Game operation control method, device and electronic equipment
Patent Information
- Application Number
- CN202311402896.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-10-26
- Publication Date
- 2026-10-16
- Estimated Expiration
- 2043-10-26
AI Technical Summary
[0002]目前的游戏中,游戏界面通常会显示游戏地图和各种控件,这一般会占用游戏界面上较大的区域
[0009] This disclosure provides a game operation control method, device, and electronic device. It displays a joystick control and its operation area in a graphical user interface; determines a target scene area from the game scene based on the scene position of a first virtual object, and displays a scene map of the target scene area in the operation area; and controls the first virtual object to move within the game scene in response to a sliding operation on the joystick control. This method combines the joystick control and the scene map by displaying a scene map in the joystick control's operation area, saving screen space and increasing the visible area of the game interface without affecting the player's interactive operations, thereby improving the player's gaming experience.
Smart Images

Figure CN117482502B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus and electronic device for controlling the operation of a game. Background Technology
[0002] In current games, the game interface typically displays a game map and various controls, which generally occupy a large area of the screen. This is especially true in portrait-oriented games, where the horizontal display space is narrower. The game map and controls take up a significant portion of the screen, reducing the visible area. If the game map or controls are displayed in a smaller size, it becomes inconvenient for players to interact with them, thus negatively impacting their gaming experience. Summary of the Invention
[0003] In view of this, the purpose of this disclosure is to provide a game operation control method, device and electronic device, which displays a scene map in the operation area of the joystick control, combines the joystick control and the scene map, saves screen space and increases the visible area in the game interface without affecting the player's interactive operation, thereby improving the player's game experience.
[0004] In a first aspect, embodiments of this disclosure provide a game operation control method, which provides a graphical user interface (GUI) via a terminal device. The GUI includes at least a portion of a game scene, and the game scene includes a first virtual object. The first virtual object is controlled by the terminal device. The method includes: displaying a joystick control and an operation area of the joystick control in the GUI; determining a target scene area from the game scene based on the scene position of the first virtual object, and displaying a scene map of the target scene area in the operation area; and controlling the first virtual object to move within the game scene in response to a sliding operation on the joystick control.
[0005] Secondly, embodiments of this disclosure provide a game operation control device that provides a graphical user interface (GUI) via a terminal device. The GUI includes at least a portion of a game scene, and the game scene includes a first virtual object controlled by the terminal device. The device includes: a first display module for displaying a joystick control and its operation area on the GUI; a second display module for determining a target scene area from the game scene based on the scene position of the first virtual object and displaying a scene map of the target scene area in the operation area; and a movement control module for responding to a sliding operation on the joystick control to control the movement of the first virtual object within the game scene.
[0006] Thirdly, embodiments of this disclosure provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the game operation control method of any of the first aspects.
[0007] Fourthly, embodiments of this disclosure provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the game operation control method of any one of the first aspects.
[0008] The embodiments disclosed herein bring the following beneficial effects:
[0009] This disclosure provides a game operation control method, device, and electronic device. It displays a joystick control and its operation area in a graphical user interface; determines a target scene area from the game scene based on the scene position of a first virtual object, and displays a scene map of the target scene area in the operation area; and controls the first virtual object to move within the game scene in response to a sliding operation on the joystick control. This method combines the joystick control and the scene map by displaying a scene map in the joystick control's operation area, saving screen space and increasing the visible area of the game interface without affecting the player's interactive operations, thereby improving the player's gaming experience.
[0010] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.
[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart of a game operation control method provided in this embodiment of the disclosure;
[0014] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of this disclosure;
[0015] Figure 3 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0016] Figure 4 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0017] Figure 5 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0018] Figure 6 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0019] Figure 7 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0020] Figure 8 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0021] Figure 9 This is a schematic diagram of the structure of a game operation control device provided in an embodiment of the present disclosure;
[0022] Figure 10 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0023] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0024] In current games, the game interface typically displays a game map and various controls, which generally occupy a large area of the screen. This is especially true in portrait-oriented games, where the horizontal display space is narrower. The game map and controls take up a significant portion of the screen, reducing the visible area. Shrinking the game map or controls would make it difficult for players to interact, thus negatively impacting their gaming experience. Therefore, this disclosure provides a game operation control method, device, and electronic device, which can be applied to devices such as mobile phones and tablets.
[0025] In one embodiment of this disclosure, the game operation control method can run on a local terminal device or a server. When the game operation control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0026] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game's operation and control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0027] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0028] In one possible implementation, this disclosure provides a game operation control method, which provides a graphical user interface (GUI) through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI includes at least a portion of the game scene, which includes a first virtual object controlled by the terminal device. Figure 1 As shown, the game's control method includes the following steps:
[0029] Step S102: Display the joystick control and its operation area in the graphical user interface;
[0030] The aforementioned joystick control can be displayed as a graphical button at a designated location in the operation area, such as the center. This graphical button can be circular, rectangular, or irregularly shaped, primarily used to control the movement of the first virtual object within the game scene. The joystick control can also display an object identifier for the virtual object (such as the first virtual object), which can be an icon, a string of text, or the virtual object's avatar. The operation area of the joystick control can be circular, rectangular, or irregularly shaped, allowing players to perform touch and swipe operations within this area. The joystick control and operation area are typically displayed in the lower half of the graphical user interface.
[0031] Step S104: Based on the scene location of the first virtual object, determine the target scene area from the game scene and display the scene map of the target scene area in the operation area;
[0032] The aforementioned scene map typically refers to a thumbnail of the target scene area. This scene map can have the same shape and size as the operation area, or it can have a different shape and size. Optionally, a circular scene area (i.e., the aforementioned target scene area) can be determined from the game scene with the scene location of the first virtual object as the center and a first distance as the radius; alternatively, a rectangular scene area or a scene area of other shapes (such as rhombuses, parallelograms, etc.) can be determined from the game scene with the scene location of the first virtual object as the center and a second distance as the side length (i.e., the aforementioned target scene area).
[0033] The aforementioned scene map typically includes virtual objects located in the target scene area, such as virtual objects controlled by the player or virtual objects with fixed display positions; it also includes various virtual buildings, virtual vegetation, virtual rivers, virtual roads, virtual vehicles, etc. in the target scene area.
[0034] For example, such as Figure 2 As shown, the game scene screen includes a first virtual object, a joystick control, and the joystick control's operation area (such as...). Figure 2 The circular area shown), and the scene map displayed in the operation area (such as...). Figure 2 (The gray content within the circular area shown).
[0035] Step S106: In response to the sliding operation of the joystick control, control the first virtual object to move in the game scene.
[0036] The aforementioned sliding operation can be performed by touching a joystick control displayed on the graphical user interface. While maintaining the touch state, the finger can be dragged to any position within the joystick control's operating area, thereby controlling the movement of the first virtual object in the game scene. To facilitate player control and reduce misoperations, the response area of the joystick control can be expanded. For example, the area around the joystick or even the entire operating area of the joystick control can respond to sliding operations (i.e., sliding operations within the joystick control's response area are considered sliding operations on the joystick control), thereby controlling the movement of the first virtual object in the game scene.
[0037] This disclosure provides a game operation control method that displays a joystick control and its operation area in a graphical user interface; determines a target scene area from the game scene based on the scene position of a first virtual object, and displays a scene map of the target scene area in the operation area; and controls the first virtual object to move within the game scene in response to a sliding operation on the joystick control. This method combines the joystick control and the scene map by displaying a scene map in the joystick control's operation area, saving screen space and increasing the visible area of the game interface without affecting the player's interactive operations, thereby improving the player's gaming experience.
[0038] The operation and control methods of the above game also include: responding to the first touch operation on the target scene location in the scene map, and controlling the first virtual object to move to the target scene location.
[0039] The first touch operation can be a click, tap, swipe, or long press. It should be noted that if the joystick's response area is expanded beyond the joystick controls, the first touch operation should not include a swipe to differentiate between different operations. At the touch location of the first touch operation (i.e., the target scene location mentioned above), a target identifier can be displayed. This identifier can be an identifier that exists before the first touch operation, such as a pre-set identifier for a specific location in the game scene, or it can be displayed after the first touch operation, i.e., the target scene location set by the player. This target identifier can be a symbol, a string of text, etc., used to indicate the destination of the first virtual object's movement. Through the first touch operation, the first virtual object can be controlled to move to the target scene location in the game scene. In the game scene, there can be multiple paths from the first virtual object to the target scene location. The system can select the appropriate path based on pre-set or player-defined strategies to control the first virtual object to move to the target scene location.
[0040] For example, such as Figure 3As shown, the player selects a location in the scene map as the target scene location, performs a first touch operation on the target scene location, and displays a target pattern at the touch location of the first touch operation. The first virtual object will automatically navigate to the target scene location marked by this target pattern.
[0041] The aforementioned scene map includes a second object identifier for the second virtual object. The second object identifier is located at a designated location on the scene map, which corresponds to the scene location of the second virtual object in the game scene.
[0042] The second virtual object can belong to the same game faction as the first virtual object, or it can belong to different game factions. It is understood that the second virtual object is included in the game scene; for example, such as... Figure 4 As shown, the second object identifier of the second virtual object is displayed in the upper left corner of the joystick control (e.g., Figure 4 Similarly, in the game scene, the second virtual object is located to the upper left of the first virtual object.
[0043] The method further includes: responding to a second touch operation on a second object identifier to control the first virtual object to move to the second virtual object.
[0044] The aforementioned second touch operation can be a click, tap, or swipe. As mentioned earlier, if the joystick's response area is expanded beyond the joystick control, the second touch operation should not include a swipe operation to distinguish different operations. The position of the second virtual object is the target movement position of the first virtual object. If the second virtual object also moves while the first virtual object is moving towards it, the first virtual object will continue to move towards the second virtual object. When the player performs a second touch operation on the second object identifier, the first virtual object will automatically move towards the corresponding second virtual object. For example, such as... Figure 5 As shown, clicking the second object icon controls the first virtual object to move to the second virtual object.
[0045] Following the steps of responding to the second touch operation on the second object identifier and controlling the first virtual object to move to the second virtual object, one possible implementation is as follows:
[0046] In response to the fact that the second virtual object and the first virtual object belong to different game factions, control the first virtual object to attack the second virtual object.
[0047] The aforementioned second virtual object has a different display method than the first virtual object and belongs to a different game faction. After a second touch operation on the second object identifier of the second virtual object, an attack pattern can be displayed on the second object identifier of the second virtual object. For example, such as... Figure 6As shown, when the player performs a second touch operation on the second object identifier of the second virtual object, if the first virtual object and the second virtual object belong to different game factions, an attack pattern is displayed on the second object identifier of the second virtual object.
[0048] After responding to the sliding operation of the shake control and controlling the movement of the first virtual object in the game scene, the above method further includes: updating the target scene area according to the scene position of the moved first virtual object, and updating the scene map of the target scene area in the operation area.
[0049] Since the scene location of the first virtual object is also updated in real time, it is necessary to update the target scene area and the scene map of the target scene area in real time to ensure that the first virtual object is always located in the target scene area.
[0050] In one possible implementation, the joystick control serves as the first object identifier for the first virtual object; that is, the player controls the first object identifier displayed in the center of the operation area, which allows them to control the movement of the first virtual object. At the same time, the player can determine the position of the first virtual object in the scene map based on the display position of the first object identifier, ensuring that it is always located in the target scene area, which is the center of the scene map.
[0051] The aforementioned first object identifier can be the avatar of the first virtual object, or the avatar of the player account controlling the first virtual object, etc. For example, such as... Figure 7 As shown, ① corresponds to the first object identifier mentioned above.
[0052] The above response addresses the sliding operation of the joystick control, controlling the movement of the first virtual object within the game scene. One possible implementation is as follows:
[0053] In response to a tap operation on the first object identifier of the first virtual object, an indicator is displayed at the touch location; in response to a swipe operation on the indicator, the first virtual object is controlled to move in the game scene; wherein, the tap operation and the swipe operation are consecutive operations.
[0054] When controlling the movement of the first virtual object by sliding a finger across the first object identifier, an indicator can be displayed at the touch location of the finger after tapping the first object identifier. Continuing to slide the finger allows dragging the indicator to move the first virtual object. The first object identifier can always be located in the center of the operation area. While controlling the movement of the first virtual object, the target scene area and the scene map displayed in the target scene area are updated.
[0055] Optionally, a movement indicator will also be displayed to indicate the direction of movement of the first virtual object. This movement indicator typically starts at the location of the first virtual object and ends at the location of the indicator itself. It can be an arrow or other indicator.
[0056] For example, such as Figure 8 As shown, when the player taps the first object icon of the first virtual object, an indicator icon is displayed at the touch location. Moving the indicator icon displays a movement icon, and the arrow direction of the movement icon indicates the movement direction of the first virtual object.
[0057] The above method further includes: in response to the second virtual object and the first virtual object belonging to the same game faction, controlling the second object identifier of the second virtual object to be displayed in a first display mode; in response to the second virtual object and the first virtual object belonging to different game factions, controlling the second object identifier of the second virtual object to be displayed in a second display mode.
[0058] The first and second display methods described above are used to distinguish different game factions. Optionally, the first display method may allow the second object identifier of the second virtual object to have the same color background, shape, size, and halo as the first object identifier of the first virtual object. The second display method may allow the second object identifier of the second virtual object to have a significantly different color background, shape, size, and halo from the first object identifier of the first virtual object. For example, the first object identifier could be a user avatar with a yellow halo, and the second object identifier could be a user avatar significantly smaller than the first object identifier with a red halo. Second object identifiers belonging to different game factions are usually displayed with a red halo.
[0059] For example, such as Figure 7 As shown, if the first virtual object and the second virtual object belong to different game factions, the second object identifier is displayed in a second display mode. The shape of the second object identifier of the second virtual object is significantly smaller than the shape of the first object identifier of the first virtual object, and the aperture of the second object identifier of the second virtual object is also significantly different from the aperture of the first object identifier of the first virtual object.
[0060] The aforementioned scene map also includes the terrain of the target scene area. This terrain typically includes hills, rivers, and bushes used for ambushes.
[0061] Corresponding to the above-described method implementations, this disclosure provides a device for controlling the operation of a game. A graphical user interface (GUI) is provided via a terminal device. This GUI includes at least a portion of a game scene, which includes a first virtual object controlled by the terminal device. Figure 9 As shown, the device includes:
[0062] The first display module 901 is used to display the joystick control and the operation area of the joystick control in the graphical user interface;
[0063] The second display module 902 determines the target scene area from the game scene based on the scene location of the first virtual object, and displays the scene map of the target scene area in the operation area;
[0064] The movement control module 903 is used to respond to sliding operations on the joystick control and control the movement of the first virtual object in the game scene.
[0065] This disclosure provides a method, apparatus, and electronic device for controlling a game. It displays a joystick control and its operating area in a graphical user interface; determines a target scene area from the game scene based on the location of a first virtual object, and displays a scene map of the target scene area in the operating area; and controls the first virtual object to move within the game scene in response to a sliding operation on the joystick control. This method combines the joystick control and the scene map by displaying a scene map in the joystick control's operating area, saving screen space and increasing the visible area of the game interface without affecting the player's interactive operations, thereby improving the player's gaming experience.
[0066] The aforementioned device also includes an attack module for: controlling the first virtual object to attack the second virtual object in response to the second virtual object and the first virtual object belonging to different game factions.
[0067] The aforementioned device also includes a scene update module, used to: update the target scene area according to the scene position of the moved first virtual object, and update the scene map of the target scene area in the operation area.
[0068] The aforementioned mobile control module is also used to: respond to a first touch operation targeting a target scene location in the scene map, and control the first virtual object to move to the target scene location.
[0069] The second display module is further configured to: include a second object identifier in the scene map that includes the second virtual object, the second object identifier being located at a specified position in the scene map, the specified position corresponding to the scene position of the second virtual object in the game scene.
[0070] The aforementioned motion control module is also used to: respond to a second touch operation targeting a second object identifier, and control the first virtual object to move to the second virtual object.
[0071] The aforementioned movement control module is also used to: respond to a tap operation on the first object identifier of the first virtual object and display an indicator at the touch position; respond to a swipe operation on the indicator and control the first virtual object to move in the game scene; wherein the tap operation and the swipe operation are consecutive operations.
[0072] The second display module is further configured to: in response to the second virtual object and the first virtual object belonging to the same game faction, control the second object identifier of the second virtual object to be displayed in a first display mode; in response to the second virtual object and the first virtual object belonging to different game factions, control the second object identifier of the second virtual object to be displayed in a second display mode.
[0073] The aforementioned first object identifier is always located at the center of the scene map.
[0074] The aforementioned scene map also includes the scene terrain of the target scene area.
[0075] The apparatus provided in this disclosure has the same technical features as the game operation control method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.
[0076] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the operation control method of the aforementioned game. This electronic device can be a server or a terminal device.
[0077] See Figure 10 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the operation control method of the game described above.
[0078] Furthermore, Figure 10 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0079] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 10 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0080] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0081] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the operation control method of the aforementioned game:
[0082] The graphical user interface displays a joystick control and its operating area. Based on the scene position of the first virtual object, a target scene area is determined from the game scene, and a scene map of the target scene area is displayed in the operating area. In response to a sliding operation on the joystick control, the first virtual object is moved within the game scene. This method combines the joystick control and the scene map by displaying the scene map in the joystick control's operating area, saving screen space and increasing the visible area of the game interface without affecting the player's interaction, thereby improving the player's gaming experience.
[0083] The above response targets the first touch operation at the target scene location on the scene map, controlling the first virtual object to move to the target scene location. This method allows for simple touch operations to control the movement of the first virtual object, simplifying player interaction and enhancing the gaming experience.
[0084] The aforementioned scene map includes a second object identifier for the second virtual object. The second object identifier is located at a designated location on the scene map, which corresponds to the scene location of the second virtual object in the game scene.
[0085] The above response is a second touch operation on the second object identifier, controlling the first virtual object to move to the second virtual object.
[0086] Following the steps of controlling the first virtual object to move to the second virtual object in response to a touch operation on the second object identifier, the above-mentioned response further includes: in response to the second virtual object and the first virtual object belonging to different game factions, controlling the first virtual object to attack the second virtual object. In this method, players can automatically attack enemy characters through simple touch operations, improving the player's gaming experience.
[0087] The above response, after controlling the movement of the first virtual object in the game scene by sliding the joystick control, also includes: updating the target scene area according to the scene position of the moved first virtual object, and updating the scene map of the target scene area in the operation area.
[0088] The aforementioned joystick control serves as the first object identifier for the first virtual object. The steps for controlling the movement of the first virtual object within the game scene in response to a sliding operation on the joystick control include: displaying an indicator at the touch location in response to a tap operation on the first object identifier of the first virtual object; and controlling the movement of the first virtual object within the game scene in response to a sliding operation on the indicator. The tap and sliding operations are consecutive. This method combines the joystick control with the scene map, saving screen space. Furthermore, players can control the movement of the first virtual object with one hand through simple, continuous operations, without affecting player interaction, while increasing the visible area of the game interface, thereby improving the player's gaming experience.
[0089] The aforementioned first object identifier is always located at the center of the scene map.
[0090] In response to the second virtual object and the first virtual object belonging to the same game faction, the second object identifier of the second virtual object is controlled to be displayed in a first display mode; in response to the second virtual object and the first virtual object belonging to different game factions, the second object identifier of the second virtual object is controlled to be displayed in a second display mode.
[0091] The aforementioned scene map also includes the scene terrain of the target scene area.
[0092] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the above-mentioned operation control method of the game.
[0093] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the game's operation control method:
[0094] The graphical user interface displays a joystick control and its operating area. Based on the scene position of the first virtual object, a target scene area is determined from the game scene, and a scene map of the target scene area is displayed in the operating area. In response to a sliding operation on the joystick control, the first virtual object is moved within the game scene. This method combines the joystick control and the scene map by displaying the scene map in the joystick control's operating area, saving screen space and increasing the visible area of the game interface without affecting the player's interaction, thereby improving the player's gaming experience.
[0095] The above response targets the first touch operation at the target scene location on the scene map, controlling the first virtual object to move to the target scene location. This method allows for simple touch operations to control the movement of the first virtual object, simplifying player interaction and enhancing the gaming experience.
[0096] The aforementioned scene map includes a second object identifier for the second virtual object. The second object identifier is located at a designated location on the scene map, which corresponds to the scene location of the second virtual object in the game scene.
[0097] The above response is a second touch operation on the second object identifier, controlling the first virtual object to move to the second virtual object.
[0098] Following the steps of controlling the first virtual object to move to the second virtual object in response to a touch operation on the second object identifier, the above-mentioned response further includes: in response to the second virtual object and the first virtual object belonging to different game factions, controlling the first virtual object to attack the second virtual object. In this method, players can automatically attack enemy characters through simple touch operations, improving the player's gaming experience.
[0099] The above response, after controlling the movement of the first virtual object in the game scene by sliding the joystick control, also includes: updating the target scene area according to the scene position of the moved first virtual object, and updating the scene map of the target scene area in the operation area.
[0100] The aforementioned joystick control serves as the first object identifier for the first virtual object. The steps for controlling the movement of the first virtual object within the game scene in response to a sliding operation on the joystick control include: displaying an indicator at the touch location in response to a tap operation on the first object identifier of the first virtual object; and controlling the movement of the first virtual object within the game scene in response to a sliding operation on the indicator. The tap and sliding operations are consecutive. This method combines the joystick control with the scene map, saving screen space. Furthermore, players can control the movement of the first virtual object with one hand through simple, continuous operations, without affecting player interaction, while increasing the visible area of the game interface, thereby improving the player's gaming experience.
[0101] The aforementioned first object identifier is always located at the center of the scene map.
[0102] In response to the second virtual object and the first virtual object belonging to the same game faction, the second object identifier of the second virtual object is controlled to be displayed in a first display mode; in response to the second virtual object and the first virtual object belonging to different game factions, the second object identifier of the second virtual object is controlled to be displayed in a second display mode.
[0103] The aforementioned scene map also includes the scene terrain of the target scene area.
[0104] The computer program product of the game operation control method, device and system provided in this disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0105] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0106] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0107] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the 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 to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0108] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0109] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions 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 this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A method for controlling the operation of a game, characterized in that, A graphical user interface (GUI) is provided via a terminal device, the GUI including at least a portion of a game scene, the game scene including a first virtual object, the first virtual object being controlled via the terminal device, the method comprising: The graphical user interface displays a joystick control and its operation area. Based on the scene location of the first virtual object, a target scene area is determined from the game scene, and a scene map of the target scene area is displayed in the operation area; In response to a sliding operation on the joystick control, the first virtual object is controlled to move within the game scene; The method further includes: responding to a first touch operation on a target scene location in the scene map, and controlling the first virtual object to move to the target scene location.
2. The method according to claim 1, characterized in that, The scene map includes a second object identifier for the second virtual object, which is located at a designated location on the scene map. The designated location corresponds to the scene location of the second virtual object in the game scene.
3. The method according to claim 2, characterized in that, The method further includes: In response to a second touch operation targeting the second object identifier, the first virtual object is controlled to move to the second virtual object.
4. The method according to claim 3, characterized in that, After responding to a touch operation on the second object identifier and controlling the first virtual object to move to the second virtual object, the method further includes: In response to the fact that the second virtual object and the first virtual object belong to different game factions, the first virtual object is controlled to attack the second virtual object.
5. The method according to claim 1, characterized in that, After responding to a sliding operation on the joystick control and controlling the first virtual object to move within the game scene, the method further includes: Based on the scene location of the first virtual object after it has been moved, the target scene area is updated, and the scene map of the target scene area is updated in the operation area.
6. The method according to claim 1, characterized in that, The joystick control is the first object identifier of the first virtual object; The step of controlling the first virtual object to move in the game scene in response to a sliding operation on the joystick control includes: In response to a tap operation on the first object identifier of the first virtual object, an indicator is displayed at the touch location; In response to a swipe operation on the indicator, the first virtual object is controlled to move within the game scene; wherein the tap operation and the swipe operation are consecutive operations.
7. The method according to claim 6, characterized in that, The first object identifier is always located at the center of the scene map.
8. The method according to claim 2, characterized in that, The method further includes: In response to the fact that the second virtual object and the first virtual object belong to the same game faction, the second object identifier of the second virtual object is controlled to be displayed in the first display mode; In response to the fact that the second virtual object and the first virtual object belong to different game factions, the second object identifier of the second virtual object is controlled to be displayed in a second display mode.
9. The method according to claim 1, characterized in that, The scene map also includes the scene terrain of the target scene area.
10. A game operation control device, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface including at least a portion of a game scene, the game scene including a first virtual object, the first virtual object being controlled via the terminal device, the device comprising: The first display module is used to display the joystick control and the operation area of the joystick control in the graphical user interface; The second display module is used to determine a target scene area from the game scene based on the scene location of the first virtual object, and to display a scene map of the target scene area in the operation area; A movement control module is used to respond to sliding operations on the joystick control and control the first virtual object to move in the game scene; The motion control module is further configured to: respond to a first touch operation on a target scene location in the scene map, and control the first virtual object to move to the target scene location.
11. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the game operation control method according to any one of claims 1-9.
12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game operation control method according to any one of claims 1-9.
Citation Information
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