A game control method, device, electronic device and storage medium
By displaying the orientation guide signs in the virtual scene, the problem of obstruction of vision and inconvenience in operation caused by excessive signs when searching for airdrop materials in the virtual scene is solved, and the search speed and human-computer interaction efficiency are improved.
Patent Information
- Application Number
- CN202210968915.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-08-12
- Publication Date
- 2025-06-13
- Estimated Expiration
- 2042-08-12
AI Technical Summary
In shooting games, when players search for airdrop materials in virtual scenes, their vision is blocked due to multiple signs displayed on the scene thumbnail map, which makes them inconvenient to operate, which reduces the search efficiency and human-computer interaction efficiency.
After the virtual object is moved to the target scene area, the orientation guide sign is displayed on the graphical user interface to help players quickly find virtual supplies in the virtual scene.
Through the orientation guide sign, players can more conveniently control the movement of virtual objects to virtual materials, improving search speed and operation convenience, thereby improving human-computer interaction efficiency.
Smart Images

Figure CN115317912B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the technical field of games. Specifically, it relates to a game control method, device, electronic device, and storage medium. Background Art
[0002] In some shooting games, a virtual vehicle (such as a helicopter) drops airdrop supplies into the virtual scene at a fixed route and fixed time intervals. After the airdrop supplies land, special identifiers will be generated in the virtual scene, and position identifiers corresponding to the positions of the airdrop supplies in the virtual scene will be generated on the scene thumbnail map. Players can find and loot the airdrop supplies according to the position identifiers and the special identifiers in the virtual scene.
[0003] However, since the scene thumbnail map not only shows the position identifiers corresponding to the airdrop supplies, but also shows the object identifiers corresponding to multiple virtual objects, and there are many identifiers shown in a relatively small scene thumbnail map, it is easy to block the player's line of sight for viewing the relative positions between the object identifier corresponding to the virtual object they control and the position identifier corresponding to the airdrop supplies. Moreover, the display range of the special identifier corresponding to the airdrop supplies in the virtual scene has certain limitations. In this way, while the player views the position identifier corresponding to the airdrop supplies shown in the scene thumbnail map and controls the virtual object to move to the position of the airdrop supplies in the virtual scene, not only is the operation inconvenient, but also it is easy for the player to be unable to accurately control the virtual object to move to the position of the airdrop supplies in the virtual scene due to the blocked line of sight, ultimately resulting in a decrease in the efficiency of the player searching for airdrop supplies, and further reducing the human-computer interaction efficiency. Summary of the Invention
[0004] In view of this, the purpose of this application is to provide a game control method, device, electronic device, and storage medium. After the virtual object moves to the target scene area, an orientation guidance identifier is displayed on the graphical user interface, which helps the player quickly find the virtual supplies in the virtual scene according to the displayed orientation guidance identifier, improves the speed of the player searching for virtual supplies in the virtual scene, and further improves the human-computer interaction efficiency.
[0005] In a first aspect, an embodiment of this application provides a game control method. A graphical user interface is provided through a terminal device, and the virtual scene of the current virtual battle task is displayed on the graphical user interface. The method includes:
[0006] Responding to the current virtual battle task meeting a preset condition, controlling the dropping of virtual supplies in the virtual scene;
[0007] Determining the target scene area in the virtual scene corresponding to the dropped virtual supplies;
[0008] In response to the virtual object moving into the target scene area, an orientation guidance identifier is displayed on the graphical user interface, and the indication direction of the orientation guidance identifier is controlled according to the target position of the virtual material in the virtual scene.
[0009] In an alternative embodiment of the present application, the target position is located within the target scene area.
[0010] In an alternative embodiment of the present application, the step of displaying an orientation guidance identifier on the graphical user interface in response to the virtual object moving into the target scene area includes:
[0011] In response to the virtual object moving into the target scene area, the distance between the virtual object and the virtual material within the target scene area is detected.
[0012] In response to the distance between the virtual object and the virtual material within the target scene area being less than a preset distance threshold, an orientation guidance identifier is displayed on the graphical user interface.
[0013] In an alternative embodiment of the present application, the method further includes:
[0014] A material area identifier corresponding to the virtual material is displayed in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface.
[0015] In an alternative embodiment of the present application, the step of displaying a material area identifier corresponding to the virtual material in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface includes:
[0016] At the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface, a material area identifier with a preset area corresponding to the virtual material is superimposed and displayed.
[0017] In an alternative embodiment of the present application, the step of controlling the placement of virtual materials in the virtual scene includes:
[0018] The virtual material is generated at a preset height in the virtual scene.
[0019] Controlling the virtual material to move from the preset height to the target position in the virtual scene.
[0020] In an alternative embodiment of the present application, the step of displaying a material area identifier corresponding to the virtual material in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface includes:
[0021] During the process of controlling the virtual item to move from the preset height to the target position in the virtual scene, a material area identifier corresponding to the virtual item is displayed in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface.
[0022] In an alternative embodiment of the present application, the method further includes:
[0023] In response to the virtual item moving from the preset height to the target position in the virtual scene, control is performed to update the material area identifier to a material location identifier displayed at the position corresponding to the target position in the scene thumbnail.
[0024] In an alternative embodiment of the present application, the method further includes:
[0025] Differentially display the material area identifiers corresponding to the virtual item displayed in the map areas corresponding to different target scene areas in the scene thumbnail map; wherein, different target scene areas are used to place virtual items of different levels.
[0026] In an alternative embodiment of the present application, the method further includes:
[0027] Display a timing control on the graphical user interface; wherein, the timing control is used to perform a countdown display based on the moment when the virtual item is generated at the preset height in the virtual scene and the moment when the virtual item moves from the preset height to the target position in the virtual scene;
[0028] Adjust the display form of the material area identifier corresponding to the virtual item displayed in the map area corresponding to the target scene area in the scene thumbnail map according to the countdown displayed in the timing control.
[0029] In an alternative embodiment of the present application, the adjusting the display form of the material area identifier corresponding to the virtual item displayed in the map area corresponding to the target scene area in the scene thumbnail map according to the countdown displayed in the timing control includes:
[0030] Fill the material area identifier corresponding to the virtual item displayed in the map area corresponding to the target scene area in the scene thumbnail map with a target color according to the time progress of the countdown displayed in the timing control; wherein, the time progress of the countdown has a correlation with the filling area of the material area identifier, and the target color is used to be determined according to the level of the virtual item placed in the target scene area.
[0031] In an alternative embodiment of the present application, the method further includes:
[0032] Display a virtual object identifier corresponding to the virtual object in a scene thumbnail map displayed in the graphical user interface;
[0033] Wherein, the position of the virtual object identifier in the scene thumbnail map is updated in real time according to the movement of the virtual object in the virtual scene.
[0034] In an alternative embodiment of the present application, the method further includes:
[0035] In response to virtual supplies in the target scene area being picked up, control to delete a supply area identifier corresponding to the virtual supplies from a map area corresponding to the target scene area in the scene thumbnail map.
[0036] In an alternative embodiment of the present application, the preset condition includes one of the following items:
[0037] The game process of the current virtual battle task reaches a preset time point;
[0038] A virtual vehicle summoning event is executed by a virtual object in the current virtual battle task, wherein the virtual vehicle is used to drop virtual supplies into the virtual scene;
[0039] The number of surviving virtual objects in the current virtual battle task reaches a set number.
[0040] In a second aspect, an embodiment of the present application provides a game control device, which provides a graphical user interface through a terminal device, and a virtual scene of the current virtual battle task is displayed on the graphical user interface. The device includes:
[0041] A supply control module, configured to control to drop virtual supplies in the virtual scene in response to the current virtual battle task meeting a preset condition;
[0042] An area determination module, configured to determine a target scene area corresponding to the dropped virtual supplies in the virtual scene;
[0043] An orientation guidance module, configured to display an orientation guidance identifier on the graphical user interface in response to a virtual object moving into the target scene area, and control the indication direction of the orientation guidance identifier according to the target position of the virtual supplies in the virtual scene.
[0044] In a third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the memory through the bus. When the machine-readable instructions are executed by the processor, the steps of the game control method as described above are executed.
[0045] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it executes the steps of the game control method as described above.
[0046] The technical effects brought by the technical solutions provided by the embodiments of the present application at least include:
[0047] After virtual supplies are put into the virtual scene, determine the target scene area in the virtual scene corresponding to the put virtual supplies. After the virtual object moves to the target scene area, display an orientation guiding identifier on the graphical user interface to guide the virtual object to move from the current position of the virtual object towards the virtual supplies in the virtual scene. In this way, after the player controls the virtual object to move to the target scene area, the player can directly and precisely control the virtual object to move from the current position of the virtual object towards the virtual supplies in the virtual scene according to the orientation guiding identifier, without the player having to check the position identifier corresponding to the airdropped supplies displayed in the scene thumbnail map while controlling the virtual object to move to the position where the airdropped supplies are located in the virtual scene. The operation is convenient, and the player's line of sight will not be affected because too many identifiers are displayed on the graphical user interface, which helps to improve the efficiency of the player searching for airdropped supplies, enables the player to find the virtual supplies as soon as possible according to the orientation guiding identifier after entering the target scene area, improves the speed of the player searching for virtual supplies in the virtual scene, and further improves the human-computer interaction efficiency.
[0048] To make the above objects, features, and advantages of the present application more obvious and understandable, the following specifically enumerates preferred embodiments and, in conjunction with the accompanying drawings, makes the following detailed description. BRIEF DESCRIPTION OF THE DRAWINGS
[0049] To more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings required to be used in the embodiments. It should be understood that the following drawings only show some embodiments of the present application and should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can also be obtained based on these drawings without creative efforts.
[0050] Figure 1 A flowchart of a game control method provided by an embodiment of the present application;
[0051] Figure 2 A schematic diagram of a graphical user interface provided by an embodiment of the present application;
[0052] Figure 3 A flowchart of another game control method provided by an embodiment of the present application;
[0053] Figure 4A schematic diagram of another graphical user interface provided by an embodiment of the present application;
[0054] Figure 5 A flowchart of another game control method provided by an embodiment of the present application;
[0055] Figure 6 A schematic structural diagram of a game control device provided by an embodiment of the present application;
[0056] Figure 7 A schematic structural diagram of another game control device provided by an embodiment of the present application;
[0057] Figure 8 A schematic structural diagram of another game control device provided by an embodiment of the present application;
[0058] Figure 9 A schematic structural diagram of an electronic device provided by an embodiment of the present application. Detailed implementation manners
[0059] To make the objectives, 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 accompanying drawings in the embodiments of the present application. Apparently, the described embodiments are only some of the embodiments of the present application, rather than all the embodiments. Components of the embodiments of the present application usually described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations. Therefore, the detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the claimed present application, but merely represents selected embodiments of the present application. Based on the embodiments of the present application, every other embodiment obtained by a person skilled in the art without creative efforts shall fall within the protection scope of the present application.
[0060] First, a brief introduction to the names involved in the embodiments of the present application:
[0061] (1) Terminal device
[0062] The terminal device involved in the embodiments of the present application mainly refers to a terminal for providing a graphical user interface and capable of performing control operations on virtual objects. Among them, the terminal device can be the local terminal device mentioned below, or the client device in the cloud interaction system. The terminal device can include, but is not limited to, any one of the following devices: laptop computer, smart phone, tablet computer, desktop computer, game console, MP4 (Moving Picture Experts Group Audio Layer IV) player, personal digital assistant (PDA), e-book reader, etc. An application program that supports games, such as an application program that supports 3D games or 2D games, is installed and run on the terminal device. In the embodiments of the present application, the application program is introduced as a game application. Optionally, the application program can be a stand-alone version of the application program, such as a stand-alone 3D game program, or a network online version of the application program.
[0063] (2) Graphical User Interface
[0064] A graphical user interface is a display format for the interface between a human and a computer, allowing the user to manipulate icons, identifiers, or menu options on the screen using input devices such as a mouse or keyboard, and also allowing the user to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs, or perform other tasks, etc.
[0065] The graphical user interface in the embodiments of the present application can provide or display the screen corresponding to the application program, and the screen includes a UI interface and a game screen for players to interact. In an alternative embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indication identifiers (such as direction indication identifiers, character indication identifiers, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, store, gold coins, etc.). In an alternative embodiment, the game screen is the display screen corresponding to the terminal device displaying the virtual scene, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.
[0066] (3) Virtual Scene
[0067] A virtual scene is a game scene displayed (or provided) when an application runs on a terminal or a server, that is, a scene used during normal gameplay. That is to say, a virtual scene refers to, during the game process, virtual game controls that carry virtual objects, and the virtual objects can move, release skills, etc. under the control of operation instructions issued by a user (i.e., a player) to a terminal device in the game scene. Optionally, the game scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene where a user controls the complete game logic of virtual objects. Optionally, the game scene can also be used for battles between at least two virtual objects in the game scene, and there are virtual resources available for at least two virtual objects in this game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements, etc.
[0068] (4) Virtual object
[0069] A virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, an anime character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle. The embodiments of the present application do not limit this. In a possible implementation manner, a user can control the virtual object to move in the virtual scene. For example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual props, etc. provided by the application to fight with other virtual objects. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model, and each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a part of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human bone technology, and the virtual object realizes different external images by wearing different skins. In some implementation manners, the virtual object can also be implemented using a 2.5D or 2D model. The embodiments of the present application do not limit this.
[0070] (5) Virtual battle task
[0071] The virtual battle task includes a virtual scenario, as well as virtual objects controlled by a player in the virtual scenario and other virtual objects. Among them, the virtual object is the virtual object controlled by the player using the first terminal device, and the other virtual objects are the virtual objects controlled by other players who participate in this virtual battle task together in this virtual battle task. Here, the virtual object and the other virtual objects belong to the same virtual camp.
[0072] The game control method provided by the embodiments of the present application can run on a local terminal device or a server. When the game control method runs on the server, the game control method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0073] In an alternative embodiment, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the game control method are completed on the cloud game server, and the role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the cloud game server in the cloud is responsible for game control. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0074] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on the electronic device and run. The way for the local terminal device to provide the graphical user interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes the game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0075] Secondly, the applicable application scenarios of the present application are introduced. The present application can be applied to the field of game technology, such as shooting games. In related games, players can compete with each other for limited maps and resources corresponding to the virtual scene, collect supplies, such as various firearms in the game, and telescopic sights for upgrading firearms, some equipment and medicines, such as helmets, backpacks, flash bombs, and airdrop supplies. Among them, there are two ways to obtain airdrop supplies: First, by using a summoning item (such as a flare) equipped by a virtual object to summon a virtual vehicle (such as a helicopter), and the virtual vehicle drops airdrop supplies to the location where the virtual object is located in the form of an airdrop; Second, during the game process, the virtual vehicle drops airdrop supplies into the virtual environment at a fixed route and fixed time intervals.
[0076] Exemplarily, the related game can be carried out according to the following steps: In response to the condition that the number of players who have completed the game preparation session reaches the first preset number, control the virtual objects that have completed the game preparation session to enter the first game session; During the progress of the first game session, in response to the interaction behavior of the virtual objects in the virtual scene that are in the first game session, control the virtual objects to move and pick up supplies in the virtual scene. Specifically, the condition that the number of players who have completed the game preparation session reaches the first preset number is used to control the start of this game session. It can be understood that the game players send a start request for this game session to the server through the terminal device. After receiving the start request for this game session, the server determines whether the received start request from the game players meets the start condition of this game session. If it meets the condition, control the start of this game session. Specifically, the start condition of this game session (the start condition of the game search session) can include the following: The number of players participating in this game session meets the requirements of the first preset number, such as starting this game session when the number of players participating in this game session meets 100 people, or 120 people, or 140 people, etc.; The game online duration of the virtual objects participating in this game session is not greater than the preset limit duration specified in the game. For example, in order to prevent game players from having too long game time and affecting their eyesight, the server sets a preset limit duration. If the game online duration exceeds this preset limit duration, the server will force the game player to quit this game session. Among them, the interaction behavior refers to the behavior of the virtual object controlled by the player to carry out activities in the virtual scene. Exemplarily, the behavior of the virtual object to carry out activities in the virtual scene may include, but is not limited to, at least one of the following: walking, running, jumping, climbing, lying down, attacking, releasing skills, picking up supplies, sending messages. Here, the virtual objects moving in the virtual scene include not only the virtual objects controlled by this player, but also the virtual objects controlled by other players or other non-player controlled virtual objects.
[0077] Specifically, when a virtual vehicle (such as a helicopter) drops airdropped supplies into the virtual scene at a fixed flight path and fixed time intervals, special identifiers will be generated for the airdropped supplies in the virtual scene after they land, and position identifiers corresponding to the positions of the airdropped supplies in the virtual scene will be generated on the scene thumbnail map. Players can find and loot the airdropped supplies based on the position identifiers and the special identifiers in the virtual scene.
[0078] However, through research, it is found that in addition to the position identifiers corresponding to the airdropped supplies being displayed in the scene thumbnail map, object identifiers corresponding to multiple virtual objects are also displayed. With more identifiers being displayed in a smaller scene thumbnail map, it is easy to obstruct the player's line of sight when viewing the relative positions between the object identifier corresponding to the virtual object they control and the position identifier corresponding to the airdropped supplies. Moreover, the display range of the special identifier corresponding to the airdropped supplies in the virtual scene has certain limitations. In this way, while the player views the position identifier corresponding to the airdropped supplies displayed in the scene thumbnail map and controls the virtual object to move towards the position where the airdropped supplies are located in the virtual scene, not only is the operation inconvenient, but it is also easy for the player to be unable to accurately control the virtual object to move towards the position where the airdropped supplies are located in the virtual scene due to the obstructed line of sight, ultimately resulting in a decrease in the efficiency of the player searching for airdropped supplies and further reducing the human-computer interaction efficiency.
[0079] Based on this, the embodiments of the present application provide a game control method, device, electronic device, and storage medium. Players can quickly find virtual supplies in the virtual scene according to the displayed orientation guidance identifier, which improves the speed of players searching for virtual supplies in the virtual scene and further improves the human-computer interaction efficiency.
[0080] Please refer to Figure 1 , Figure 1 which is a flowchart of a game control method provided by the embodiments of the present application. As shown in Figure 1 the game control method provided by the embodiments of the present application includes:
[0081] S101. In response to the current virtual battle task meeting the preset conditions, control the dropping of virtual supplies in the virtual scene;
[0082] S102. Determine the target scene area in the virtual scene corresponding to the dropped virtual supplies;
[0083] S103. In response to the virtual object moving into the target scene area, display an orientation guidance identifier on the graphical user interface, and control the indication direction of the orientation guidance identifier according to the target position of the virtual supplies in the virtual scene.
[0084] After the virtual supplies are put into the virtual scene in the game control method provided by the embodiment of the present application, the target scene area corresponding to the put virtual supplies in the virtual scene is determined. After the virtual object moves to the target scene area, an orientation guiding identifier is displayed on the graphical user interface to guide the virtual object to move from the current position of the virtual object towards the virtual supplies in the virtual scene. In this way, after the player controls the virtual object to move to the target scene area, the player can directly and precisely control the virtual object to move from the current position of the virtual object towards the virtual supplies in the virtual scene according to the orientation guiding identifier, without the player having to view the position identifier corresponding to the airdropped supplies shown in the scene thumbnail map while controlling the virtual object to move to the position where the airdropped supplies are located in the virtual scene. The operation is convenient, and the player's line of sight will not be affected because too many identifiers are displayed on the graphical user interface, which helps to improve the efficiency of the player searching for airdropped supplies, enables the player to find the virtual supplies as soon as possible according to the orientation guiding identifier after entering the target scene area, improves the speed of the player searching for virtual supplies in the virtual scene, and further improves the human-computer interaction efficiency.
[0085] For the convenience of understanding this embodiment, taking the game control method provided by the embodiment of the present application applied to a terminal device as an example, the above exemplary steps provided by the embodiment of the present application will be described separately.
[0086] In step S101, in response to the current virtual battle task meeting the preset conditions, control the virtual supplies to be put into the virtual scene.
[0087] In this step, the preset conditions include one of the following items:
[0088] (1) The game process of the current virtual battle task reaches the preset time point.
[0089] (2) The virtual object in the current virtual battle task executes a virtual vehicle summoning event, where the virtual vehicle is used to put virtual supplies into the virtual scene.
[0090] (3) The number of surviving virtual objects in the current virtual battle task reaches the set number.
[0091] The following specifically describes the above three situations where the preset conditions are included:
[0092] (1) The game process of the current virtual battle task reaches the preset time point.
[0093] In one embodiment, the preset time point can be a fixed time point preset by the game system, and this fixed time point can be a time point uniformly set in the game mechanism. For example, when the game process of the current virtual battle task reaches 20 minutes, control the virtual supplies to be put into the virtual scene.
[0094] In this way, since players know in advance the fixed time points for dropping virtual supplies in the virtual scenario, they can prepare in advance to search for virtual supplies, avoiding the situation where players miss the opportunity to scavenge virtual supplies due to not knowing the time for dropping virtual supplies in the virtual scenario. This helps to speed up the game process and indirectly improve the human-computer interaction efficiency.
[0095] In another embodiment, the preset time point can be a random time point preset by the game system. This random time point can be a time point randomly set in the game mechanism. For example, when the game process of this virtual battle task reaches 10 minutes, or 20 minutes, or 30 minutes, control the dropping of virtual supplies in the virtual scenario.
[0096] Here, since the time point for dropping virtual supplies in the virtual scenario is a random time point, and the program code for random time points in the computer is relatively not very complex, this can establish a balance between computer resources and the player's gaming experience. While improving the player's gaming experience, it is not necessary to consume a large amount of computer resources to achieve the effect of game balance.
[0097] (2) The virtual object in this virtual battle task executes a virtual vehicle summoning event, where the virtual vehicle is used to drop virtual supplies into the virtual scenario.
[0098] Among them, the virtual vehicle summoning event refers to summoning a virtual vehicle (such as a helicopter) through a summoning item (such as a flare) equipped by the virtual object, and the virtual vehicle drops virtual supplies into the virtual scenario in an airdrop manner.
[0099] Here, the time for dropping virtual supplies in the virtual scenario can be controlled by the players themselves, that is, the time when virtual supplies appear in the virtual scenario can be controlled by the players themselves. By executing the virtual vehicle summoning event, the virtual object can control the dropping of virtual supplies in the virtual scenario. This enables the virtual object that finds the summoning item to summon and preferentially search for virtual supplies, thus motivating players not only to wait for airdropped supplies but also to search for summoning items in the virtual scenario, increasing the diversity of virtual supply drops. Since the virtual supplies dropped in the virtual scenario are highly attractive, it can encourage more players to compete for virtual supplies, and different camps will inevitably fight to eliminate some players, which can significantly reduce the number of players, thereby shortening the duration of a single game and indirectly improving the human-computer interaction efficiency.
[0100] (3) The number of surviving virtual objects in this virtual battle task reaches the set number.
[0101] In this step, a set number is used as the starting condition for the game system to determine the virtual supplies to be placed in the virtual scene. During the virtual battle task, if the number of surviving virtual objects reaches the set number, the placement of virtual supplies in the virtual scene will be triggered.
[0102] Among them, the set number can be determined by the value set by the game developer according to the game design, or can be determined by performing intelligent analysis on the historical data in the virtual battle task through artificial intelligence technology.
[0103] In this way, according to the number of surviving virtual objects reaching the set number, triggering the placement of virtual supplies in the virtual scene helps to gather scattered players, increase the possibility of confrontation between different players, thereby accelerating the elimination speed of each virtual object in the game, indirectly shortening the duration of a single game, and achieving the purpose of improving the human-computer interaction efficiency.
[0104] In step S102, the target scene area corresponding to the virtual supplies to be placed in the virtual scene is determined. Here, the target scene area has at least the following two functions:
[0105] First, the target scene area can be used to place virtual supplies. Specifically, the target scene area has a certain boundary or range in the virtual scene, and virtual objects can move a certain distance within the target scene area or move at the current moving speed within the target scene area for a certain period of time. In one embodiment, when the system places virtual supplies, an airdrop area is predetermined as the target scene area, and virtual supplies are randomly placed within this airdrop area; in one embodiment, the system predetermines the exact position when placing virtual supplies, and then determines the corresponding airdrop area according to the rules preset by the system; among them, the system will place the virtual supplies at this exact position, and the scene thumbnail map in the game will generate a material area identifier corresponding to the airdrop area; in another embodiment, the system simultaneously determines the target scene area for placing virtual supplies and the exact position for placing virtual supplies within the target scene area. Here, the target scene area and the exact position appear simultaneously and complement each other.
[0106] In the embodiment of the present application, the target scene area is used to place virtual supplies, which allows players to control the virtual objects to search for virtual supplies within the target scene area after moving to the target scene area. Since the search area for virtual supplies is determined as the target scene area, it helps players to pre-understand the search area for virtual supplies, thereby accurately and timely adjusting the moving direction of the virtual objects to ensure that the virtual objects are always searching for virtual supplies within the target scene area, effectively improving the search efficiency of players for virtual supplies and helping to accelerate the game process.
[0107] Second, the target scene area can be used as a trigger area for triggering the display of orientation guidance marks on the graphical user interface. At this time, the target scene area may have nothing to do with the precise position for placing virtual supplies in the virtual scene. That is, when placing virtual supplies in the virtual scene, a target scene area can be determined synchronously, and this target scene area is not used for placing virtual supplies. However, after placing virtual supplies in the virtual scene, if a player moves to this target scene area, it will trigger the display of an orientation guidance mark on the graphical user interface for guiding the virtual object to move towards the virtual supplies.
[0108] Exemplarily, in a related game, the above target scene area can be used as one of the links in the game's reward mechanism. The design idea of this reward mechanism is as follows: When a player completes a specified task, clues for the player to move to the target scene area can be provided, or the player moves to the target scene area by luck. When the player moves to the target scene area, it can trigger the display of an orientation guidance mark on the graphical user interface, enabling the player to quickly search for virtual supplies in the virtual scene according to the orientation guidance mark. By setting such a reward mechanism, it can encourage players to actively complete the specified tasks or actively move in the virtual scene, which helps to speed up the game process.
[0109] In the embodiments of the present application, by setting a reward mechanism based on "the target scene area can trigger the display of the orientation guidance mark", multiple virtual objects are encouraged to search for the target scene area in the virtual scene and obtain corresponding virtual rewards (this virtual reward is the display of the orientation guidance mark on the graphical user interface), so that the virtual objects can quickly complete the search for virtual supplies and enrich the game experience. At the same time, after the player moves to the target scene area, the player can quickly search for virtual supplies in the virtual scene according to the displayed orientation guidance mark, which is convenient for the player to quickly find the virtual supplies, helps to speed up the game process, and indirectly improves the human-computer interaction efficiency.
[0110] In step S103, in response to the virtual object moving into the target scene area, an orientation guidance mark is displayed on the graphical user interface, and the indication direction of the orientation guidance mark is controlled according to the target position of the virtual supplies in the virtual scene.
[0111] In the above steps, the orientation guidance mark has a guiding direction, and this guiding direction is the direction from the current position of the virtual object towards the target position of the virtual supplies in the virtual scene. Furthermore, according to the orientation guidance mark, the player can control the virtual object to move from the current position of the virtual object towards the target position of the virtual supplies in the virtual scene.
[0112] Specifically, the orientation guidance identifier may include one of a two-dimensional orientation guidance identifier and a three-dimensional orientation guidance identifier. The display form of the orientation guidance identifier may be a planar arrow, a three-dimensional arrow, etc. Among them, the indication directions of the planar arrow or the three-dimensional arrow both point to the target position of the virtual item in the virtual scene. In one embodiment, the orientation guidance identifier may be set at the boundary of the graphical user interface to avoid blocking a part of the virtual scene displayed in the graphical user interface. In another embodiment, the orientation guidance identifier may be set above the head of the virtual object, so that the player controlling the virtual object can observe the change of the orientation guidance identifier in time and adjust its travel route in time according to the change of the orientation guidance identifier.
[0113] For example, please refer to Figure 2 , Figure 2 which is a schematic diagram of a graphical user interface provided by an embodiment of the present application. As Figure 2 shown, after the virtual object 201 enters the target scene area 202 of the virtual scene, an orientation guidance identifier 203 will be displayed on the graphical user interface. The indication direction of the orientation guidance identifier 203 points to the target position of the virtual item in the virtual scene. As Figure 2 shown, the indication direction of the orientation guidance identifier 203 is to the left of the current position of the virtual object 201. Furthermore, the player can control the virtual object 201 to move towards the target position where the virtual item is located according to the indication direction of the orientation guidance identifier 203.
[0114] In addition, after the virtual object moves to the target scene area, a text prompt message may also be displayed on the graphical user interface. The text prompt message is used to prompt the distance between the virtual object and the target position of the virtual item in the virtual scene. For example, the text prompt message pops up in the form of a pop-up window. A voice prompt message may also be output. For example, when the distance between the virtual object and the target position of the virtual item in the virtual scene is continuously reduced, a "beep beep beep" sound will be emitted, or a voice broadcast will be "The distance between you and the virtual item reaches XX", etc., so that the player can find the virtual item as soon as possible under the prompt message, thereby saving the time for the player to search for the virtual item in the virtual scene.
[0115] In the embodiments of the present application, displaying an orientation guidance identifier on the graphical user interface can provide accurate direction guidance for a virtual object to search for virtual supplies in a virtual scene, enabling the virtual object to accurately and quickly move to the target position of the virtual supplies in the virtual scene according to the indicated direction provided by the orientation guidance identifier, which helps the virtual object quickly find the virtual supplies in the virtual scene and saves the time for the virtual object to search for the virtual supplies in the virtual scene. Moreover, there is no need for the player to view the position identifier corresponding to the virtual supplies displayed in the scene thumbnail map while controlling the virtual object to move to the target position of the virtual supplies in the virtual scene. The operation is convenient, and the player's line of sight will not be affected by too many identifiers displayed on the graphical user interface, which helps improve the efficiency of the player to search for virtual supplies, enabling the player to quickly find the virtual supplies according to the orientation guidance identifier after entering the target scene area, increasing the speed of the player to search for virtual supplies in the virtual scene, and thus improving the human-computer interaction efficiency.
[0116] In one embodiment, the embodiments of the present application will take the target scene area for placing virtual supplies as an example to specifically illustrate the present case as follows:
[0117] When the target position of the virtual supplies in the virtual scene is within the target scene area, in step S103, the steps of responding to the virtual object moving into the target scene area and displaying an orientation guidance identifier on the graphical user interface include: responding to the virtual object moving into the target scene area, and detecting the distance between the virtual object and the virtual supplies in the target scene area; responding to the distance between the virtual object and the virtual supplies in the target scene area being less than a preset distance threshold, and displaying an orientation guidance identifier on the graphical user interface.
[0118] In this step, since the virtual supplies are within the target scene area, when the virtual object moves into the target scene area, responding to the distance between the virtual object and the virtual supplies being less than the preset distance threshold, an orientation guidance identifier can be displayed on the graphical user interface, and the player can control the virtual object to move towards the target position according to this orientation guidance identifier.
[0119] Among them, the target scene area can be set to a regular shape, such as a circle, a square, etc. If the target scene area is a circle, the preset distance threshold is less than the diameter of the circular area corresponding to the target scene area; if the target scene area is a square, the preset distance threshold is less than the side length of the square area corresponding to the target scene area; the target scene area can also be set to an irregular shape. Here, the preset distance threshold can be set according to the experience of the game designer.
[0120] In this way, when the virtual object moves to the target scene area, if an orientation guidance mark is displayed on the graphical user interface, it can indicate that the virtual object is approaching the target position where the virtual supplies are located, thereby reminding the player to timely adjust the moving direction of the virtual object controlled by him / her within the target scene area, so that the virtual object can move towards the target position where the virtual supplies are located as soon as possible, thus saving the player's time for searching for virtual supplies and improving the human-computer interaction efficiency.
[0121] In the related solutions, since the player can predict in advance the position of the airdropped supplies in the virtual scene, the player can control the virtual object to move to the possible landing position of the airdropped supplies in advance, and then obtain the airdropped supplies. In this way, some old players may lurk at the possible landing position of the airdropped supplies, making some players, such as new players, not daring to go to the possible landing position of the airdropped supplies to pick up the airdropped supplies, which will lengthen the game duration of a single game and reduce the human-computer interaction efficiency.
[0122] To solve the above existing technical problems, the embodiment of the present application provides another game control method. Please refer to Figure 3 , Figure 3 which is the flowchart of another game control method provided by the embodiment of the present application. As Figure 3 shown in, the game control method provided by the embodiment of the present application includes:
[0123] S301. In response to the fact that the current virtual battle task meets the preset conditions, control the virtual supplies to be dropped in the virtual scene;
[0124] S302. Determine the target scene area corresponding to the dropped virtual supplies in the virtual scene;
[0125] S303. Display a material area mark corresponding to the virtual supplies in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface;
[0126] S304. In response to the virtual object moving into the target scene area, display an orientation guidance mark on the graphical user interface, and control the indication direction of the orientation guidance mark according to the target position of the virtual supplies in the virtual scene; wherein, the target position is located within the target scene area.
[0127] Among them, the explanations for steps S301, S302 and S304 can refer to the explanations for steps S101 to S103 above, and the repeated parts will not be elaborated.
[0128] In step S303, a material area mark corresponding to the virtual supplies is displayed in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface. Here, the target position is located within the target scene area.
[0129] In one embodiment, a map control is displayed on the graphical user interface. In response to a touch operation on the map control, a scene thumbnail map is displayed on the graphical user interface. The scene thumbnail map is a thumbnail of the entire virtual scene, including a map area, which corresponds one-to-one with the target scene area in the virtual scene. Since the target position of the virtual material in the virtual scene is located within the target scene area, a material area identifier corresponding to the virtual material is displayed on the map area. Players can control the virtual object to move towards the target position according to the material area identifier. Here, the virtual scene, the target scene area, and the target position of the virtual material in the virtual scene are displayed in the scene thumbnail map corresponding to the map control according to a preset scale.
[0130] In an alternative embodiment, step S303 specifically includes: at the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface, a material area identifier with a preset area corresponding to the virtual material is superimposed and displayed.
[0131] In the above embodiment, the material area identifier has a preset area, that is, the proportion of the occupied area of the material area identifier in the scene thumbnail map to the total area of the scene thumbnail map is equal to a preset ratio threshold. Here, since the target scene area in the virtual scene has a certain range, and the scale for displaying the target scene area is the same as the scale for displaying the scene thumbnail map, and at the same time, the area size of the target scene area is positively correlated with the movement distance obtained by the virtual object moving continuously for a preset time, the material area identifier has a certain occupied area in the scene thumbnail map. Furthermore, it can be obtained that the proportion of the occupied area of the material area identifier in the scene thumbnail map to the total area of the scene thumbnail map is equal to the preset ratio threshold, where the preset ratio threshold can be determined according to the ratio of the actual area of the target scene area to the area of the entire virtual scene.
[0132] Among them, "superimposing and displaying a material area identifier with a preset area corresponding to the virtual material" can mean that the material area identifier is suspended at the map area. Here, the material area identifier can be suspended at the map area in a semi-transparent form to prevent the material area identifier suspended at the map area from blocking the map area, thus affecting the player's view of the scene thumbnail map.
[0133] In the above method, since the material area identifier is used to represent the orientation information of the target scene area in the virtual scene, the material area identifier in the embodiment of the present application is no longer a single coordinate point as shown in the prior art. However, players can find the target scene area according to the material area identifier displayed in the scene thumbnail map, providing a route reference for the virtual object controlled by the player to move to the target scene area, which helps players quickly reach the target scene area.
[0134] In this way, in the embodiment of the present application, by displaying the material area identifier corresponding to the virtual material in the map area corresponding to the target scene area in the scene thumbnail map, the player can control the virtual object to move towards the target scene area according to the material area identifier displayed in the scene thumbnail map. Since there is no need to display the precise position of the virtual material, specific calculations regarding the precise position of the virtual material can be avoided, thereby reducing the consumption of computer resources; since the player cannot predict the actual position of the virtual material in the virtual scene, the position of the virtual material in the virtual scene has a certain degree of randomness, which can take into account the individual differences of players to improve the fairness of the game; and old players cannot squat at positions near the virtual material in advance, which can encourage more new players to compete for the virtual material, thereby improving the development speed of new players. Moreover, since more players gather in the target scene area where the virtual material is located, battles will inevitably occur between different camps to eliminate some players, thus shortening the duration of a single game.
[0135] In one embodiment, in step S301, the step of controlling the placement of virtual materials in the virtual scene specifically further includes: generating virtual materials at a preset height in the virtual scene; controlling the virtual materials to move from the preset height to the target position in the virtual scene.
[0136] In the above steps, there is a period of time for placing virtual materials in the virtual scene. During this period, the player can control the virtual object to move towards the target scene area according to the material area identifier displayed in the scene thumbnail map, providing more deployment time for the player to search for virtual materials in the target scene area, and thus improving the player's gaming experience.
[0137] Furthermore, step S303 specifically includes: during the process of controlling the virtual material to move from the preset height to the target position in the virtual scene, displaying the material area identifier corresponding to the virtual material in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface.
[0138] Based on the above solution, the embodiment of the present application further includes: in response to the virtual material moving from the preset height to the target position in the virtual scene, controlling to update the material area identifier to the material location identifier displayed at the position corresponding to the target position in the scene thumbnail.
[0139] In the above solution, during the process of controlling the virtual material to move from the preset height to the target position in the virtual scene, the material area identifier corresponding to the virtual material is displayed in the map area of the scene thumbnail map. When the virtual material moves from the preset height to the target position in the virtual scene, controlling to update the material area identifier to the material location identifier. Here, the material location identifier is used to represent the specific target position of the virtual material in the virtual scene.
[0140] In an embodiment of the present application, during the process of placing virtual supplies in a virtual scene, a supply area identifier corresponding to the virtual supplies is displayed in the map area of the scene thumbnail map. When the virtual supplies move from a preset height to a target position in the virtual scene, in addition to displaying a supply location identifier corresponding to the virtual supplies in the map area of the scene thumbnail map, an orientation guidance identifier is also displayed on the graphical user interface.
[0141] In this way, during the process of placing virtual supplies, the player controls the virtual object to move towards the target scene area according to the orientation of the supply area identifier on the scene thumbnail map. Among them, the supply area identifier only represents the position range of the virtual supplies in the virtual scene. Since the player cannot predict the actual position of the virtual supplies in the virtual scene, old players cannot lurk in advance at positions near the virtual supplies, which can encourage more new players to compete for the virtual supplies, thereby improving the development speed of new players. And because more players search for virtual supplies in a similar time period, battles are bound to occur between different camps to eliminate some players, thereby shortening the duration of a single game. When the virtual supplies move from a preset height to a target position in the virtual scene, the player can control the virtual object to move towards the target position and search for the virtual supplies according to the orientation guidance identifier and the supply location identifier at the same time, which helps to improve the search efficiency and search accuracy of the player, and further improves the human-computer interaction efficiency.
[0142] In one embodiment, a target scene area for placing virtual supplies is generated in the virtual scene, and then a supply area identifier corresponding to the virtual supplies is displayed in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface; in another embodiment, multiple target scene areas for placing virtual supplies are generated in the virtual scene, and then multiple supply area identifiers corresponding to the virtual supplies are displayed in the map areas corresponding to the target scene areas in the scene thumbnail map displayed in the graphical user interface. Here, when multiple supply area identifiers are displayed on the scene thumbnail map, in order to distinguish the supply area identifiers corresponding to different target scene areas, the shapes and / or colors of the respective supply area identifiers can be set to be different. Specifically, the supply area identifier in the embodiment of the present application has a certain occupied area, and different colors, or different patterns, or different stripes can be filled into different supply area identifiers to distinguish different supply area identifiers.
[0143] In a specific embodiment, the embodiment of the present application further includes: differentially displaying the supply area identifiers corresponding to the virtual supplies displayed in the map areas corresponding to different target scene areas in the scene thumbnail map; wherein, different target scene areas are used to place virtual supplies of different levels.
[0144] Specifically, the display forms of the differential display include at least one of the following items: display brightness, display shape, fill color.
[0145] In the above method, there are various display forms for distinguishing and displaying the material area identifiers in the map area of the scene thumbnail map corresponding to the target scene areas where virtual materials of different levels are located, so as to achieve the distinguishing display of different material area identifiers, making them distinguishable and helping players quickly distinguish the material area identifiers of different levels displayed on the scene thumbnail map.
[0146] The following will specifically describe the display forms including display brightness, display shape, filling color respectively, and the display forms including at least two of display brightness, display shape and filling color:
[0147] First, when the display form is display brightness, the material area identifiers in the map area corresponding to the target scene areas where virtual materials of different levels are located are distinguished and displayed by different display brightnesses.
[0148] Here, the display brightness refers to the luminous intensity per unit projected area of one surface of the material area identifier in a given direction, where the given direction is the direction perpendicular to the graphical user interface. The display brightness can vary from extremely dark (minimum brightness) to extremely bright (maximum brightness).
[0149] According to the above characteristics of the display brightness, the display brightness can be divided into multiple brightness levels, and the brightness levels of the display brightness correspond one by one to the levels of the virtual materials in the target scene area. Among them, the level of the virtual material is positively correlated with the brightness level of the display brightness.
[0150] For example, assume that the virtual materials to be dropped into the target scene area include five levels, namely low - configuration material level, ordinary material level, rare material level, uncommon material level, and super - material level; different brightness levels of display brightness are set for these five levels of virtual materials. Among them, the brightness of the material area identifier related to the super - material level is the largest, and the brightness of the material area identifier related to the low - configuration material level is the smallest.
[0151] Displaying the material area identifiers with different display brightnesses helps players distinguish the different levels of virtual materials in different target scene areas, facilitating players to make reasonable tactical deployments according to their current positions in the virtual scene, so as to reach the target scene areas suitable for the players to search for virtual materials.
[0152] Second, when the display form is display shape, the material area identifiers in the map area corresponding to the target scene areas where virtual materials of different levels are located are distinguished and displayed by different display shapes.
[0153] Here, the display shape refers to the existence or manifestation form of the material area identifier in the map area of the scene thumbnail map. For example, the display shape can include a circle, a heart, a square, a pentagon, an irregular shape, etc. For the material area identifiers included in the target scene areas of virtual materials at different levels, different display shapes can be used for differential display.
[0154] For example, assume that the virtual materials to be dropped into the target scene area include five levels, namely, low - level material level, ordinary material level, rare material level, uncommon material level, and super - level material level. For example, a circular icon can be used to represent the material area identifier corresponding to the target scene area of the virtual materials at the low - level material level, and an irregular - shaped icon can be used to represent the material area identifier corresponding to the target scene area of the virtual materials at the super - level material level, etc.
[0155] By using different display shapes to display the material area identifiers in the map areas corresponding to the target scene areas where virtual materials at different levels are located, since the differences between different display shapes are significant, the different levels of virtual materials in different target scene areas can be significantly distinguished, facilitating players to promptly know the levels of virtual materials in the target scene areas.
[0156] Thirdly, when the display form is filled color, different filled colors are used to differentially display the material area identifiers in the map areas corresponding to the target scene areas where virtual materials at different levels are located.
[0157] Here, the filled colors include red, yellow, green, blue, purple, etc. Since the material area identifier has an area, in order to distinguish the material area identifiers corresponding to virtual materials at different levels, different colors can be filled for the material area identifiers in the map areas corresponding to the target scene areas where virtual materials at different levels are located.
[0158] For example, the material area identifier related to the super - level material level is filled with red, and the material area identifier related to the low - level material level is filled with yellow.
[0159] By using different filled colors to display the material area identifiers corresponding to the target scene areas where virtual materials at different levels are located, since the differences between different filled colors are significant, the different levels of virtual materials in different target scene areas can be significantly distinguished, facilitating players to promptly know the levels of virtual materials in different target scene areas.
[0160] In addition, any two of the display brightness, display shape, and filling color included in the display form can be combined for display, or all three can be combined for display. For example, the material area identifier corresponding to the target scene area where virtual materials of different levels are located is distinguished by display brightness and filling color; or the material area identifier in the map area corresponding to the target scene area where virtual materials of different levels are located is distinguished by display brightness, display shape, and filling color.
[0161] It should be noted that the specific content of each display form described in the above description also applies to this embodiment after combining at least two display forms, and will not be elaborated here.
[0162] In this way, through the random combination of multiple display forms, the purpose of distinguishing and displaying different material area identifiers is significantly achieved, enabling players to easily distinguish the differences between different material area identifiers, helping players promptly know the levels of virtual materials in the target scene areas corresponding to different material area identifiers, facilitating players to make reasonable tactical deployments, and enhancing the players' gaming experience. Moreover, a variety of different display forms can meet the gaming needs of different players, adapt to the gaming habits of different players, and enhance the players' visual experience.
[0163] In the related solution, in order to enable players to better observe the positional relationship between themselves and the target scene area, the embodiment of the present application further includes:
[0164] Displaying a virtual object identifier corresponding to the virtual object in the scene thumbnail map displayed in the graphical user interface; wherein, the position of the virtual object identifier in the scene thumbnail map is updated in real time according to the movement of the virtual object in the virtual scene.
[0165] In this step, the player can control the virtual object to move towards the target scene area based on the relative positions between the virtual object identifier and the material area identifier displayed in the scene thumbnail map and find the target scene area. Correspondingly, according to the orientation information of the virtual object in the virtual scene, the generation position of the virtual object identifier in the scene thumbnail map is determined. Here, the generation position of the virtual object identifier in the scene thumbnail map corresponds to the orientation information of the virtual object in the virtual scene.
[0166] Since the relevant game includes multiple camps, each camp includes multiple virtual objects, and the virtual objects in the same camp are in a teammate relationship. Specifically, on the scene thumbnail map, a virtual object can see the orientation information of its teammates in the virtual scene. In this way, multiple virtual object identifiers can be displayed simultaneously on the scene thumbnail map, where the virtual objects corresponding to the virtual object identifiers displayed in the scene thumbnail map belong to the same camp. When a virtual object is eliminated, the virtual object identifier corresponding to the virtual object will disappear from the scene thumbnail map.
[0167] Exemplarily, the virtual object identifier can include any one of the following items: letter identifier, text identifier, number identifier, graphic identifier, special symbol identifier. To facilitate players to distinguish virtual object identifiers from material area identifiers, the virtual object identifiers and material area identifiers can be set as different types of identifiers. For example, different display shapes are used to distinguish different material area identifiers, and different colors are used to distinguish different virtual object identifiers, so as to ensure that the virtual object identifiers and material area identifiers are more intuitively displayed to players.
[0168] In this way, while the material area identifier is displayed in the scene thumbnail map, the virtual object identifier is also displayed on the graphical user interface, enabling players to control the virtual object to move towards the target scene area according to the relative positions of the virtual object identifier and the material area identifier displayed in the scene thumbnail map. This can improve the moving speed and accuracy of the virtual object moving towards the target scene area, help players quickly reach the target scene area, avoid players missing the opportunity to enter the target scene area to search for virtual materials, and indirectly improve the human-computer interaction efficiency.
[0169] For example, please refer to Figure 4 , Figure 4 which is a schematic diagram of another graphical user interface provided by the embodiment of the present application. As Figure 4 shown, in the scene thumbnail map 204, a material area identifier 205 and a virtual object identifier 206 are displayed, where the material area identifiers in the scene thumbnail map corresponding to the target scene areas where virtual materials of different levels are located are displayed differently. For example, Figure 4As shown in the figure, the material area identifier 205 includes a first material area identifier 2051 (black circle), a second material area identifier 2052 (a circle filled with partial black), and a third material area identifier 2053 (a circle filled with a grid). For the first material area identifier 2051 (black circle), the first material area identifier 2051 with the entire circle filled black represents that the first virtual material has moved to the target position in the virtual scene. The second material area identifier 2052 with the circle filled with partial black represents that the second virtual material is in the process of moving from a preset height to the target position in the virtual scene. Among them, the material levels of the first virtual material and the second virtual material are the same; the third material area identifier 2053 with the entire circle filled with a grid represents that the third virtual material has moved to the target position in the virtual scene, and the material level of the third virtual material is different from that of the first virtual material. Among them, the virtual object 201 is located in the virtual scene, and the player can control the virtual object 201 to move to the target scene area according to the relative position relationship between the material area identifier 205 and the virtual object identifier 206.
[0170] In order to enable the player to reasonably arrange the time for the virtual object controlled by the player to move to the target scene area to search for virtual materials, the embodiment of the present application adopts the following solution:
[0171] Display a timing control on the graphical user interface; wherein, the timing control is used to perform a countdown display according to the moment when the virtual material is put into the virtual scene and the moment when the virtual material appears in the target scene area; adjust the display form of the material area identifier corresponding to the virtual material in the map area corresponding to the target scene area in the scene thumbnail map according to the countdown displayed in the timing control.
[0172] Here, the timing control is used to perform a countdown display according to the moment when the virtual material is put into the virtual scene and the moment when the virtual material appears in the target scene area, that is, start the countdown from the moment when the virtual material is put into the virtual scene, end the countdown when the virtual material appears in the target scene area, and control the virtual material to appear in the target scene area.
[0173] In this way, the timing control can perform a countdown display according to the moment when the virtual material is put into the virtual scene and the moment when the virtual material appears in the target scene area, so that the player can accurately grasp the initial time when the virtual material appears in the target scene area, and then reasonably arrange the time for the player to move to the target scene area, so as to achieve the purpose of searching for virtual materials in the target scene area in time, optimize the information prompt method in the game, and promote human-computer interaction.
[0174] Specifically, as the time progress of the countdown displayed in the timing control changes, the display form of the material area identifier in the scene thumbnail map also changes following the time progress of the countdown.
[0175] Here, when the display form is display brightness, as the time progress of the countdown displayed in the timing control changes, the display brightness of the material area identifier in the scene thumbnail map becomes increasingly larger; when the display form is display shape, as the time progress of the countdown displayed in the timing control changes, the display shape of the material area identifier in the scene thumbnail map becomes increasingly larger (from none to existent), where the ratio of the occupied area of the display shape of the material area identifier corresponding to the end moment of the countdown to the total area of the scene thumbnail map is equal to the preset ratio threshold; when the display form is fill color, as the time progress of the countdown displayed in the timing control changes, the filled area of the material area identifier in the scene thumbnail map becomes increasingly larger, where the filled area of the material area identifier corresponding to the end moment of the countdown is equal to the occupied area of the material area identifier in the scene thumbnail map. Among them, when filling the material area identifier, colors, patterns, stripes, etc. can be used as fillers.
[0176] Exemplarily, an embodiment of the present application fills the material area identifier corresponding to the virtual material displayed in the map area corresponding to the target scene area in the scene thumbnail map with a target color according to the time progress of the countdown displayed in the timing control; among them, the time progress of the countdown is in a correlation relationship with the filled area of the material area identifier, and the target color is used to be determined according to the level of the virtual material placed in the target scene area.
[0177] Here, since the fill colors corresponding to different levels of virtual materials are preset, the target color can be determined according to the level of the virtual material placed in the target scene area. In addition, the time progress of the countdown is in a positive correlation relationship with the filled area of the material area identifier, thereby highlighting the importance of the target color for distinguishing different material area identifiers.
[0178] In this way, players can accurately master the initial time when they can search for virtual materials in the target scene area through the dynamic change of the fill color on the material area identifier, which can avoid the time wasted by players searching when there are no virtual materials in the target scene area, and helps to improve the search efficiency of players.
[0179] In another embodiment, the embodiment of the present application will take the target scene area being used as the trigger area for triggering the display of the orientation guidance identifier on the graphical user interface as an example to specifically describe the present case as follows:
[0180] Please refer to Figure 5 , Figure 5This is a flow chart of another game control method provided by an embodiment of the present application. Figure 5 As shown in , the game control method provided by the embodiment of the present application includes:
[0181] S501, responding to the fact that the current virtual battle task meets the preset conditions, controlling the placement of virtual supplies in the virtual scene;
[0182] S502, determining a target scene area in the virtual scene corresponding to the virtual materials delivered;
[0183] S503, displaying a material area identifier corresponding to the virtual material in a map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface;
[0184] S504. In response to the virtual object moving into the target scene area, a direction guide mark is displayed on the graphical user interface, and the indication direction of the direction guide mark is controlled according to the target position of the virtual material in the virtual scene; wherein the target position is not within the target scene area.
[0185] Among them, the explanation of steps S501 to S503 can refer to the explanation of steps S301 to S303 above, and the repeated parts will not be repeated.
[0186] With respect to step S504, there is no virtual material in the target scene area. At this time, the target scene area is used as a trigger area for displaying a direction guidance mark on the graphical user interface.
[0187] In an embodiment of the present application, the player can search for the target scene area in the virtual scene according to the material area identifier displayed on the graphical user interface. After the virtual object moves to the target scene area, a direction guidance identifier for guiding the virtual object to move toward the virtual material is displayed on the graphical user interface. That is to say, when the player finds the target scene area, the direction information (direction guidance identifier) guiding the player to find the virtual material can be obtained, so that the player can control the virtual object to quickly search for the virtual material in the virtual scene according to the direction guidance identifier. This setting can encourage the player to actively complete the specified task or actively move in the virtual scene to find the target scene area, and provide a direction guidance identifier to guide the virtual object to move toward the virtual material after the player finds the target scene area, thereby improving the player's search efficiency for virtual materials, thereby speeding up the game process and improving the efficiency of human-computer interaction.
[0188] In an optional embodiment, the embodiment of the present application further includes: in response to virtual supplies in the target scene area being picked up, controlling the deletion of a supply area identifier corresponding to the virtual supplies from a map area corresponding to the target scene area in the scene thumbnail map.
[0189] In this way, players can change their own routes in time according to the disappearance of the supply area signs in the scene thumbnail map, avoiding the problem that the virtual object not only cannot pick up supplies when it reaches the target scene area, but is also easily ambushed by other players.
[0190] The game control method provided in the embodiment of the present application allows the player to control the movement of a virtual object toward a target scene area based on the relative position between the material area identifier and the virtual object identifier displayed in the scene thumbnail map; after the virtual object moves to the target scene area, a direction guidance identifier is displayed on the graphical user interface to guide the virtual object to move from the current position of the virtual object toward the virtual material. Through the above method, since there is no need to display the precise location of the virtual materials, the specific calculation of the precise location of the virtual materials can be avoided, thereby reducing the consumption of computer resources; since the player cannot predict the actual location of the virtual materials in the virtual scene, the location of the virtual materials in the virtual scene has a certain degree of randomness, which can take into account the individual differences of the players to improve the fairness of the game; and old players cannot squat near the location of the virtual materials in advance, which can promote more new players to compete for the virtual materials, thereby increasing the development speed of new players, and since more players search for virtual materials in similar time periods, different camps are bound to fight to eliminate some players, thereby shortening the duration of a single game; after moving to the target scene area, the player can find the virtual material as soon as possible according to the direction guidance mark, which improves the speed of the player's search for virtual materials in the virtual scene, helps to shorten the duration of a single game, and improves the efficiency of human-computer interaction.
[0191] Based on the same inventive concept, a game control device corresponding to the game control method is also provided in the embodiment of the present application. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the above-mentioned game control method in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0192] See also Figure 6 , Figure 7 and Figure 8 , Figure 6 A schematic diagram of the structure of a game control device provided in an embodiment of the present application is shown in FIG. Figure 7 This is a schematic diagram of the structure of another game control device provided in an embodiment of the present application. Figure 8 This is a schematic diagram of the structure of another game control device provided in an embodiment of the present application. Figure 6 As shown in the embodiment of the present application, a game control device 600 is provided, and the device 600 includes:
[0193] The material control module 601 is used to control the placement of virtual materials in the virtual scene in response to the virtual battle task meeting the preset conditions;
[0194] An area determination module 602, configured to determine a target scene area in the virtual scene corresponding to the virtual materials placed;
[0195] An orientation guidance module 603, configured to, in response to the virtual object moving into the target scene area, display an orientation guidance identifier on the graphical user interface, and control the indication direction of the orientation guidance identifier according to the target position of the virtual materials in the virtual scene.
[0196] In an optional embodiment of the present application, the target position is located within the target scene area.
[0197] In an optional embodiment of the present application, the orientation guidance module 603 is specifically configured to:
[0198] In response to the virtual object moving into the target scene area, detect the distance between the virtual object and the virtual materials within the target scene area;
[0199] In response to the distance between the virtual object and the virtual materials within the target scene area being less than a preset distance threshold, display an orientation guidance identifier on the graphical user interface.
[0200] Further, as Figure 7 shown, the device 600 further includes an identifier display module 604, and the identifier display module 604 is configured to:
[0201] Display a material area identifier corresponding to the virtual materials in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface.
[0202] In an optional embodiment of the present application, the identifier display module 604 is specifically configured to:
[0203] Overlay and display a material area identifier corresponding to the virtual materials with a preset area at the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface.
[0204] In an optional embodiment of the present application, the material control module 601 is specifically configured to:
[0205] Generate virtual materials at a preset height in the virtual scene;
[0206] Control the virtual materials to move from the preset height to the target position in the virtual scene.
[0207] In an optional embodiment of the present application, the identifier display module 604 is specifically further configured to:
[0208] During the process of controlling the virtual material to move from a preset height to a target position in the virtual scene, a material area identifier corresponding to the virtual material is displayed in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface.
[0209] In an alternative embodiment of the present application, the device further includes an identifier update module (not shown in the figure), and the identifier update module is configured to:
[0210] In response to the virtual material moving from a preset height to a target position in the virtual scene, control to update the material area identifier to the material location identifier displayed at the position corresponding to the target position in the scene thumbnail.
[0211] Further, as Figure 8 shown, the device 600 further includes a differential display module 605, and the differential display module 605 is configured to:
[0212] Differentially display the material area identifiers corresponding to the virtual materials displayed in the map areas corresponding to different target scene areas in the scene thumbnail map; wherein, different target scene areas are used to place virtual materials of different levels.
[0213] In an alternative embodiment of the present application, the device further includes a timing display module (not shown in the figure), and the timing display module is configured to:
[0214] Display a timing control on the graphical user interface; wherein, the timing control is used to perform a countdown display based on the moment when the virtual material is generated at the preset height in the virtual scene and the moment when the virtual material moves from the preset height to the target position in the virtual scene;
[0215] Adjust the display form of the material area identifier corresponding to the virtual material displayed in the map area corresponding to the target scene area in the scene thumbnail according to the countdown displayed in the timing control.
[0216] In an alternative embodiment of the present application, the timing display module is specifically further configured to:
[0217] Fill the material area identifier corresponding to the virtual material displayed in the map area corresponding to the target scene area in the scene thumbnail with a target color according to the time progress of the countdown displayed in the timing control; wherein, the time progress of the countdown has a correlation with the filling area of the material area identifier, and the target color is used to be determined according to the level of the virtual material placed in the target scene area.
[0218] In an alternative embodiment of the present application, the device further includes an object display module (not shown in the figure), and the object display module is configured to:
[0219] Display a virtual object identifier corresponding to a virtual object in a scene thumbnail map displayed in a graphical user interface;
[0220] Wherein, the position of the virtual object identifier in the scene thumbnail map is updated in real time according to the movement of the virtual object in the virtual scene.
[0221] In an alternative embodiment of the present application, the device further includes an identifier deletion module (not shown in the figure), and the identifier deletion module is used for:
[0222] In response to the virtual supplies in the target scene area being picked up, control to delete the supply area identifier corresponding to the virtual supplies from the map area corresponding to the target scene area in the scene thumbnail map.
[0223] In an alternative embodiment of the present application, the preset conditions include any one of the following items:
[0224] The game process of this virtual battle task reaches a preset time point;
[0225] The virtual object in this virtual battle task executes a virtual vehicle summoning event, wherein the virtual vehicle is used to drop virtual supplies into the virtual scene;
[0226] The number of surviving virtual objects in this virtual battle task reaches a set number.
[0227] In the game control device provided in the embodiments of the present application, the player can control the virtual object to move towards the target scene area according to the relative position between the supply area identifier and the virtual object identifier displayed in the scene thumbnail map; after the virtual object moves to the target scene area, an azimuth guiding identifier is displayed on the graphical user interface to guide the virtual object to move from the current position of the virtual object towards the virtual supplies. In this way, since there is no need to display the exact position of the virtual supplies, specific calculations regarding the exact position of the virtual supplies can be avoided, thereby reducing the consumption of computer resources; since the player cannot predict the actual position of the virtual supplies in the virtual scene, the position of the virtual supplies in the virtual scene has a certain degree of randomness, which can take into account the individual differences of players to improve the fairness of the game; old players cannot lurk in advance at positions near the virtual supplies, which can encourage more new players to compete for the virtual supplies, thereby improving the development speed of new players, and since more players search for virtual supplies in a similar time period, battles will inevitably occur between different camps to eliminate some players, thereby shortening the duration of a single game; after the player moves to the target scene area, they can quickly find the virtual supplies according to the azimuth guiding identifier, which improves the speed of the player searching for virtual supplies in the virtual scene, helps to shorten the duration of a single game, and improves the human-computer interaction efficiency.
[0228] Please refer to Figure 9 ,Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Figure 9 As shown in , the electronic device 900 includes a processor 901 , a memory 902 , and a bus 903 .
[0229] The memory 902 stores machine-readable instructions executable by the processor 901. When the electronic device 900 is running, the processor 901 communicates with the memory 902 via the bus 903, so that the processor 901 executes the following instructions when running:
[0230] In response to the virtual battle task meeting the preset conditions, the virtual materials are placed in the virtual scene;
[0231] Determine a target scene area in the virtual scene corresponding to the virtual materials delivered;
[0232] In response to the virtual object moving into the target scene area, a direction guidance mark is displayed on the graphical user interface, and the indication direction of the direction guidance mark is controlled according to the target position of the virtual material in the virtual scene.
[0233] In an optional embodiment of the present application, the target position is located in the target scene area.
[0234] In an optional embodiment of the present application, the processor 901 specifically executes the following instructions when displaying a position guidance mark on the graphical user interface in response to the virtual object moving into the target scene area:
[0235] In response to the virtual object moving into the target scene area, detecting the distance between the virtual object and the virtual material in the target scene area;
[0236] In response to the distance between the virtual object and the virtual material in the target scene area being less than a preset distance threshold, a direction guidance mark is displayed on the graphical user interface.
[0237] In an optional embodiment of the present application, the processor 901 further executes the following instructions:
[0238] The map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface displays the material area identifier corresponding to the virtual material.
[0239] In an optional embodiment of the present application, the processor 901 specifically executes the following instructions when displaying a material area identifier corresponding to a virtual material in a map area corresponding to a target scene area in a scene thumbnail map displayed in a graphical user interface:
[0240] At the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface, a material area identifier corresponding to the virtual material and having a preset area is superimposed and displayed.
[0241] In an optional embodiment of the present application, when the processor 901 runs the step of controlling the placement of virtual materials in the virtual scene, the following instructions are specifically executed:
[0242] Generate virtual materials at a preset height in the virtual scene;
[0243] Control the virtual material to move from the preset height to the target position in the virtual scene.
[0244] In an optional embodiment of the present application, when the processor 901 runs the step of displaying a material area identifier corresponding to the virtual material in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface, the following instructions are specifically executed:
[0245] During the process of controlling the virtual material to move from the preset height to the target position in the virtual scene, display a material area identifier corresponding to the virtual material in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface.
[0246] In an optional embodiment of the present application, the processor 901 also executes the following instructions:
[0247] In response to the virtual material moving from the preset height to the target position in the virtual scene, control to update the material area identifier to the material location identifier displayed at the position corresponding to the target position in the scene thumbnail.
[0248] In an optional embodiment of the present application, the processor 901 also executes the following instructions:
[0249] Differentially display the material area identifiers corresponding to the virtual materials displayed in the map areas corresponding to different target scene areas in the scene thumbnail map; wherein, different target scene areas are used to place virtual materials of different grades.
[0250] In an optional embodiment of the present application, the processor 901 also executes the following instructions:
[0251] Display a timing control on the graphical user interface; wherein, the timing control is used to perform a countdown display based on the time when the virtual material is generated at the preset height in the virtual scene and the time when the virtual material moves from the preset height to the target position in the virtual scene;
[0252] Adjust the display form of the material area identifier corresponding to the virtual material displayed in the map area corresponding to the target scene area in the scene thumbnail map according to the countdown displayed in the timing control.
[0253] In an alternative embodiment of the present application, when the processor 901 runs to adjust the display form of the material area identifier corresponding to the virtual material in the map area corresponding to the target scene area in the scene thumbnail map according to the countdown displayed in the timing control, the following instructions are specifically executed:
[0254] According to the time progress of the countdown displayed in the timing control, fill the material area identifier corresponding to the virtual material in the map area corresponding to the target scene area in the scene thumbnail map with a target color; wherein, the time progress of the countdown is in a correlation relationship with the filling area of the material area identifier, and the target color is used to be determined according to the level of the virtual material placed in the target scene area.
[0255] In an alternative embodiment of the present application, the processor 901 also executes the following instructions:
[0256] Display a virtual object identifier corresponding to the virtual object in the scene thumbnail map displayed in the graphical user interface;
[0257] Wherein, the position of the virtual object identifier in the scene thumbnail map is updated in real time according to the movement of the virtual object in the virtual scene.
[0258] In an alternative embodiment of the present application, the processor 901 also executes the following instructions:
[0259] In response to the virtual material in the target scene area being picked up, control to delete the material area identifier corresponding to the virtual material from the map area corresponding to the target scene area in the scene thumbnail map.
[0260] In an alternative embodiment of the present application, the preset conditions include one of the following items:
[0261] The game process of this virtual battle task reaches a preset time point;
[0262] The virtual object in this virtual battle task executes a virtual vehicle summoning event, wherein the virtual vehicle is used to deliver virtual materials to the virtual scene;
[0263] The number of surviving virtual objects in this virtual battle task reaches a set number.
[0264] The game control method provided by the embodiments of this application allows players to control a virtual object to move towards a target scene area based on the relative positions between the material area identifiers and virtual object identifiers displayed in the scene thumbnail map. After the virtual object moves to the target scene area, an orientation guidance identifier is displayed on the graphical user interface to guide the virtual object to move from its current position towards the virtual material. By the above method, since there is no need to display the exact position of the virtual material, specific calculations regarding the exact position of the virtual material can be avoided, thereby reducing the consumption of computer resources. Since players cannot predict the actual position of the virtual material in the virtual scene, the position of the virtual material in the virtual scene has a certain degree of randomness, which can take into account individual differences among players to improve the fairness of the game. Old players cannot squat in advance at positions near the virtual material, which can encourage more new players to compete for the virtual material, thereby increasing the development speed of new players. And because more players search for virtual materials in a similar time period, battles are bound to occur between different camps to eliminate some players, thus shortening the duration of a single game. After moving to the target scene area, players can quickly find the virtual material according to the orientation guidance identifier, which improves the speed of players searching for virtual materials in the virtual scene, helps shorten the duration of a single game, and improves the human-computer interaction efficiency.
[0265] The embodiments of this application also provide a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the following instructions are executed:
[0266] In response to this virtual battle task meeting the preset conditions, control the placement of virtual materials in the virtual scene;
[0267] Determine the target scene area in the virtual scene corresponding to the placed virtual materials;
[0268] In response to the virtual object moving into the target scene area, display an orientation guidance identifier on the graphical user interface, and control the indication direction of the orientation guidance identifier according to the target position of the virtual material in the virtual scene.
[0269] In an alternative embodiment of this application, the target position is located within the target scene area.
[0270] In an alternative embodiment of this application, when the computer-readable storage medium runs and in response to the virtual object moving into the target scene area, and displays an orientation guidance identifier on the graphical user interface, the following instructions are specifically executed:
[0271] In response to the virtual object moving into the target scene area, detect the distance between the virtual object and the virtual material within the target scene area;
[0272] When the distance between the responsive virtual object and the virtual supplies within the target scene area is less than the preset distance threshold, display an orientation guidance identifier on the graphical user interface.
[0273] In an alternative embodiment of the present application, the computer-readable storage medium further executes the following instructions:
[0274] In the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface, display a supplies area identifier corresponding to the virtual supplies.
[0275] In an alternative embodiment of the present application, when the computer-readable storage medium runs and displays a supplies area identifier corresponding to the virtual supplies in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface, it specifically executes the following instructions:
[0276] At the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface, superimpose and display a supplies area identifier corresponding to the virtual supplies with a preset area.
[0277] In an alternative embodiment of the present application, when the computer-readable storage medium runs the step of placing virtual supplies in the virtual scene, it specifically executes the following instructions:
[0278] Generate virtual supplies at a preset height in the virtual scene;
[0279] Control the virtual supplies to move from the preset height to the target position in the virtual scene.
[0280] In an alternative embodiment of the present application, when the computer-readable storage medium runs the step of displaying a supplies area identifier corresponding to the virtual supplies in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface, it specifically executes the following instructions:
[0281] During the process of controlling the virtual supplies to move from the preset height to the target position in the virtual scene, display a supplies area identifier corresponding to the virtual supplies in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface.
[0282] In an alternative embodiment of the present application, the computer-readable storage medium further executes the following instructions:
[0283] In response to the virtual supplies moving from the preset height to the target position in the virtual scene, control to update the supplies area identifier to a supplies location identifier displayed at the position corresponding to the target position in the scene thumbnail.
[0284] In an alternative embodiment of the present application, the computer-readable storage medium further executes the following instructions:
[0285] Differentially display the material area identifiers corresponding to virtual materials in the map areas corresponding to different target scene areas in the scene thumbnail map; wherein, different target scene areas are used to drop virtual materials of different levels.
[0286] In an alternative embodiment of the present application, the computer-readable storage medium further executes the following instructions:
[0287] Display a timing control on the graphical user interface; wherein, the timing control is used to perform a countdown display based on the moment when the virtual material is generated at a preset height in the virtual scene and the moment when the virtual material moves from the preset height to the target position in the virtual scene;
[0288] Adjust the display form of the material area identifier corresponding to the virtual material in the map area corresponding to the target scene area in the scene thumbnail map according to the countdown displayed in the timing control.
[0289] In an alternative embodiment of the present application, when the computer-readable storage medium runs to adjust the display form of the material area identifier corresponding to the virtual material in the map area corresponding to the target scene area in the scene thumbnail map according to the countdown displayed in the timing control, it specifically executes the following instructions:
[0290] Fill the material area identifier corresponding to the virtual material in the map area corresponding to the target scene area in the scene thumbnail map with a target color according to the time progress of the countdown displayed in the timing control; wherein, the time progress of the countdown is in a correlation relationship with the filling area of the material area identifier, and the target color is used to be determined according to the level of the virtual material dropped in the target scene area.
[0291] In an alternative embodiment of the present application, the computer-readable storage medium further executes the following instructions:
[0292] Display a virtual object identifier corresponding to a virtual object in the scene thumbnail map displayed in the graphical user interface;
[0293] Wherein, the position of the virtual object identifier in the scene thumbnail map is updated in real time according to the movement of the virtual object in the virtual scene.
[0294] In an alternative embodiment of the present application, the computer-readable storage medium further executes the following instructions:
[0295] In response to the virtual material in the target scene area being picked up, control to delete the material area identifier corresponding to the virtual material from the map area corresponding to the target scene area in the scene thumbnail map.
[0296] In an alternative embodiment of the present application, the preset conditions include one of the following items:
[0297] The game process of this virtual battle task reaches the preset time point;
[0298] In this virtual battle task, a virtual object executes a virtual vehicle summoning event, where the virtual vehicle is used to drop virtual supplies into the virtual scene;
[0299] The number of surviving virtual objects in this virtual battle task reaches the set number.
[0300] For the game control method provided by the embodiments of the present application, players can control the virtual object to move towards the target scene area according to the relative position between the supply area identifier and the virtual object identifier displayed in the scene thumbnail map; after the virtual object moves to the target scene area, an azimuth guidance identifier is displayed on the graphical user interface to guide the virtual object to move from the current position of the virtual object towards the virtual supplies. In the above manner, since there is no need to display the exact position of the virtual supplies, specific calculations regarding the exact position of the virtual supplies can be avoided, thereby reducing the consumption of computer resources; since players cannot predict the actual position of the virtual supplies in the virtual scene, the position of the virtual supplies in the virtual scene has a certain degree of randomness, which can take into account the individual differences of players to improve the fairness of the game; old players cannot squat at positions near the virtual supplies in advance, which can encourage more new players to compete for the virtual supplies, thereby increasing the development speed of new players, and since more players search for virtual supplies in a similar time period, battles will inevitably occur between different camps to eliminate some players, thereby shortening the duration of a single game; after moving to the target scene area, players can quickly find the virtual supplies according to the azimuth guidance identifier, which improves the speed of players searching for virtual supplies in the virtual scene, helps shorten the duration of a single game, and improves the human-computer interaction efficiency.
[0301] Those skilled in the art can clearly understand that for the sake of convenience and brevity of description, the specific working processes of the systems, devices, and units described above can refer to the corresponding processes in the foregoing method embodiments and will not be repeated here.
[0302] In several embodiments provided by the present application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division, and there can be other division methods in actual implementation. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed coupling or direct coupling or communication connection between each other can be through some communication interfaces, and the indirect coupling or communication connection of the devices or units can be in electrical, mechanical, or other forms.
[0303] The unit described as a separation component may or may not be physically separated. The component shown as a unit may or may not be a physical unit, that is, it may be located in one place or may be distributed across multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0304] In addition, in each embodiment of the present application, each functional unit may be integrated in a processing unit, may exist separately as individual physical units, or two or more units may be integrated in one unit.
[0305] If the described function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art or a part of this technical solution can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of the present application. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical discs that can store program codes.
[0306] Finally, it should be noted that: the above-described embodiments are only specific implementation manners of the present application, used to illustrate the technical solutions of the present application, rather than limiting it. The protection scope of the present application is not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed by the present application can still modify the technical solutions described in the foregoing embodiments or can easily think of changes, or make equivalent replacements for some of the technical features; and these modifications, changes, or replacements do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should all be covered within the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.
Claims
1. A game control method, characterized in that, a graphical user interface is provided through a terminal device, and a virtual scene of the current virtual battle task is displayed on the graphical user interface. The method includes: responding to the current virtual battle task meeting a preset condition, and controlling virtual supplies to be placed in the virtual scene; determining a target scene area in the virtual scene corresponding to the placed virtual supplies; responding to a virtual object moving into the target scene area, displaying an orientation guiding identifier on the graphical user interface, and controlling the indicating direction of the orientation guiding identifier according to the target position of the virtual supplies in the virtual scene, where the target position is within the target scene area, and the orientation guiding identifier is used to provide direction guidance for the virtual object to search for virtual supplies in the virtual scene; The step of displaying an orientation guiding identifier on the graphical user interface when responding to a virtual object moving into the target scene area includes: responding to a virtual object moving into the target scene area, and detecting the distance between the virtual object and the virtual supplies in the target scene area; responding to the distance between the virtual object and the virtual supplies in the target scene area being less than a preset distance threshold, and displaying an orientation guiding identifier on the graphical user interface.
2. The method according to claim 1, characterized in that, the method further includes: displaying a material area identifier corresponding to the virtual supplies in a map area corresponding to the target scene area in a scene thumbnail map displayed in the graphical user interface.
3. The method according to claim 2, characterized in that, the step of displaying a material area identifier corresponding to the virtual supplies in a map area corresponding to the target scene area in a scene thumbnail map displayed in the graphical user interface includes: superimposing and displaying a material area identifier with a preset area corresponding to the virtual supplies at a map area corresponding to the target scene area in a scene thumbnail map displayed in the graphical user interface.
4. The method according to claim 2, characterized in that, the step of controlling virtual supplies to be placed in the virtual scene includes: generating the virtual supplies at a preset height in the virtual scene; controlling the virtual supplies to move from the preset height to the target position in the virtual scene.
5. The method according to claim 4, characterized in that, the step of displaying a material area identifier corresponding to the virtual supplies in a map area corresponding to the target scene area in a scene thumbnail map displayed in the graphical user interface includes: during the process of controlling the virtual supplies to move from the preset height to the target position in the virtual scene, displaying a material area identifier corresponding to the virtual supplies in a map area corresponding to the target scene area in a scene thumbnail map displayed in the graphical user interface.
6. The method according to claim 5, characterized in that, the method further includes: In response to the virtual item moving from the preset height to the target position in the virtual scene, control to update the item area identifier to the item location identifier displayed at the position corresponding to the target position in the scene thumbnail.
7. The method according to claim 2, wherein, the method further includes: differentially display the item area identifiers corresponding to the virtual item and displayed in the map areas corresponding to different target scene areas in the scene thumbnail map; wherein, different target scene areas are used to drop virtual items of different levels.
8. The method according to claim 5, wherein, the method further includes: display a timing control on the graphical user interface; wherein, the timing control is used to perform a countdown display based on the moment when the virtual item is generated at the preset height in the virtual scene and the moment when the virtual item moves from the preset height to the target position in the virtual scene; Adjust the display form of the item area identifier corresponding to the virtual item and displayed in the map area corresponding to the target scene area in the scene thumbnail map according to the countdown displayed in the timing control.
9. The method according to claim 8, wherein, the adjusting the display form of the item area identifier corresponding to the virtual item and displayed in the map area corresponding to the target scene area in the scene thumbnail map according to the countdown displayed in the timing control includes: Fill the item area identifier corresponding to the virtual item and displayed in the map area corresponding to the target scene area in the scene thumbnail map with a target color according to the time progress of the countdown displayed in the timing control; wherein, the time progress of the countdown is in a correlation relationship with the filling area of the item area identifier, and the target color is used to be determined according to the level of the virtual item dropped in the target scene area.
10. The method according to claim 2, wherein, the method further includes: display a virtual object identifier corresponding to the virtual object in the scene thumbnail map displayed in the graphical user interface; wherein, the position of the virtual object identifier in the scene thumbnail map is updated in real time according to the movement of the virtual object in the virtual scene.
11. The method according to claim 2, wherein, the method further includes: In response to the virtual item in the target scene area being picked up, control to delete the item area identifier corresponding to the virtual item from the map area corresponding to the target scene area in the scene thumbnail map.
12. The method according to claim 1, wherein, the preset condition includes one of the following items: The game process of the current virtual battle task reaches a preset time point; The virtual object in the current virtual battle task executes a virtual vehicle summoning event, wherein the virtual vehicle is used to drop virtual items into the virtual scene; The number of surviving virtual objects in the current virtual battle task reaches a set number.
13. A game control device, wherein, A graphical user interface is provided through a terminal device, and a virtual scene of the current virtual battle task is displayed on the graphical user interface. The device includes: A material control module, used for controlling the placement of virtual materials in the virtual scene in response to the virtual battle task meeting a preset condition; An area determination module, used to determine a target scene area in the virtual scene corresponding to the virtual materials delivered; a direction guidance module, for displaying a direction guidance mark on the graphical user interface in response to the virtual object moving into the target scene area, and controlling the indication direction of the direction guidance mark according to the target position of the virtual material in the virtual scene, wherein the target position is located in the target scene area, and the direction guidance mark is used to provide direction guidance for the virtual object to search for virtual materials in the virtual scene; The position guidance module is specifically used for: In response to the virtual object moving into the target scene area, detecting the distance between the virtual object and the virtual materials in the target scene area; In response to the distance between the virtual object and the virtual material in the target scene area being less than a preset distance threshold, a direction guidance mark is displayed on the graphical user interface.
14. An electronic device, It is characterized in that include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the game control method as described in any one of claims 1 to 12.
15. A computer-readable storage medium, It is characterized in that The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the game control method according to any one of claims 1 to 12 are executed.
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