求1至11任一项所述的方法。
  14. 一种计算机存储介质,其中,用于储存为权利要求1至11任一项所述方法所用的计算机软件指令。
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