A game processing method and device, electronic equipment and storage medium
Patent Information
- Application Number
- CN202410058718.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-01-16
- Publication Date
- 2026-09-25
- Estimated Expiration
- 2044-01-16
AI Technical Summary
[0004]但是,由于行军线距离较长导致可能需要多次拖动地图才能找到想要查看的目标位置或是需要多次缩放地图才能找到想要查看的目标位置并在找到该目标位置后继续多次缩放地图以清楚的显示该目标位置,使得玩家需要反复多次操作才能查看到行军线上的目标位置,操作步骤繁琐,容易导致游戏操作效率较低
[0019]本申请一种实施例中,通过触发被局部行军线经过的目标虚拟地块,可以控制在图形用户界面上显示该局部行军线所属的完整行军线上第一关键位置的位置标识,通过对第一关键位置的位置标识执行标识选择操作,可以确定目标位置标识并控制第一场景画面跳转至目标位置标识对应的第二场景画面,以实现场景画面的快速切换,操作便捷,有助于提高游戏操作效率,还可以减少玩家冗余重复性操作,实现更高效的信息传达,有利于玩家获得更好的游戏体验。
Smart Images

Figure CN117899451B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and more specifically, to a game processing method, apparatus, electronic device, and storage medium. Background Technology
[0002] In massively multiplayer online strategy games (MMORPGs), numerous players operate on the same sandbox map, engaging in activities such as expeditions, marches, and battles. Marching lines are a common element, dispatched by players from their starting point to their destination, serving as guide lines to indicate the direction and distance of movement. When an enemy marching line appears within a player's field of vision, the player often wants to check its starting and ending points to determine whether the marching line is hostile.
[0003] In this technology, when a player discovers a marching line within their field of vision, they need to continuously drag the map along the line to view its starting and ending points, thereby determining its faction affiliation and whether it is hostile. Alternatively, they can zoom in to display the complete marching line, and then switch the map back to normal scale near the target of the zoomed-in line to determine the faction affiliation and hostility of that marching line.
[0004] However, due to the long distance of the marching line, it may be necessary to drag the map multiple times to find the target location or zoom the map multiple times to find the target location. After finding the target location, it is necessary to zoom the map multiple times to clearly display the target location. This requires players to perform repeated operations to see the target location on the marching line. The operation steps are cumbersome and easily lead to low game operation efficiency. Summary of the Invention
[0005] In view of this, the purpose of this application is to provide a game processing method, device, electronic device and storage medium to avoid players having to repeatedly operate when viewing the starting point or destination of the marching line, thereby helping to improve the efficiency of game operation.
[0006] In a first aspect, embodiments of this application provide a game processing method, the method comprising:
[0007] In response to a trigger operation targeting a virtual plot of land, the location identifier of the first key position on the complete marching line to which the local marching line belongs is displayed on the graphical user interface; wherein, the target virtual plot of land is a virtual plot of land in the first scene screen that is traversed by the local marching line;
[0008] In response to the identification selection operation for the location identifier of the first key location, a target location identifier is determined, and the first scene screen is controlled to jump to the second scene screen corresponding to the target location identifier.
[0009] Secondly, embodiments of this application provide a game processing method, the method comprising:
[0010] In response to a sliding operation within the interactive area of the local marching line, the starting point or destination of the complete marching line to which the local marching line belongs is determined according to the sliding direction of the sliding operation, and the first scene screen is controlled to jump to the second scene screen corresponding to the starting point or the destination.
[0011] Thirdly, embodiments of this application also provide a game processing device, the device comprising:
[0012] The location display module is used to respond to a trigger operation on a target virtual plot and control the display of the location marker of the first key position on the complete march line to which the local march line belongs on the graphical user interface; wherein, the target virtual plot is a virtual plot in the first scene screen that is passed through by the local march line;
[0013] The first jump module is used to respond to the identifier selection operation for the location identifier, determine the target location identifier, and control the first scene screen to jump to the second scene screen corresponding to the target location identifier.
[0014] Fourthly, embodiments of this application also provide a game processing device, the device comprising:
[0015] The second jump module is used to respond to a sliding operation within the interactive area of a local marching line, determine the starting point or destination of the complete marching line to which the local marching line belongs based on the sliding direction of the sliding operation, and control the first scene screen to jump to the second scene screen corresponding to the starting point or the destination.
[0016] Fifthly, embodiments of this application also provide 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 is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, the steps of the game processing method described above are performed.
[0017] Sixthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the game processing method described above.
[0018] The embodiments of this application have at least the following beneficial technical effects:
[0019] In one embodiment of this application, by triggering a target virtual plot traversed by a local marching line, the location marker of the first key position on the complete marching line to which the local marching line belongs can be displayed on the graphical user interface. By performing a marker selection operation on the location marker of the first key position, the target location marker can be determined and the first scene screen can be controlled to jump to the second scene screen corresponding to the target location marker, so as to achieve rapid switching of scene screens, convenient operation, help improve game operation efficiency, reduce redundant and repetitive operations of players, achieve more efficient information transmission, and help players obtain a better game experience.
[0020] In another embodiment of this application, the starting point or destination of the complete marching line to which the local marching line belongs is determined by the sliding direction of a sliding operation within the interactive area of the local marching line, and the first scene screen is controlled to jump to the second scene screen corresponding to the starting point or destination. Here, the starting point or destination can be quickly determined by the direction of the sliding operation, and the jump from the first scene screen to the second scene screen corresponding to the starting point or destination can be completed directly. This is convenient and can improve the speed of scene screen jumps, which is beneficial to improving the efficiency of game operation and game interaction. It can also reduce redundant and repetitive operations by players, achieve more efficient information transmission, and help players obtain a better gaming experience.
[0021] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0022] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0023] Figure 1 This is a schematic diagram of a game scene in related technologies;
[0024] Figure 2 This is a schematic diagram of another game scene in related technologies;
[0025] Figure 3 A flowchart illustrating a game processing method provided in an embodiment of this application;
[0026] Figure 4 A schematic diagram of a game scene provided in an embodiment of this application;
[0027] Figure 5A scene diagram illustrating another game scenario provided in this application embodiment;
[0028] Figure 6 A scene diagram illustrating another game scenario provided in this application embodiment;
[0029] Figure 7 A scene diagram illustrating another game scenario provided in this application embodiment;
[0030] Figure 8 A scene diagram illustrating another game scenario provided in this application embodiment;
[0031] Figure 9 A scene diagram illustrating another game scenario provided in this application embodiment;
[0032] Figure 10 A scene diagram illustrating another game scenario provided in this application embodiment;
[0033] Figure 11 A flowchart illustrating another game processing method provided in this application embodiment;
[0034] Figure 12 A scene diagram illustrating another game scenario provided in this application embodiment;
[0035] Figure 13 A scene diagram illustrating another game scenario provided in this application embodiment;
[0036] Figure 14 A flowchart illustrating another game processing method provided in this application embodiment;
[0037] Figure 15 A scene diagram illustrating another game scenario provided in this application embodiment;
[0038] Figure 16 A scene diagram illustrating another game scenario provided in this application embodiment;
[0039] Figure 17 A scene diagram illustrating another game scenario provided in this application embodiment;
[0040] Figure 18 A flowchart illustrating another game processing method provided in this application embodiment;
[0041] Figure 19 This is a schematic diagram of the structure of a game processing device provided in an embodiment of this application;
[0042] Figure 20This is a schematic diagram of another game processing device provided in an embodiment of this application;
[0043] Figure 21 This is a schematic diagram of another game processing device provided in an embodiment of this application;
[0044] Figure 22 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application;
[0045] Figure 23 This is a schematic diagram of the structure of another electronic device provided in an embodiment of this application. Detailed Implementation
[0046] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.
[0047] First, a brief introduction to the names involved in the embodiments of this application:
[0048] (1) Terminal equipment
[0049] The terminal device involved in this application mainly refers to an intelligent device used to provide game graphics (e.g., game settings / configuration interfaces, game scene presentation interfaces) and to control virtual objects. The terminal device may include, but is not limited to, any of the following devices: smartphones, tablets, laptops, desktop computers, game consoles, personal digital assistants (PDAs), e-book readers, MP4 (Moving Picture Experts Group Audio Layer IV) players, etc. This terminal device has an application installed and running that supports game scenes, such as an application that supports 3D game scenes. Optionally, this application can be a standalone application, such as a standalone 3D (Three Dimensions) game program, or a network-connected application.
[0050] (2) Graphical User Interface
[0051] It is a human-computer interface display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse, keyboard, and / or game controller. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, launch programs, or perform other tasks.
[0052] A graphical user interface (GUI) provides or displays the application's corresponding interface, which is a screen corresponding to at least one observation method for observing the game scene. Here, at least one observation method may include, but is not limited to: observation perspective, observation configuration (e.g., whether night vision is enabled), observation center, and observation angle. For example, the interface may refer to a screen obtained by observing the game scene from an observation perspective centered on a virtual object or a coordinate position within the game scene and at a certain camera height. For example, the GUI may include virtual objects such as game characters executing game logic, NPC characters (non-player characters), and AI (Artificial Intelligence) characters.
[0053] The graphical user interface includes any visible controls or elements, such as game controls (e.g., skill controls, movement controls, function controls, etc.), indicators (e.g., direction indicators, character indicators, etc.), information display areas (e.g., number of defeats, match time, etc.), or game settings controls (e.g., system settings, shop, coins, etc.). It may also include controls such as images, input boxes, and text boxes, some of which respond to user actions.
[0054] (3) Game Scene
[0055] This is a virtual environment displayed (or provided) by an application while it is running on a terminal device or server. Optionally, the game scene is a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment, and the virtual environment can be sky, land, ocean, etc. The game scene is a scenario where the user controls the complete game logic of virtual objects. Optionally, the game scene is also used for virtual environment battles between at least two virtual objects, and the game scene has virtual resources available for use by at least two virtual characters.
[0056] (4) Virtual land parcel
[0057] A virtual territory refers to a pre-defined area within a game scene, which can be presented as a two-dimensional or three-dimensional model. This virtual territory is an area that can be contested and occupied by virtual objects belonging to different factions. For example, virtual territories in a game scene may include, but are not limited to, virtual cities created within the game scene and / or virtual grids obtained by dividing the game scene. For example, in a virtual match, a player can choose a character attribute or be randomly assigned a character attribute to perform virtual tasks or engage in combat within the game scene. The aforementioned virtual territories can be strongholds that provide virtual resources. By performing game actions on occupied virtual territories—such as building cities, developing virtual resources, recruiting soldiers, crafting treasures, upgrading food supplies, or upgrading barracks—players can improve their virtual abilities (e.g., combat abilities) within the game scene, thereby completing virtual tasks corresponding to their assigned character attributes. For example, the game scene can include land, mountains, rivers, docks, fortresses, etc. Factions can be formed based on the role attributes of the virtual objects controlled by players in this virtual battle. Players control units from the same faction to move within the game scene, capturing virtual territories to obtain corresponding virtual resources. After a virtual territory is captured, the owner of that territory can perform various game actions to improve their own (or their faction's) virtual capabilities.
[0058] (5) Expeditionary Units
[0059] A combat unit typically consists of one or more virtual objects, which can be dynamic objects controlled by the player in a virtual environment. Optionally, the dynamic object can be a virtual character, virtual animal, anime character, etc. The combat unit can be controlled by the player through an input device, or by training and setting up artificial intelligence (AI) in the virtual environment battle, or by setting up a non-player character (NPC) in the virtual scene battle. 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; this application embodiment does not limit this. In one possible implementation, the user can control the virtual objects in the combat unit to move within the virtual scene, and can also control the virtual objects to use skills, virtual props, etc. provided by the application to fight against other virtual objects. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual objects can be three-dimensional virtual models, each virtual object having its own shape and volume in the three-dimensional virtual environment and occupying a portion of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, or a three-dimensional object constructed based on three-dimensional technology. The virtual object achieves different external appearances by being given different skins. In some implementations, the virtual object can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in this application embodiment.
[0060] The game processing method provided in this application can run on a local terminal device or a server. When the game processing method runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0061] 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's execution and the game screen presentation are separated. The storage and execution of game processing 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 game processing is performed by the cloud gaming server in the cloud. When playing the game, the user 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 game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0062] 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 user through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the user in various ways, such as rendering it on the terminal's display screen or providing it to the user through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0063] Secondly, the applicable scenarios for this application are introduced. This application can be applied to the field of game technology, such as massively multiplayer online strategy games, where a large number of players operate on the same sandbox map, including expeditions, marches, and battles. Among these, marching lines are a very common element, dispatched by players and pointing from their starting point to their destination, serving as guide lines to indicate the direction and distance of marching. When an enemy's marching line appears within a player's visible range, the player often wants to check its starting point and destination to determine whether the marching line is hostile to them.
[0064] For example, such as Figure 1 and Figure 2 As shown, Figure 1 This is a schematic diagram of a game scene in related technologies. Figure 2 This is a schematic diagram of another game scenario in related technologies. The graphical user interface 100 displays the scenario. Because the game scene in a match is large, this scenario only shows a portion of the game scene. Simultaneously, the marching distance of the deploying units in the game scene may also be relatively long, resulting in a long marching line distance for that unit. Therefore, it is difficult to display the complete marching line in most scenarios. For example... Figure 1 As shown, when a player discovers a marching line within their field of vision, only a portion of that marching line (101a) can be displayed in the scene view at the current map zoom level; for example... Figure 2 As shown, when a player discovers multiple marching lines within their field of vision, these lines can include those of friendly forces, enemy forces, and allied forces. Different factions' marching lines can be distinguished by different colors; for example, green lines represent friendly forces, blue lines represent allied forces, and red lines represent enemy forces. For instance, in... Figure 2The marching lines of different factions are represented by lines of varying thickness. Similarly, only partial marching lines (101a, 101b, 101c) can be displayed in the scene view at the current map zoom level.
[0065] In related technologies, when a player discovers a marching line within their field of vision, they need to continuously drag the map along the line to view its starting and ending points, thereby determining its faction affiliation and whether it is hostile. Alternatively, they can zoom in on the map to display the complete marching line, and then zoom in to normal scale near the target of the zoomed-in complete marching line to determine whether the faction affiliation of the marching line is hostile.
[0066] However, due to the long distance of the marching line, it may be necessary to drag the map multiple times to find the target location or zoom the map multiple times to find the target location. After finding the target location, it is necessary to zoom the map multiple times to clearly display the target location. This requires players to perform repeated operations to see the target location on the marching line. The operation steps are cumbersome and easily lead to low game operation efficiency.
[0067] Additionally, on mobile devices, the controls are less precise than with a mouse on a PC, making it easier to zoom in and out of the map and not find the desired location, requiring players to zoom in or out again to perform the operation.
[0068] Based on this, this application proposes a game processing method, device, electronic device, and storage medium to avoid players having to repeatedly operate when viewing the starting point or destination of the marching line, thereby helping to improve game operation efficiency.
[0069] Taking the game processing method provided in this application running on a local terminal device (hereinafter referred to as the terminal device) as an example, the game processing method provided in this application will be illustrated by way of example:
[0070] Example 1:
[0071] Please see Figure 3 , Figure 3 This is a flowchart illustrating a game processing method provided in an embodiment of this application. Figure 3 As shown in the embodiments of this application, the game processing method includes:
[0072] S301. In response to a trigger operation targeting a virtual plot, control the display of the location marker of the first key position on the complete march line to which the local march line belongs on the graphical user interface; wherein, the target virtual plot is a virtual plot in the first scene screen that is traversed by the local march line.
[0073] S302, In response to the identification selection operation for the location identifier of the first key position, determine the target location identifier and control the first scene screen to jump to the second scene screen corresponding to the target location identifier.
[0074] In step S301, in response to a trigger operation targeting the virtual plot, the location marker of the first key position on the complete march line to which the local march line belongs is displayed on the graphical user interface.
[0075] Here, when players select a destination and control their units to advance (for expeditions, sweeps, etc.), a marching line is displayed on the graphical user interface. The marching line points from the starting point to the destination, guiding the direction and distance of the advancing units. Different colors distinguish different player factions, such as friendly forces, allied forces, and enemy forces. For example, marching lines for different factions can be distinguished by different colors; green represents friendly forces, blue represents allied forces, and red represents enemy forces. However, if the game scene is large and the marching line is long, the current map zoom level displayed on the graphical user interface may not be sufficient to show the entire marching line. Figure 1 and Figure 2 As shown, a partial marching line is displayed on the graphical user interface.
[0076] Optionally, the marching line represents the movement route of units in the game scene. Units can advance towards their destination along the path indicated by the marching line. The color of the route a unit travels along the marching line lightens, and the marching line disappears once the unit reaches its destination. Optionally, the marching line is affected by the player's field of vision. For example, if the player has no vision of a certain area of the map, they will not see the troops and marching lines in that area. Visibility is determined by buildings and territory ownership, similar to BeiDou satellites or signal base stations in the real world. If a map area is covered, the player has vision of that area.
[0077] The first key position on the march line can be one or more. The first key position is the location of a designated plot of land associated with the march line in the virtual scene. The designated plot of land can be traversed by the march line or located within a preset range of the march line. In some embodiments, the designated plot of land includes, but is not limited to, the starting point of the expeditionary unit, the destination of the expeditionary unit, the virtual plot of land where the expeditionary unit is currently located, the virtual plot of land within a preset distance of the expeditionary unit, the virtual plot of land occupied by the expeditionary unit within the preset range of the march line, and the virtual plot of land occupied by the allied units of the expeditionary unit within the preset range of the march line.
[0078] In one specific embodiment, the game scene includes various virtual land plots, which are represented by grids. For example, virtual land plots can be divided into resource plots (such as plains), mountain plots, river plots, etc. A player's initial camp occupies a certain area of virtual land, such as a 3x3 grid on the ground. Players can represent their respective factions and achieve game achievements by conquering territory through attacking these plots.
[0079] For example, such as Figure 4 As shown, the player's own camp 201 is displayed on the graphical user interface 100. The current player camp 201 comprises 10 virtual tiles. When a player decides to attack virtual tile 202 to expand their own camp's territory, they can use the central tile 201a of their own camp 201 in the game scene as the starting tile and the virtual tile 202 as the destination tile. Based on the starting and destination tiles, the marching line 101d of the player's units in the game scene is determined. Then, the player can display the marching units moving from the central tile 201a along the marching line 101d to the destination tile 202 on the graphical user interface 100 to capture the destination tile 202. Additionally, when a player wants to capture an enemy camp, the enemy camp can be the enemy camp 203 currently displayed on the graphical user interface 100, or an enemy camp that is too far from their own camp 201 to be displayed on the graphical user interface 100.
[0080] Further, the target virtual territory is a virtual territory in the first scene that is traversed by a local marching line. In a specific embodiment, the target virtual territory can be a virtual territory in any faction in the first scene that is traversed by a local marching line. Specifically, the target virtual territory is a virtual territory in the first scene that is covered by a local marching line. This marching line includes at least one of the marching lines of friendly factions, enemy factions, and allied factions. Optionally, the marching lines passing through the target virtual territory include one or more lines.
[0081] In this step, in response to a player's trigger action on the target virtual plot, the system controls the display of a location marker for the first key position on the complete marching line to which the local marching line belongs on the graphical user interface. For example, the trigger action includes, but is not limited to, clicking, swiping, long-pressing, and hard-pressing. Specifically, the location marker for the first key position is interactive; triggering this location marker can control the transition from the first scene screen to the second scene screen corresponding to that location marker.
[0082] Regarding step S301, in one embodiment, performing a trigger operation on the target virtual plot can control the direct display of the location marker of the first key position on the complete marching line to which the local marching line belongs on the graphical user interface; in another embodiment, performing a trigger operation on the target virtual plot can also first display an interactive entry (such as the route location control described later), and then control the display of the location marker of the first key position on the complete marching line to which the local marching line belongs on the graphical user interface through this interactive entry. The two embodiments described above are described below:
[0083] First, step S301 specifically includes: responding to the trigger operation issued by the player to the target virtual plot, controlling the direct display on the graphical user interface of the location marker of the first key position on the complete march line to which the local march line belongs.
[0084] In this embodiment, triggering an operation on the target virtual plot can control the direct display of the location marker of the first key position on the complete marching line to which the local marching line belongs on the graphical user interface. The operation is convenient and can realize the function of quickly obtaining the location marker of the first key position on the complete marching line to which the local marching line belongs.
[0085] Here, when there are multiple local marching lines passing through the target virtual plot, after the trigger operation is performed on the target virtual plot, the location markers of the first key positions on the complete marching lines to which the multiple local marching lines belong can be displayed on the graphical user interface. Considering that there are many location markers of the first key positions on the complete marching lines to which the multiple local marching lines belong can be displayed in a list in the location information list to ensure that the interface is simple and clean, which is conducive to players performing interactive operations on the graphical user interface, and thus helps to improve the efficiency of game interaction.
[0086] In one optional embodiment, in response to a player's trigger operation on a target virtual plot, a list of location information is displayed on the graphical user interface. The list of location information includes the location identifier of the first key position on the complete march line to which the local march line passing through the target virtual plot belongs, and the faction identifier corresponding to each complete march line.
[0087] Here, the location information list includes location markers for the first key position on the complete march line belonging to the local march line passing through the target virtual territory. These markers can include the departure point and destination of the departing unit. By triggering an action on either the departure or destination marker, the first scene can be directly transitioned to the corresponding second scene, improving the speed of scene transitions and thus enhancing game interaction efficiency. Additionally, the location information list includes faction markers for each complete march line. These markers indicate the faction to which each march line belongs, such as enemy, friendly, or allied. Displaying these faction markers helps players quickly determine the faction to which the march line belongs, allowing for a preliminary assessment of the true intentions of that faction towards their own faction, thus accelerating game progress and further improving game interaction efficiency.
[0088] By displaying the location information list of the first key position on the complete march line to which the local march line passing through the target virtual plot belongs, as well as the faction identifier corresponding to each complete march line, the interface can not only be made cleaner, but also facilitate the rapid switching of scene screens. It also helps players quickly judge the true intention of the faction to which the march line belongs to their own faction, thus improving the game operation efficiency and game interaction efficiency of this embodiment.
[0089] Second, step S301 specifically includes:
[0090] Step 301a: In response to the first trigger sub-operation for the target virtual plot, control the display of route location controls on the graphical user interface.
[0091] Step 301b: In response to a second trigger sub-operation for the route location control, control the display on the graphical user interface of the location identifier of the first key position on the complete march line to which the local march line belongs.
[0092] Here, the triggering operation for the target virtual plot in step S301 is divided into a first triggering sub-operation and a second triggering sub-operation. In one scenario, the first and second triggering sub-operations are discontinuous operations. Optionally, the first and second triggering sub-operations can be the same, such as both being click operations, swipe operations, long-press operations, etc.; alternatively, the first and second triggering sub-operations can be different, such as the first triggering sub-operation being a click operation and the second triggering sub-operation being a swipe operation, etc. In another scenario, the first and second triggering sub-operations are continuous operations. Optionally, the first and second triggering sub-operations are continuous swipe operations.
[0093] The triggering operation can be implemented through the player's finger touching the graphical user interface of the terminal device, or through mouse or keyboard input. Specifically, the first and second triggering sub-operations can both be implemented through the player's finger touching the graphical user interface of the terminal device, or both can be implemented through mouse or keyboard input, or the first triggering sub-operation can be implemented through the player's finger touching the graphical user interface of the terminal device, and the second triggering sub-operation can be implemented through mouse or keyboard input, or the first triggering sub-operation can be implemented through mouse or keyboard input, and the second triggering sub-operation can be implemented through the player's finger touching the graphical user interface of the terminal device. The specific input method can be determined according to the actual configuration of the terminal device and the player's operating habits, and no specific limitation is made here.
[0094] In this embodiment, the first trigger sub-operation and the second trigger sub-operation are preferably discontinuous operations. This makes the operation boundary between the first trigger sub-operation and the second trigger sub-operation clear, which can avoid the problem of the first trigger sub-operation and the second trigger sub-operation being continuous and interfering with the player's line of sight and obstructing the graphical user interface, thus helping to reduce the error rate of game operation.
[0095] Furthermore, in step 301a above, the route location control provides an interactive entry point for quickly obtaining the location identifier of the first key position on the complete march line. By triggering the route location control, the location identifier of the first key position on the complete march line to which the local march line belongs can be displayed on the graphical user interface.
[0096] Optionally, the interactive area corresponding to the route location control should be of moderate size, easy for players to operate. The route location control displays a reminder marker to inform the player that it can be triggered at present. For example, the reminder marker may be a color other than gray, or it may be text. The text is also used to remind the player of the function of the route location control. For example, the route location control in this embodiment has the function of quickly obtaining the reminder marker of the first key position on the complete marching line. For example, the text description "marching line" can be displayed on the route location control.
[0097] Optionally, the route location control can be displayed anywhere on the graphical user interface. When other skill controls are displayed after the target virtual plot is triggered, the route location control can be displayed together with other skill controls. Optionally, the interactive area of the route location control can be the same as the interactive areas of other skill controls. Optionally, the interactive area of the route location control is a clickable area. Performing an interactive operation within the interactive area of the route location control will trigger an event, which can be a link jump, a submission, or a pop-up dialog box, etc.
[0098] In step 301b, the location identifiers of the first key positions on the complete marching line to which the local marching line passing through the target virtual plot belongs can be centrally displayed in the location information list. Specifically, step 301b includes: responding to a second trigger sub-operation of the route location control, controlling the display of the location information list on the graphical user interface; wherein, the location information list includes the location identifiers of the first key positions on the complete marching line to which the local marching line passing through the target virtual plot belongs, and the faction identifier corresponding to each complete marching line.
[0099] Here, the solution for displaying the location identifier of the first key position on the complete marching line to which the local marching line passing through the target virtual plot belongs in the form of a location information list in step 301b can be referred to the description above. The content displayed in the location information list and the technical effects achieved are the same, and will not be repeated here.
[0100] For example, taking a scenario where both the first and second trigger sub-operations are click operations, the system controls the display of route location controls on the graphical user interface in response to a click operation on the target virtual plot; and controls the display of the location marker of the first key position on the complete marching line to which the local marching line belongs on the graphical user interface in response to a click operation on the route location controls. The click operation can be implemented by the player touching the graphical user interface of the terminal device with their finger, or by inputting with a mouse or keyboard.
[0101] This embodiment of the application displays a route location control by performing a first trigger sub-operation on the target virtual plot, and displays the location marker of the first key position on the complete marching line to which the local marching line belongs by performing a second trigger sub-operation on the route location control. The first and second trigger sub-operations can achieve different functions, and the operation boundaries are clearly defined, which helps to reduce the difficulty of understanding the triggering operation and improve the accuracy of players in triggering different functions, thereby improving the user experience. In addition, the route location control provides an interactive entry point for quickly obtaining the location marker of the first key position on the complete marching line. Players can decide whether to trigger the route location control to obtain the location marker of the first key position on the complete marching line according to actual needs, and the game operation has a high degree of freedom. Moreover, in addition to displaying the route location control, performing the first trigger sub-operation on the target virtual plot can also display other game controls, which implement other different game functions. In this way, multiple controls with different game functions can be displayed with a single trigger operation, allowing players to quickly execute the game behavior corresponding to each control. This integrates the operations that originally required multiple separate operations, saves operation steps, and improves the efficiency of game operation.
[0102] In the relevant game, for virtual tiles not traversed by the marching line, multiple skill controls are displayed on the graphical user interface in response to triggering actions on these virtual tiles. These other virtual tiles are those not traversed by the local marching line in the first scene. In other words, triggering actions on other virtual tiles not traversed by the marching line can display multiple skill controls on the graphical user interface, and responding to triggering actions on any of these skill controls can control the game behavior corresponding to the skill control triggered by the action.
[0103] Based on the aforementioned games, this application proposes the following technical concept to save game operation steps and improve game operation efficiency: For target virtual plots passed by the marching line, after triggering the target virtual plot, not only can multiple skill controls continue to be displayed, but also a new interactive entry (such as the route location control mentioned later) can be displayed. This interactive entry is used to quickly obtain the location identifier of the first key position on the complete marching line.
[0104] Specifically, in response to a first trigger sub-operation targeting a target virtual plot, control the display of multiple skill controls and route location controls on the graphical user interface; in response to a second trigger sub-operation targeting a route location control, control the display of the location marker of the first key position on the complete march line to which the local march line belongs on the graphical user interface; in response to a third trigger sub-operation targeting any skill control, control the game behavior corresponding to the skill control triggered by the execution of the third trigger sub-operation.
[0105] For example, such as Figure 5 and Figure 6 As shown, multiple virtual plots are displayed on the graphical user interface 100. Among them, the local marching line passes through virtual plot 204, so virtual plot 204 can be considered as the target virtual plot; the local marching line does not pass through virtual plot 205, so virtual plot 205 can be considered as other virtual plots.
[0106] For example, in Figure 5In response to a click on virtual plot 205, multiple skill controls are displayed on the graphical user interface 100, such as an expedition control 301a, a strategy control 301b, and a fireworks control 301c. The expedition control 301a represents dispatching units to attack a desired virtual plot or enemy faction. The strategy control 301b represents various gameplay elements, each with different effects; for example, some strategies can reduce the development area of a designated faction's territory, while others can spread negative comments about a target faction. The fireworks control 301c controls the display of fireworks in a selected shape. Furthermore, in response to a click on virtual plot 205, besides displaying multiple skill controls on the graphical user interface 100, a resource table 302 showing the current land resources of virtual plot 205 and their corresponding growth rates can also be displayed on the graphical user interface 100.
[0107] For example, in Figure 6 In response to a click operation on virtual plot 204, the system controls the display of multiple skill controls, route location controls, and resource tables 302 on the graphical user interface 100. The skill controls include features such as expedition controls 301a, strategy controls 301b, and fireworks controls 301c; the route location controls include features such as marching line controls 301d. The functions of expedition controls 301a, strategy controls 301b, and fireworks controls 301c are... Figure 5 The expedition control 301a, strategy control 301b, and fireworks control 301c have the same function. Resource table 302 includes the current land resources and resource growth rate of virtual plot 204, which will not be elaborated here. Marching line control 301d provides an interactive entry point for quickly obtaining the location markers of the first key position on the complete marching line. Specifically, in response to a click operation on the marching line control 301d, the location markers of the first key position on the complete marching line to which the local marching line belongs are displayed on the graphical user interface. For example, the location markers of the first key position on the complete marching line are presented in a list format on the graphical user interface, such as... Figure 7 As shown, a location information list 401 is displayed on the graphical user interface 100. The location information list 401 includes the starting point marker, destination marker, and camp marker of the marching line. Furthermore, if the starting point marker or destination marker of the marching line is clicked, the location information list 401 can be closed, and the first scene screen can be controlled to jump to the second scene screen corresponding to the starting point marker or destination marker.
[0108] Furthermore, such as Figure 8As shown, if the local marching routes passing through virtual plot 204 include multiple routes, in response to a click operation on virtual plot 204, multiple skill controls, route location controls, and resource tables 302 are displayed on the graphical user interface 100. The skill controls include things like a march control 301a, a strategy control 301b, and a fireworks control 301c; the route location controls include things like a marching route control 301d. The functions corresponding to the march control 301a, strategy control 301b, and fireworks control 301c are... Figure 5 The expedition control 301a, strategy control 301b, and fireworks control 301c have the same function. Resource table 302 includes the current land resources and resource growth rate of virtual plot 204, which will not be elaborated here. Specifically, in response to a click operation on the march line control 301d, the system controls the display of the position markers of the first key positions on the complete march line to which multiple local march lines belong on the graphical user interface, such as... Figure 9 As shown, a location information list 401 is displayed on the graphical user interface 100. The location information list 401 includes the starting point markers, destination markers, and faction markers for multiple marching lines. Furthermore, clicking on the starting point marker or destination marker of any marching line will control the first scene screen to jump to the second scene screen corresponding to that marching line's starting point marker or destination marker. It should be noted that if there are many local marching lines passing through the target virtual plot, making it impossible for the location information list 401 to display all the starting point markers or destination markers corresponding to all marching lines, the marching lines can be scrolled down along the list to display the marching lines that were not previously displayed, or the expansion control 402 on the location information list 401 can be clicked to display all the starting point markers, destination markers, and faction markers corresponding to all marching lines on the location information list 401.
[0109] This application embodiment integrates the triggering operation of the display route location control with the triggering operation of other skill controls in the game, saving operation steps and thus saving players' operation time, which is conducive to improving game operation efficiency.
[0110] In some optional implementations, the information processing method provided in this application embodiment further includes: dividing the virtual plots in the first scene image into target virtual plots and other virtual plots based on local marching lines, wherein the target virtual plots are the virtual plots in the first scene image that are passed through by the local marching lines, and the other virtual plots are the virtual plots in the first scene image that are not passed through by the local marching lines.
[0111] Based on this, other skill controls are displayed on virtual tiles in the first scene that are not traversed by the local marching line, and other skill controls and route location controls are displayed on virtual tiles in the first scene that are traversed by the local marching line. That is, different interaction entrances are designed for virtual tiles that are traversed by the local marching line and those that are not, but the triggering operation performed on the virtual tiles to obtain different interaction entrances is the same. This reduces the difficulty of understanding for players, helps to improve the efficiency of game interaction, and improves the efficiency of game operation.
[0112] In step S302, in response to the identification selection operation for the location identifier of the first key position, the target location identifier is determined, and the first scene screen is controlled to jump to the second scene screen corresponding to the target location identifier.
[0113] Here, the marker selection operation is used to select the target location marker that the player wants to view from multiple location markers of the first key positions corresponding to the march line. Each first key position on each march line corresponds to one location marker, and when there are multiple march lines, there are also multiple location markers that can be selected.
[0114] The icon selection operation includes, but is not limited to, clicking, swiping, and long-pressing of a location icon. Icon selection can be performed by the player touching the graphical user interface of the terminal device with their finger, or by inputting with a mouse or keyboard.
[0115] For example, when the location markers of the first key position on the marching line are displayed on the graphical user interface in the form of a list of location information, you can click on any one of the multiple location markers displayed in the list as the target location marker, and control the first scene screen to jump to the second scene screen corresponding to the target location marker.
[0116] For example, when the first key position on the marching line includes the starting point and the destination of the expeditionary unit, the location markers of the first key position include: the starting point marker and the destination marker of the expeditionary unit. The starting point marker and the destination marker can be interacted with by the player, so that by triggering the starting point marker or the destination marker, the first scene screen can be controlled to jump to the second scene screen corresponding to the starting point marker or the destination marker.
[0117] In one optional embodiment, step S302 includes:
[0118] Step 3021: In response to the identification selection operation for the location identifier of the first key position, determine the origin identifier or destination identifier, and control the first scene screen to jump to the second scene screen corresponding to the origin identifier or destination identifier.
[0119] For example, such as Figure 9 As shown, select one of the location markers of the first key position on the multiple marching lines displayed in the location information list 201 as the target location marker. For example, select the destination marker of marching line 3. Clicking the destination marker of marching line 3 will control the first scene screen to jump to the second scene screen corresponding to the destination marker of marching line 3. Figure 10 As shown, the content displayed on the current graphical user interface 100 is the second scene screen corresponding to the destination marker of march line 3.
[0120] In the relevant solutions, the scene displayed in the graphical user interface can be zoomed in and out. For example, when the terminal device has a touchscreen, the player can use a two-finger spread gesture to zoom in on the scene displayed in the graphical user interface, so that more detailed map elements can be displayed in the zoomed-in scene; use a two-finger pinch gesture to zoom out on the scene displayed in the graphical user interface, so that more map elements can be displayed in the zoomed-out scene; and use a single-finger swipe gesture to move the scene displayed in the graphical user interface, so as to update the map elements in the scene displayed in the graphical user interface.
[0121] Considering that scaling and moving the scene displayed in the graphical user interface requires a certain amount of resources, in order to reduce runtime computation and resource overhead, in step S302, when jumping from the first scene to the second scene corresponding to the target location, the scene displayed in the graphical user interface is only translated and not scaled, so as to reduce runtime computation and resource overhead.
[0122] Furthermore, in this embodiment of the application, the map scaling ratio corresponding to the first scene screen is set to be the same as the map scaling ratio corresponding to the second scene screen, so as to achieve the above-mentioned purpose of reducing the computing load and resource consumption during game operation, which helps to solve the problems of game lag and frame rate failure.
[0123] Furthermore, if the map zoom level of the second scene is the same as that of the first scene, it may not be sufficient to fully display the first key location corresponding to the target location marker in the second scene. In this case, when controlling the first scene to jump to the second scene corresponding to the departure or destination marker, the map zoom level of the second scene should be automatically adjusted to ensure that the second scene can display the complete departure or destination. This helps players clearly see the departure or destination and avoids the need for further interactive operations to clearly see the departure or destination of the marching line, thereby saving game operation steps and improving game operation efficiency and game interaction efficiency.
[0124] This application embodiment, by triggering the target virtual plot traversed by the local marching line, can control the display of the location marker of the first key position on the complete marching line to which the local marching line belongs on the graphical user interface. By performing a marker selection operation on the location marker of the first key position, the target location marker can be determined and the first scene screen can be controlled to jump to the second scene screen corresponding to the target location marker, so as to realize the rapid switching of scene screens, which is convenient to operate, helps to improve the efficiency of game operation, reduces redundant and repetitive operations of players, realizes more efficient information transmission, and helps players obtain a better game experience.
[0125] Example 2:
[0126] In the relevant scheme, in response to a sliding operation within a non-interactive area of a local marching line, the display content in the first scene is updated according to the sliding direction and sliding distance, so that the updated first scene displays the origin or destination of the complete marching line to which the local marching line belongs; wherein, the map scaling ratio of the updated first scene is the same as the map scaling ratio of the first scene before the update.
[0127] Here, the non-interactive area of the local march line refers to the area on the graphical user interface other than the interactive area of the local march line. Performing a swipe operation within the non-interactive area of the local march line updates the displayed content in the first scene screen based on the swipe direction and distance. The specific steps are as follows: determine the view adjustment direction of the game perspective corresponding to the first scene screen based on the swipe direction; determine the current game perspective based on the view adjustment direction and the swipe distance, so as to switch the scene screen displayed in the graphical user interface under the game perspective adjusted according to the swipe operation; respond to the end of the swipe operation, control the display of the scene screen under the corresponding game perspective in the graphical user interface.
[0128] However, when players want to view marching lines appearing in their field of vision, they can perform a swipe operation within the non-interactive area of a local marching line. The direction and distance of the swipe determine the origin or destination of the complete marching line to which the local line belongs. However, this method may require players to repeatedly perform swipe operations within the non-interactive area to find the origin or destination of the complete marching line to which the local line belongs, making the operation cumbersome, time-consuming, and potentially leading to low game operation efficiency.
[0129] To address the technical problems of the aforementioned solutions, this application provides another game processing method. Please refer to [link to relevant documentation]. Figure 11 , Figure 11 A flowchart illustrating another game processing method provided in an embodiment of this application. Figure 11As shown in the embodiments of this application, the game processing method includes:
[0130] S1101, In response to a sliding operation within the interactive area of a local marching line, determine the starting point or destination of the complete marching line to which the local marching line belongs based on the sliding direction of the sliding operation, and control the first scene screen to jump to the second scene screen corresponding to the starting point or destination.
[0131] In step S1101, the interactive area of the local marching line represents the area used to respond to the player's sliding operation. In one embodiment, the interactive area is the area occupied by the local marching line in the game scene. This makes it easy to define the interactive area of the local marching line, ensuring a high accuracy rate for interaction triggering, thereby improving player operation efficiency and enhancing the player's gaming experience. In another embodiment, the interactive area is the area in the game scene that expands outward by a preset distance along a direction perpendicular to the local marching line. That is, the shape of the area occupied by the interactive area in the game scene is the same as that of the local marching line, and the area of the interactive area in the game scene is larger than that of the local marching line. Because the area of the interactive area is larger, it provides players with sufficient operating space to perform interactive operations within the interactive area, which helps to improve the response speed of players performing interactive operations within the interactive area, thereby improving game interaction efficiency.
[0132] Optionally, the interactive area is bound to the local marching line, meaning the interactive area of the local marching line can automatically adjust its position based on the position of the local marching line in the game scene. Optionally, to indicate the area occupied by the interactive area on the graphical user interface, a dashed border can be set at the edge of the interactive area, or the interactive area can be highlighted. Highlighting methods include displaying it as a light-colored halo floating on the local marching line. These methods allow players to understand the extent of the interactive area, helping to reduce the error rate of player operations, thereby improving the response speed of interactive operations within the interactive area and ultimately improving game interaction efficiency.
[0133] For example, if a player slides their finger from the interactive area of one local march line to the interactive area of another local march line, it will not trigger a response in the interactive area of either local march line.
[0134] For example, the interactive area of a local marching line is a clickable area. Performing an interactive operation within the interactive area of the local marching line will trigger an event, which can be a link jump, a submission, or a pop-up dialog box, etc.
[0135] In this step, the sliding operation performed by the player within the interactive area of the local marching line can be a sliding operation issued by the player through the touch screen of the terminal device, or a sliding operation entered by the player through the mouse. The choice is made according to the actual configuration of the terminal device, and no specific limitation is made in this case.
[0136] This embodiment responds to a swipe operation within an interactive area of a local marching line, determines the starting point or destination of the complete marching line to which the local marching line belongs based on the swipe direction, and controls the first scene screen to jump to the second scene screen corresponding to the starting point or destination. Here, the starting point or destination can be quickly determined by the direction of the swipe operation, and the jump from the first scene screen to the second scene screen corresponding to the starting point or destination can be completed directly. This convenient operation and improved scene screen jumping speed are beneficial to improving game operation efficiency and game interaction efficiency.
[0137] In one optional embodiment, step S1101 specifically includes: determining the starting point or destination of the complete marching line to which the local marching line belongs, based on the sliding direction of the sliding operation and the marching direction of the local marching line.
[0138] This application embodiment can determine the jump location based on whether the sliding direction of the sliding operation matches the marching direction of the local marching line, without considering other factors. It has the purpose of quickly jumping from the first scene screen to the second scene screen corresponding to the starting point or destination, which is beneficial to improving the efficiency of game interaction and game operation.
[0139] Here, in some examples, when the marching line is a straight line, the marching direction can be a single direction, that is, from the starting point of the local marching line to its destination. When the marching line is a broken line or a curve, the marching direction can be multiple different directions, that is, along the trajectory of the marching line. Specifically, if the sliding direction of the swipe operation is the same as the marching direction, that is, the sliding direction of the swipe operation points to the destination of the local marching line, it can be determined that the position the player wants to view is the destination of the complete marching line to which the local marching line belongs. Therefore, after determining that the sliding direction of the swipe operation is the same as the marching direction of the local marching line, the first scene screen is directly controlled to jump to the second scene screen corresponding to the destination.
[0140] Specifically, in response to a sliding operation within the interactive area of a local marching line, the starting point of the complete marching line to which the local marching line belongs is determined based on the first sliding direction of the sliding operation, wherein the first sliding direction is the same as the marching direction of the local marching line.
[0141] If the sliding direction of the swipe operation is opposite to the marching direction, that is, the sliding direction of the swipe operation points to the starting point of the local marching line, it can be determined that the position that the player wants to view is the starting point of the complete marching line to which the local marching line belongs. Then, after determining that the sliding direction of the swipe operation is opposite to the marching direction of the local marching line, the first scene screen is directly controlled to jump to the second scene screen corresponding to the starting point.
[0142] Specifically, in response to a sliding operation within an interactive area of a local marching line, the destination of the complete marching line to which the local marching line belongs is determined based on a second sliding direction of the sliding operation, wherein the second sliding direction is opposite to the marching direction of the local marching line.
[0143] Based on the correspondence between the sliding direction of the sliding operation and the marching direction of the local marching line, this embodiment of the application can quickly determine the starting point or destination of the complete marching line to which the local marching line belongs, and achieve the purpose of quickly jumping from the first scene screen to the second scene screen corresponding to the starting point or destination, which is conducive to improving the efficiency of game interaction and game operation.
[0144] Furthermore, to reduce runtime computation and resource overhead, this embodiment sets the map scaling ratio corresponding to the first scene screen to be the same as that corresponding to the second scene screen. Thus, when jumping from the first scene screen to the second scene screen corresponding to the starting point or destination, only the scene map is translated, without scaling, thereby reducing runtime computation and resource overhead and helping to solve the problems of game lag and insufficient frame rate.
[0145] For example, such as Figure 12 As shown, the player slides their finger along the local marching line 101a to the upper right until the player lifts their finger. In real time, the program determines whether the starting point of the player's finger press and the ending point of the finger lift are within the interactive area of the local marching line 101a. If they are within the interactive area, the direction of the player's view movement is the vector direction from the ending point of the finger lift to the starting point of the finger press (the scene map moves in the opposite direction of the marching direction). Since the sliding direction is opposite to the marching direction of the local marching line 101a, the starting point A of the complete marching line to which the local marching line 101a belongs can be determined based on the sliding operation as the location the player wants to view. This causes the content displayed in the graphical user interface 100 to jump from the current first scene screen to the second scene screen corresponding to the starting point A. Figure 13 As shown.
[0146] In the relevant scheme, in response to a second zoom operation targeting a non-interactive area of a local marching line, the map zoom ratio of the first scene screen is adjusted according to the zoom magnitude of the second zoom operation to obtain a fourth scene screen, so that the content displayed in the fourth scene screen shows the complete marching line to which the local marching line belongs; in response to a third zoom operation targeting a departure point or destination on the complete marching line, the fourth scene screen is controlled to switch to a fifth scene screen corresponding to the departure point or destination on the complete marching line, wherein the map zoom ratio of the fifth scene screen is the same as the map zoom ratio of the fourth scene screen.
[0147] Here, the non-interactive area of the local marching line refers to the area on the graphical user interface other than the interactive area of the local marching line. Performing a second zoom operation within the non-interactive area of the local marching line adjusts the map zoom ratio of the first scene screen according to the zoom level of the second zoom operation, so that the content displayed in the resulting fourth scene screen includes the complete marching line to which the local marching line belongs. The specific steps are as follows: In response to the second zoom operation within the non-interactive area of the local marching line, the map zoom ratio of the first scene screen is adjusted according to the pre-set correspondence between the zoom level of the second zoom operation and the map zoom ratio, resulting in the fourth scene screen, so that the content displayed in the fourth scene screen shows the complete marching line to which the local marching line belongs.
[0148] However, when a player wants to view the marching line appearing in their field of vision, they can perform a second zoom operation within the non-interactive area of the local marching line. The zoom level of the first scene is adjusted based on the second zoom operation to ensure the fourth scene displays the complete marching line to which the local line belongs. To clearly see the starting or ending point on the complete marching line, a third zoom operation is needed to switch the fourth scene to the corresponding fifth scene. This method may require players to repeatedly perform zoom operations within non-interactive areas to find the starting or ending point of the complete marching line to which the local line belongs. Furthermore, if there are discrepancies in the zoomed starting or ending point, a combination of sliding and zooming operations may be necessary to locate it. This process is cumbersome, time-consuming, and can lead to low game efficiency. Reducing redundant and repetitive operations allows for more efficient information delivery and a better gaming experience.
[0149] To address the technical problems existing in the above-mentioned solutions, the game processing method provided in this application embodiment further includes:
[0150] S1401. In response to a sliding operation within the interactive area of a local marching line, determine the starting point or destination of the complete marching line to which the local marching line belongs based on the sliding direction of the sliding operation, and control the first scene screen to jump to the second scene screen corresponding to the starting point or destination.
[0151] S1402. In response to a first zoom operation on the interactive area of the local marching line, adjust the map zoom ratio of the first scene screen to obtain a third scene screen; wherein, the content displayed in the third scene screen includes the complete marching line to which the local marching line belongs, and the location marker of the second key position on the complete marching line.
[0152] S1403, In response to the identification selection operation for the location identifier of the second key position, determine the target location identifier and control the third scene screen to jump to the second scene screen corresponding to the target location identifier.
[0153] The description of step S1401 can be found in the description of step S1101, and will not be repeated here.
[0154] In steps S1402 and S1403, the first zoom operation within the interactive area of the local marching line can quickly adjust the map zoom ratio of the first scene screen to obtain a third scene screen that includes the complete marching line to which the local marching line belongs and the location marker of the second key position on the complete marching line. By performing a marker selection operation on the location marker of the second key position, the target location marker can be determined and the first scene screen can be controlled to jump to the second scene screen corresponding to the target location marker, so as to realize the rapid jump of scene screens, which is convenient to operate and helps to improve the efficiency of game operation and game interaction.
[0155] In this embodiment, the scene displayed in the graphical user interface can be scaled. In an optional embodiment, this embodiment further includes: responding to a map scaling command, controlling the display of at least a portion of the game scene in the graphical user interface according to the map scaling ratio indicated by the map scaling command.
[0156] Here, the map zoom command can be a control command issued by the game player through the terminal device. This map zoom command is used to change the map zoom ratio of the scene screen displayed in the graphical user interface.
[0157] As an example, the map zoom command described above can be generated based on at least one of the following operations: operation on icons, buttons, progress bars, or boxes used for map zooming on a graphical user interface; operation on shortcut keys on a terminal device and / or an external input device (e.g., a keyboard and / or mouse) connected to the terminal device. For example, in the case where the terminal device is an electronic device with a touchscreen, the above operation can be a touch operation performed on an icon, etc., on the touchscreen, and / or a sliding operation on a mouse wheel.
[0158] In this embodiment, the map zoom command includes a zoom-in command for enlarging the scene displayed in the graphical user interface or a zoom-out command for shrinking the scene displayed in the graphical user interface. Optionally, if the terminal device has a touchscreen, the user can use a two-finger spread gesture to trigger the zoom-in command and a two-finger pinch gesture to trigger the zoom-out command. Furthermore, the user can also use a double-click and / or an upward scroll of the mouse wheel to trigger the zoom-in command, and a triple-click and / or a downward scroll of the mouse wheel to trigger the zoom-out command.
[0159] Furthermore, the map zoom level is negatively correlated with the map size displayed in the graphical user interface (GUI), and positively correlated with the display detail of the scene. Specifically, the larger the map zoom level, the smaller the map size corresponding to the scene displayed in the GUI, and the higher the display detail; conversely, the smaller the map zoom level, the larger the map size displayed in the GUI, and the lower the display detail. In other words, as the map zoom level increases, more detailed map elements will be displayed in the scene.
[0160] In this embodiment of the application, the scene displayed in the graphical user interface can be a scene obtained by observing the game scene from a virtual camera at a preset height and a preset viewing angle. For example, it can be a scene obtained by observing the game scene from a preset virtual object or preset coordinate position in the game scene as the observation center and having a preset camera height.
[0161] In this scenario, a correlation can be established between the map zoom level and the camera height for the scene displayed in the graphical user interface. That is, different map levels can be defined based on the camera height, thereby determining the map information to be displayed at each level. Here, the map zoom level and camera height are negatively correlated; that is, the larger the map zoom level, the lower the camera height, the lower the map level, and correspondingly, the higher the map detail. Conversely, the smaller the map zoom level, the higher the camera height, the higher the map level, and correspondingly, the lower the map detail. Optionally, the virtual camera's viewing angle remains fixed during map zooming of the scene displayed in the graphical user interface. However, it should be understood that different viewing angles can be set for different map levels, or the viewing angle can be changed in response to user actions during map zooming; this application does not impose any limitations on this.
[0162] In this embodiment, the game scene may include at least one virtual plot. With the map zooming operation described above, at least one virtual plot can be presented on the scene screen. At different map zoom ratios, the virtual plot can be displayed on the scene screen in the form of text or images (smaller map zoom ratio), or the internal details of the virtual plot can be displayed (larger map zoom ratio).
[0163] Furthermore, based on the ability to scale the scene displayed in the graphical user interface, in step S1402, the first scaling operation within the interactive area of the local marching line can control the first scene to be quickly scaled to the third scene. The third scene displays the complete marching line to which the local marching line belongs, as well as the location marker of the second key position on the complete marching line. Thus, the scaling speed of the first scene in response to the first scaling operation within the interactive area of the local marching line is relatively fast, allowing for quicker control of scaling from the first scene to the third scene, which improves game interaction efficiency.
[0164] For example, the first zoom operation is used to change the map zoom ratio of the first scene screen displayed in the graphical user interface. The premise for the first zoom operation to achieve rapid zooming of the first scene screen is that it is applied to the interactive area of the local marching line. As an example, the above-mentioned first zoom operation can be an operation on the icons or buttons used for map zooming on the local marching line, or it can be one of the following operations on the touch screen: two-finger pinch-and-swipe operation, hard press operation, long press operation.
[0165] In one optional embodiment, step S1402 specifically includes: in response to a first zoom operation within an interactive area of a local marching line, adjusting the map zoom ratio of the first scene screen according to a preset zoom ratio corresponding to the first zoom operation, to obtain a third scene screen displayed at the preset zoom ratio.
[0166] Here, after triggering the first zoom operation within the interactive area of the local marching line, the third scene can be displayed directly according to the preset zoom ratio, without having to adjust the map zoom ratio bit by bit, so as to quickly display the complete marching line in the third scene.
[0167] Specifically, a preset scaling ratio is configured for the first zoom operation within the interactive area of the local march line. This allows the map scaling ratio of the first scene to be directly adjusted to the preset scaling ratio based on the first zoom operation. The third scene, displayed at the preset scaling ratio, can then perfectly display the complete march line. The preset scaling ratio is determined based on the distance of the complete march line corresponding to the local march line triggered by the player within the interactive area. Therefore, the preset scaling ratio can change in real time according to the distance of the triggered complete march line.
[0168] For example, if the player's first zoom operation is applied to the interactive area of two local march lines, then no response will be triggered in the interactive area of either local march line.
[0169] In this embodiment, after triggering the first zoom operation within the interactive area of a partial march line, the complete march line can be quickly displayed in the third scene screen corresponding to the preset zoom ratio. This can improve game operation efficiency and game interaction efficiency.
[0170] In this embodiment, since the map scaling ratio corresponding to the first scene is the same as that corresponding to the second scene, both the first and second scenes can only display partial marching lines, while the third scene can display the complete marching line. Therefore, the map scaling ratio corresponding to the third scene is smaller than that corresponding to the second scene. Thus, when the first scaling operation is performed within the interactive area of the partial marching line, the preset scaling ratio corresponding to the first scaling operation is smaller than the map scaling ratio corresponding to the second scene. Consequently, the preset scaling ratio corresponding to the third scene is smaller than the map scaling ratio corresponding to the second scene.
[0171] The second key position on the marching line can be one or more. The second key position is the location of a designated plot of land associated with the marching line in the virtual scene. The designated plot of land can be traversed by the marching line or located within a preset range of the marching line. In some embodiments, the designated plot of land includes, but is not limited to, the starting point of the expeditionary unit, the destination of the expeditionary unit, the virtual plot of land where the expeditionary unit is currently located, the virtual plot of land within a preset distance of the expeditionary unit, the virtual plot of land occupied by the expeditionary unit within the preset range of the marching line, and the virtual plot of land occupied by the allied units of the expeditionary unit within the preset range of the marching line.
[0172] For example, the location markers of the second key location include: the departure point marker of the expeditionary unit, the destination marker of the expeditionary unit, and the current location marker of the expeditionary unit; the departure point marker, the destination marker of the expeditionary unit, and the current location marker of the expeditionary unit can interact with the player to control the third scene screen to jump to the second scene screen corresponding to the departure point marker, the destination marker, or the current location marker by triggering the departure point marker, the destination marker, or the current location marker.
[0173] In one optional embodiment, step S1403 specifically includes: in response to an identifier selection operation for the location identifier of the second key location, determining a target location identifier, the target location identifier including one of the following: origin identifier, destination identifier and current location identifier; and controlling the third scene screen to jump to the second scene screen corresponding to the target location identifier.
[0174] For example, in steps S1402 and S1403, the program can determine whether the starting point and ending point of the player's two fingers sliding inward are within the interactive area of the local marching line. If they are within the interactive area, the program controls the scaling of the first scene displayed in the graphical user interface to display the complete marching line corresponding to the local marching line within one screen. Simultaneously, clickable interactive buttons corresponding to the starting point, destination, and current position of the departing unit appear at the starting point, destination, and current position of the complete marching line, respectively. When the player clicks the clickable interactive button corresponding to the destination, the first scene displayed in the graphical user interface moves, the player's field of view changes, and the current third scene jumps to the second scene corresponding to the destination. Optionally, the player can also click the clickable interactive button corresponding to the starting point or current position to jump to the second scene corresponding to the starting point or current position.
[0175] For example, such as Figure 15 As shown, the player slides two fingers inward along the local marching line 101a. When the player lifts their two fingers, the inward sliding action ends, and the map zoom of the first scene is adjusted to the preset zoom level, resulting in the third scene displayed at the preset zoom level, as shown. Figure 16 As shown, the third scene displays the complete marching line 101a, which includes the departure point marker B, the destination marker D, and the current position marker C of the departing unit. When the player taps the departure point marker B, the content displayed in the graphical user interface 100 will switch from the current third scene to the second scene corresponding to the departure point marker B, as shown below. Figure 17 As shown.
[0176] This application embodiment can respond to a sliding operation within an interactive area of a local marching line, determining the start or destination of the complete marching line to which the local marching line belongs based on the sliding direction, and controlling the first scene screen to jump to the second scene screen corresponding to the start or destination. It can also respond to a first zoom operation within an interactive area of the local marching line, adjusting the map zoom ratio of the first scene screen to obtain a third scene screen including the complete marching line to which the local marching line belongs and the location markers of the second key positions on the complete marching line. By performing a marker selection operation on the location markers of the second key positions, the target location marker can be determined, and the third scene screen can be controlled to jump to the second scene screen corresponding to the target location marker. Players can freely choose how to view the target location, offering greater flexibility. This not only improves game operation efficiency and game interaction efficiency but also enhances the player's gaming experience, reduces redundant and repetitive player operations, and achieves more efficient information transmission.
[0177] Example 3:
[0178] In the proposed solution, when a player wants to view a marching line appearing in their field of vision, they can perform a second zoom operation within the non-interactive area of the local marching line. The zoom level of the first scene is adjusted based on the second zoom operation to ensure that the fourth scene displays the complete marching line to which the local line belongs. To clearly see the starting or ending points on the complete marching line, a third zoom operation is required to switch the fourth scene to the corresponding fifth scene. This method may require the player to repeatedly perform zoom operations within the non-interactive area to find the starting or ending point of the complete marching line to which the local line belongs. Furthermore, if there are discrepancies in the zoomed starting or ending points, a combination of sliding and zoom operations may be needed to locate them. This process is cumbersome, time-consuming, and can easily lead to low game efficiency.
[0179] Based on this, this application provides a game processing method. Please refer to [link / reference]. Figure 18 , Figure 18 A flowchart illustrating another game processing method provided in an embodiment of this application. Figure 18 As shown in the embodiments of this application, the game processing method includes:
[0180] S1801. In response to a first zoom operation within the interactive area of the local marching line, adjust the map zoom ratio of the first scene screen to obtain a third scene screen; wherein, the display content of the third scene screen includes the complete marching line to which the local marching line belongs, and the complete marching line includes the location marker corresponding to the second key position.
[0181] S1802, In response to the identification selection operation for the location markers on the complete marching line, determine the target location marker and control the third scene screen to jump to the second scene screen corresponding to the target location marker.
[0182] This application embodiment can quickly adjust the map zoom ratio of the first scene screen through a first zoom operation within the interactive area of the local marching line to obtain a third scene screen including the complete marching line to which the local marching line belongs and the location markers of the second key position on the complete marching line. By performing a marker selection operation on the location marker of the second key position, the target location marker can be determined and the first scene screen can be controlled to jump to the second scene screen corresponding to the target location marker, so as to achieve rapid scene screen jumping. The operation is convenient and helps to improve the efficiency of game operation and game interaction. It can also reduce redundant and repetitive operations of players, achieve more efficient information transmission, and help players obtain a better game experience.
[0183] In one optional embodiment, step S1801 specifically includes:
[0184] In response to a first zoom operation on the interactive area of a local marching line, the map zoom ratio of the first scene is adjusted according to the preset zoom ratio corresponding to the first zoom operation to obtain a third scene displayed at the preset zoom ratio.
[0185] In one optional embodiment, the preset scaling ratio corresponding to the third scene is smaller than the map scaling ratio corresponding to the second scene.
[0186] In one alternative embodiment, the first zoom operation includes one of the following: a two-finger pinch-and-swipe operation, a hard press operation, or a long press operation.
[0187] In one optional embodiment, the location identifier of the second key location includes: the departure point identifier of the expedition unit, the destination identifier of the expedition unit, and the current location identifier of the expedition unit; step S1802 specifically includes:
[0188] In response to an identifier selection operation for a location identifier of a second key location, a target location identifier is determined, which includes one of the following: origin identifier, destination identifier, and current location identifier;
[0189] Control the third scene screen to jump to the second scene screen corresponding to the target location marker.
[0190] It should be noted that all the specific embodiments described in the previous embodiment (Embodiment 2) are also applicable to this embodiment (Embodiment 3), and will not be repeated here.
[0191] Example 4:
[0192] This application also provides a game processing method, in which Embodiment 1 and Embodiment 2 can be combined, or Embodiment 1 and Embodiment 3 can be combined, to obtain multiple operation methods for viewing target locations, thereby improving the freedom of game operation.
[0193] It should be noted that all the specific embodiments described in the foregoing embodiments (Embodiment 1 and Embodiment 2) are also applicable to this embodiment (Embodiment 4), and will not be repeated here.
[0194] This application embodiment sets up at least two ways to quickly view the target location in the game. Players can freely choose the way to view the target location according to their actual needs, which is more flexible and provides players with greater freedom without reducing the accuracy of player operation. This not only improves the efficiency of game operation and human-computer interaction, but also enhances the player's game experience.
[0195] Based on the same inventive concept, this application also provides a game processing device corresponding to the game processing method. Since the principle of the device in this application is similar to the game processing method described above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0196] Please see Figure 19 , Figure 19 This is a schematic diagram of the structure of a game processing device provided in an embodiment of this application. Figure 19 As shown, the device 1900 includes:
[0197] The location display module 1901 is used to respond to a trigger operation on a target virtual plot and control the display of the location marker of the first key position on the complete march line to which the local march line belongs on the graphical user interface; wherein, the target virtual plot is a virtual plot in the first scene screen that is passed through by the local march line;
[0198] The first jump module 1902 is used to respond to the identifier selection operation for the location identifier of the first key position, determine the target location identifier, and control the first scene screen to jump to the second scene screen corresponding to the target location identifier.
[0199] In one optional embodiment of this application, the triggering operation includes a first trigger sub-operation and a second trigger sub-operation, and the position display module 1901 is specifically used for:
[0200] In response to a first triggered sub-operation targeting a virtual plot of land, control is used to display route location controls on the graphical user interface;
[0201] In response to a second trigger sub-operation of the route location control, the location identifier of the first key position on the complete march line to which the local march line belongs is displayed on the graphical user interface.
[0202] In one optional embodiment of this application, the location identifier of the first key location includes: the departure point identifier of the expedition unit and the destination identifier of the expedition unit, and the first jump module 1902 is specifically used for:
[0203] In response to the identification selection operation for the location identifier of the first key location, the origin identifier or the destination identifier is determined, and the first scene screen is controlled to jump to the second scene screen corresponding to the origin identifier or the destination identifier.
[0204] In one optional embodiment of this application, the map scaling ratio corresponding to the first scene image is the same as the map scaling ratio corresponding to the second scene image.
[0205] In one optional embodiment of this application, the location display module 1901 is further configured to:
[0206] In response to a trigger operation targeting other virtual plots, control is used to display multiple skill controls on the graphical user interface; wherein, the other virtual plots are virtual plots in the first scene that have not been traversed by the local marching line.
[0207] In one optional embodiment of this application, the location display module 1901 is further configured to:
[0208] In response to a first triggered sub-operation targeting a virtual plot of land, control is used to display multiple skill controls and route location controls on the graphical user interface.
[0209] In an optional embodiment of this application, the apparatus further includes a behavior execution module (not shown in the figures), the behavior execution module being used for:
[0210] In response to a trigger operation on any skill control, control the game behavior corresponding to the skill control triggered by the trigger operation.
[0211] In one optional embodiment of this application, the location display module 1901 is further configured to:
[0212] In response to a second trigger sub-operation for the route location control, a list of location information is displayed on the graphical user interface; wherein, the list of location information includes the location identifier of the first key position on the complete march line to which the local march line passing through the target virtual plot belongs, and the faction identifier corresponding to each complete march line.
[0213] This application embodiment, by triggering the target virtual plot traversed by the local marching line, can control the display of the location marker of the first key position on the complete marching line to which the local marching line belongs on the graphical user interface. By performing a marker selection operation on the location marker of the first key position, the target location marker can be determined and the first scene screen can be controlled to jump to the second scene screen corresponding to the target location marker, so as to realize the rapid switching of scene screens, which is convenient to operate, helps to improve the efficiency of game operation, reduces redundant and repetitive operations of players, realizes more efficient information transmission, and helps players obtain a better game experience.
[0214] Please see Figure 20 , Figure 20 This is a schematic diagram of another game processing device provided in an embodiment of this application.
[0215] like Figure 20 As shown, the device 2000 includes:
[0216] The second jump module 2001 is used to respond to a sliding operation within the interactive area of a local marching line, determine the starting point or destination of the complete marching line to which the local marching line belongs based on the sliding direction of the sliding operation, and control the first scene screen to jump to the second scene screen corresponding to the starting point or the destination.
[0217] In one optional embodiment of this application, the second jump module 2001 is specifically used for:
[0218] Based on the sliding direction of the sliding operation and the marching direction of the local marching line, determine the starting point or destination of the complete marching line to which the local marching line belongs.
[0219] In one optional embodiment of this application, the map scaling ratio corresponding to the first scene image is the same as the map scaling ratio corresponding to the second scene image.
[0220] In one optional embodiment of this application, the second jump module 2001 is further configured to:
[0221] In response to a sliding operation within the interactive area of the local marching line, the starting point of the complete marching line to which the local marching line belongs is determined according to a first sliding direction of the sliding operation, wherein the first sliding direction is opposite to the marching direction of the local marching line.
[0222] Alternatively, in response to a sliding operation within an interactive area of the local marching line, the destination of the complete marching line to which the local marching line belongs is determined based on a second sliding direction of the sliding operation, wherein the second sliding direction is the same as the marching direction of the local marching line.
[0223] In one optional embodiment of this application, the device further includes a position moving module (not shown in the figure), the position moving module being used for:
[0224] In response to a sliding operation within a non-interactive area of the local marching line, the displayed content in the first scene is updated according to the sliding direction and sliding distance of the sliding operation; wherein the map scaling ratio of the updated first scene is the same as the map scaling ratio of the first scene before the update.
[0225] Furthermore, such as Figure 21 As shown, the device 2000 further includes a first scaling module 2002:
[0226] The first zoom module 2002 is used to adjust the map zoom ratio of the first scene screen in response to a first zoom operation in the interactive area of the local marching line to obtain a third scene screen; wherein, the display content of the third scene screen includes the complete marching line to which the local marching line belongs, and the location marker of the second key position on the complete marching line.
[0227] The third jump module 2003 is used to respond to the identifier selection operation for the location identifier of the second key position, determine the target location identifier, and control the third scene screen to jump to the second scene screen corresponding to the target location identifier.
[0228] In one optional embodiment of this application, the first scaling module 2002 is specifically used for:
[0229] In response to a first zoom operation within the interactive area of the local marching line, the map zoom ratio of the first scene screen is adjusted according to a preset zoom ratio corresponding to the first zoom operation to obtain a third scene screen displayed at the preset zoom ratio.
[0230] In one optional embodiment of this application, the preset scaling ratio corresponding to the third scene is smaller than the map scaling ratio corresponding to the second scene.
[0231] In one optional embodiment of this application, the first zoom operation includes one of the following: a two-finger pinch-and-swipe operation, a hard press operation, or a long press operation.
[0232] In one optional embodiment of this application, the location identifier of the second key location includes: the departure point identifier of the expedition unit, the destination identifier of the expedition unit, and the current location identifier of the expedition unit;
[0233] The third jump module 2003 is specifically used to: in response to an identifier selection operation for the location identifier of the second key location, determine a target location identifier, wherein the target location identifier includes one of the following: the origin identifier, the destination identifier, and the current location identifier;
[0234] Control the third scene screen to jump to the second scene screen corresponding to the target location identifier.
[0235] In an optional embodiment of this application, the device further includes a second scaling module (not shown in the figures), the second scaling module being used for:
[0236] In response to a second zoom operation within the non-interactive area of the local marching line, the map zoom ratio of the first scene image is adjusted according to the zoom magnitude of the second zoom operation to obtain a fourth scene image.
[0237] This embodiment of the application determines the starting point or destination of the complete marching line by sliding the direction of a sliding operation within the interactive area of the local marching line, and controls the first scene screen to jump to the second scene screen corresponding to the starting point or destination. Here, the starting point or destination can be quickly determined by the direction of the sliding operation, and the jump from the first scene screen to the second scene screen corresponding to the starting point or destination can be completed directly. The operation is convenient and can improve the speed of scene screen jump, which is conducive to improving the efficiency of game operation and game interaction. It can also reduce redundant and repetitive operations by players, achieve more efficient information transmission, and help players obtain a better gaming experience.
[0238] Please see Figure 22 , Figure 22 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 22 As shown, the electronic device 2200 includes a processor 2201, a memory 2202, and a bus 2203.
[0239] The memory 2202 stores machine-readable instructions executable by the processor 2201. When the electronic device 2200 is running, the processor 2201 communicates with the memory 2202 via the bus 2203, causing the processor 2201 to execute the following instructions during operation:
[0240] In response to a trigger operation targeting a virtual plot of land, the location identifier of the first key position on the complete marching line to which the local marching line belongs is displayed on the graphical user interface; wherein, the target virtual plot of land is a virtual plot of land in the first scene screen that is traversed by the local marching line;
[0241] In response to the identification selection operation for the location identifier of the first key location, a target location identifier is determined, and the first scene screen is controlled to jump to the second scene screen corresponding to the target location identifier.
[0242] In one optional embodiment of this application, the triggering operation includes a first triggering sub-operation and a second triggering sub-operation. In the instructions executed by the processor 2201, in response to the triggering operation targeting the target virtual plot, the location markers of key positions on the complete marching line to which the local marching line belongs are displayed on the graphical user interface, including:
[0243] In response to a first triggered sub-operation targeting a virtual plot of land, control is used to display route location controls on the graphical user interface;
[0244] In response to a second trigger sub-operation of the route location control, the location identifier of the first key position on the complete march line to which the local march line belongs is displayed on the graphical user interface.
[0245] In one optional embodiment of this application, the location identifier of the first key location includes: the departure point identifier of the expedition unit and the destination identifier of the expedition unit.
[0246] In the instructions executed by processor 2201, the step of determining a target location identifier and controlling the first scene screen to jump to the second scene screen corresponding to the target location identifier in response to the identifier selection operation for the location identifier of the first key location includes:
[0247] In response to the identification selection operation for the location identifier of the first key location, the origin identifier or the destination identifier is determined, and the first scene screen is controlled to jump to the second scene screen corresponding to the origin identifier or the destination identifier.
[0248] In one optional embodiment of this application, the map scaling ratio corresponding to the first scene image is the same as the map scaling ratio corresponding to the second scene image.
[0249] In one optional embodiment of this application, the instructions executed by the processor 2201 further include:
[0250] In response to a trigger operation targeting other virtual plots, control is used to display multiple skill controls on the graphical user interface; wherein, the other virtual plots are virtual plots in the first scene that have not been traversed by the local marching line.
[0251] In one optional embodiment of this application, the instructions executed by the processor 2201, in response to a first trigger sub-operation for a target virtual plot, control the display of route location controls on the graphical user interface, include:
[0252] In response to a first triggered sub-operation targeting a virtual plot of land, control is used to display multiple skill controls and route location controls on the graphical user interface.
[0253] In one optional embodiment of this application, the instructions executed by the processor 2201 further include:
[0254] In response to a trigger operation on any skill control, control the game behavior corresponding to the skill control triggered by the trigger operation.
[0255] In one optional embodiment of this application, the instructions executed by processor 2201, in response to a second trigger sub-operation for the route location control, control the display on the graphical user interface of the location identifier of the first key position on the complete marching line to which the local marching line belongs, include:
[0256] In response to a second trigger sub-operation for the route location control, a list of location information is displayed on the graphical user interface; wherein, the list of location information includes the location identifier of the first key position on the complete march line to which the local march line passing through the target virtual plot belongs, and the faction identifier corresponding to each complete march line.
[0257] This application embodiment, by triggering the target virtual plot traversed by the local marching line, can control the display of the location marker of the first key position on the complete marching line to which the local marching line belongs on the graphical user interface. By performing a marker selection operation on the location marker of the first key position, the target location marker can be determined and the first scene screen can be controlled to jump to the second scene screen corresponding to the target location marker, so as to realize the rapid switching of scene screens, which is convenient to operate, helps to improve the efficiency of game operation, reduces redundant and repetitive operations of players, realizes more efficient information transmission, and helps players obtain a better game experience.
[0258] Please see Figure 23 , Figure 23 This is a schematic diagram of the structure of another electronic device provided in an embodiment of this application. Figure 23 As shown, the electronic device 2300 includes a processor 2301, a memory 2302, and a bus 2303.
[0259] The memory 2302 stores machine-readable instructions executable by the processor 2301. When the electronic device 2300 is running, the processor 2301 communicates with the memory 2302 via the bus 2303, causing the processor 2301 to execute the following instructions during operation:
[0260] In response to a sliding operation within the interactive area of the local marching line, the starting point or destination of the complete marching line to which the local marching line belongs is determined according to the sliding direction of the sliding operation, and the first scene screen is controlled to jump to the second scene screen corresponding to the starting point or the destination.
[0261] In one optional embodiment of this application, the instructions executed by the processor 2301, which determine the starting point or destination of the complete marching line to which the local marching line belongs based on the sliding direction of the sliding operation, include:
[0262] Based on the sliding direction of the sliding operation and the marching direction of the local marching line, determine the starting point or destination of the complete marching line to which the local marching line belongs.
[0263] In one optional embodiment of this application, the map scaling ratio corresponding to the first scene image is the same as the map scaling ratio corresponding to the second scene image.
[0264] In one optional embodiment of this application, the instructions executed by the processor 2301, in response to a sliding operation within the interactive area of the local marching line, determine the origin or destination of the complete marching line to which the local marching line belongs, based on the sliding direction of the sliding operation and the marching direction of the local marching line, including:
[0265] In response to a sliding operation within the interactive area of the local marching line, the starting point of the complete marching line to which the local marching line belongs is determined according to a first sliding direction of the sliding operation, wherein the first sliding direction is opposite to the marching direction of the local marching line.
[0266] Alternatively, in response to a sliding operation within an interactive area of the local marching line, the destination of the complete marching line to which the local marching line belongs is determined based on a second sliding direction of the sliding operation, wherein the second sliding direction is the same as the marching direction of the local marching line.
[0267] In one optional embodiment of this application, the instructions executed by the processor 2301 further include:
[0268] In response to a sliding operation within a non-interactive area of the local marching line, the displayed content in the first scene is updated according to the sliding direction and sliding distance of the sliding operation; wherein the map scaling ratio of the updated first scene is the same as the map scaling ratio of the first scene before the update.
[0269] In one optional embodiment of this application, the instructions executed by the processor 2301 further include:
[0270] In response to a first zoom operation on the interactive area of the local marching line, the map zoom ratio of the first scene screen is adjusted to obtain a third scene screen; wherein, the display content of the third scene screen includes the complete marching line to which the local marching line belongs, and the location marker of the second key position on the complete marching line.
[0271] In response to the identification selection operation for the location identifier of the second key location, the target location identifier is determined, and the third scene screen is controlled to jump to the second scene screen corresponding to the target location identifier.
[0272] In one optional embodiment of this application, the instructions executed by the processor 2301, in response to a first zoom operation within the interactive area of the local marching line, adjust the map zoom ratio of the first scene image to obtain a third scene image, including:
[0273] In response to a first zoom operation within the interactive area of the local marching line, the map zoom ratio of the first scene screen is adjusted according to a preset zoom ratio corresponding to the first zoom operation to obtain a third scene screen displayed at the preset zoom ratio.
[0274] In one optional embodiment of this application, the preset scaling ratio corresponding to the third scene is smaller than the map scaling ratio corresponding to the second scene.
[0275] In one optional embodiment of this application, the first zoom operation includes one of the following: a two-finger pinch-and-swipe operation, a hard press operation, or a long press operation.
[0276] In one optional embodiment of this application, the location identifier of the second key location includes: the departure point identifier of the expedition unit, the destination identifier of the expedition unit, and the current location identifier of the expedition unit;
[0277] In the instructions executed by processor 2301, the step of determining a target location identifier and controlling the third scene screen to jump to the second scene screen corresponding to the target location identifier in response to the identifier selection operation for the location identifier of the second key location includes:
[0278] In response to an identifier selection operation for the location identifier of the second key location, a target location identifier is determined, the target location identifier including one of the following: the origin identifier, the destination identifier, and the current location identifier;
[0279] Control the third scene screen to jump to the second scene screen corresponding to the target location identifier.
[0280] In one optional embodiment of this application, the instructions executed by the processor 2301 further include:
[0281] In response to a second zoom operation within the non-interactive area of the local marching line, the map zoom ratio of the first scene image is adjusted according to the zoom magnitude of the second zoom operation to obtain a fourth scene image.
[0282] This embodiment of the application determines the starting point or destination of the complete marching line by sliding the direction of a sliding operation within the interactive area of the local marching line, and controls the first scene screen to jump to the second scene screen corresponding to the starting point or destination. Here, the starting point or destination can be quickly determined by the direction of the sliding operation, and the jump from the first scene screen to the second scene screen corresponding to the starting point or destination can be completed directly. The operation is convenient and can improve the speed of scene screen jump, which is conducive to improving the efficiency of game operation and game interaction. It can also reduce redundant and repetitive operations by players, achieve more efficient information transmission, and help players obtain a better gaming experience.
[0283] This application embodiment also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following instructions:
[0284] In response to a trigger operation targeting a virtual plot of land, the location identifier of the first key position on the complete marching line to which the local marching line belongs is displayed on the graphical user interface; wherein, the target virtual plot of land is a virtual plot of land in the first scene screen that is traversed by the local marching line;
[0285] In response to the identification selection operation for the location identifier of the first key location, a target location identifier is determined, and the first scene screen is controlled to jump to the second scene screen corresponding to the target location identifier.
[0286] In one optional embodiment of this application, the triggering operation includes a first triggering sub-operation and a second triggering sub-operation. The instructions executable by the computer-readable storage medium, in response to the triggering operation targeting the target virtual plot, control the display on the graphical user interface of location markers for key positions on the complete marching line to which the local marching line belongs, including:
[0287] In response to a first triggered sub-operation targeting a virtual plot of land, control is used to display route location controls on the graphical user interface;
[0288] In response to a second trigger sub-operation of the route location control, the location identifier of the first key position on the complete march line to which the local march line belongs is displayed on the graphical user interface.
[0289] In one optional embodiment of this application, the location identifier of the first key location includes: the departure point identifier of the expedition unit and the destination identifier of the expedition unit.
[0290] In the instructions executable by the computer-readable storage medium, the step of determining a target location identifier and controlling the first scene screen to jump to the second scene screen corresponding to the target location identifier in response to the identifier selection operation for the location identifier of the first key location includes:
[0291] In response to the identification selection operation for the location identifier of the first key location, the origin identifier or the destination identifier is determined, and the first scene screen is controlled to jump to the second scene screen corresponding to the origin identifier or the destination identifier.
[0292] In one optional embodiment of this application, the map scaling ratio corresponding to the first scene image is the same as the map scaling ratio corresponding to the second scene image.
[0293] In one optional embodiment of this application, the instructions executed by the computer-readable storage medium further include:
[0294] In response to a trigger operation targeting other virtual plots, control is used to display multiple skill controls on the graphical user interface; wherein, the other virtual plots are virtual plots in the first scene that have not been traversed by the local marching line.
[0295] In one alternative embodiment of this application, the instructions executed by the computer-readable storage medium, wherein controlling the display of route location controls on the graphical user interface in response to a first trigger sub-operation for a target virtual plot, include:
[0296] In response to a first triggered sub-operation targeting a virtual plot of land, control is used to display multiple skill controls and route location controls on the graphical user interface.
[0297] In one optional embodiment of this application, the instructions executed by the computer-readable storage medium further include:
[0298] In response to a trigger operation on any skill control, control the game behavior corresponding to the skill control triggered by the trigger operation.
[0299] In one alternative embodiment of this application, the instructions executed by a computer-readable storage medium, in response to a second trigger sub-operation on the route location control, control the display on the graphical user interface of a location identifier for a first key location on the complete marching line to which the local marching line belongs, include:
[0300] In response to a second trigger sub-operation for the route location control, a list of location information is displayed on the graphical user interface; wherein, the list of location information includes the location identifier of the first key position on the complete march line to which the local march line passing through the target virtual plot belongs, and the faction identifier corresponding to each complete march line.
[0301] This application embodiment, by triggering the target virtual plot traversed by the local marching line, can control the display of the location marker of the first key position on the complete marching line to which the local marching line belongs on the graphical user interface. By performing a marker selection operation on the location marker of the first key position, the target location marker can be determined and the first scene screen can be controlled to jump to the second scene screen corresponding to the target location marker, so as to realize the rapid switching of scene screens, which is convenient to operate, helps to improve the efficiency of game operation, reduces redundant and repetitive operations of players, realizes more efficient information transmission, and helps players obtain a better game experience.
[0302] This application also provides another computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following instructions:
[0303] In response to a sliding operation within the interactive area of the local marching line, the starting point or destination of the complete marching line to which the local marching line belongs is determined according to the sliding direction of the sliding operation, and the first scene screen is controlled to jump to the second scene screen corresponding to the starting point or the destination.
[0304] In one optional embodiment of this application, the instructions executed by the computer-readable storage medium, which determine the starting point or destination of the complete marching line to which the local marching line belongs based on the sliding direction of the sliding operation, include:
[0305] Based on the sliding direction of the sliding operation and the marching direction of the local marching line, determine the starting point or destination of the complete marching line to which the local marching line belongs.
[0306] In one optional embodiment of this application, the map scaling ratio corresponding to the first scene image is the same as the map scaling ratio corresponding to the second scene image.
[0307] In one optional embodiment of this application, the instructions executed by the computer-readable storage medium, in response to a sliding operation within an interactive area of the local marching line, determine the origin or destination of the complete marching line to which the local marching line belongs, based on the sliding direction of the sliding operation and the marching direction of the local marching line, including:
[0308] In response to a sliding operation within the interactive area of the local marching line, the starting point of the complete marching line to which the local marching line belongs is determined according to a first sliding direction of the sliding operation, wherein the first sliding direction is opposite to the marching direction of the local marching line.
[0309] Alternatively, in response to a sliding operation within an interactive area of the local marching line, the destination of the complete marching line to which the local marching line belongs is determined based on a second sliding direction of the sliding operation, wherein the second sliding direction is the same as the marching direction of the local marching line.
[0310] In one optional embodiment of this application, the instructions executed by the computer-readable storage medium further include:
[0311] In response to a sliding operation within a non-interactive area of the local marching line, the displayed content in the first scene is updated according to the sliding direction and sliding distance of the sliding operation; wherein the map scaling ratio of the updated first scene is the same as the map scaling ratio of the first scene before the update.
[0312] In one optional embodiment of this application, the instructions executed by the computer-readable storage medium further include:
[0313] In response to a first zoom operation on the interactive area of the local marching line, the map zoom ratio of the first scene screen is adjusted to obtain a third scene screen; wherein, the display content of the third scene screen includes the complete marching line to which the local marching line belongs, and the location marker of the second key position on the complete marching line.
[0314] In response to the identification selection operation for the location identifier of the second key location, the target location identifier is determined, and the third scene screen is controlled to jump to the second scene screen corresponding to the target location identifier.
[0315] In one optional embodiment of this application, the instructions executed by a computer-readable storage medium, in response to a first zoom operation within the interactive area of the local marching line, adjust the map zoom ratio of the first scene image to obtain a third scene image, including:
[0316] In response to a first zoom operation within the interactive area of the local marching line, the map zoom ratio of the first scene screen is adjusted according to a preset zoom ratio corresponding to the first zoom operation to obtain a third scene screen displayed at the preset zoom ratio.
[0317] In one optional embodiment of this application, the preset scaling ratio corresponding to the third scene is smaller than the map scaling ratio corresponding to the second scene.
[0318] In one optional embodiment of this application, the first zoom operation includes one of the following: a two-finger pinch-and-swipe operation, a hard press operation, or a long press operation.
[0319] In one optional embodiment of this application, the location identifier of the second key location includes: the departure point identifier of the expedition unit, the destination identifier of the expedition unit, and the current location identifier of the expedition unit;
[0320] In the instructions executable by the computer-readable storage medium, the step of determining a target location identifier and controlling the third scene screen to jump to the second scene screen corresponding to the target location identifier in response to an identifier selection operation for the location identifier of the second key location includes:
[0321] In response to an identifier selection operation for the location identifier of the second key location, a target location identifier is determined, the target location identifier including one of the following: the origin identifier, the destination identifier, and the current location identifier;
[0322] Control the third scene screen to jump to the second scene screen corresponding to the target location identifier.
[0323] In one optional embodiment of this application, the instructions executed by the computer-readable storage medium further include:
[0324] In response to a second zoom operation within the non-interactive area of the local marching line, the map zoom ratio of the first scene image is adjusted according to the zoom magnitude of the second zoom operation to obtain a fourth scene image.
[0325] This embodiment of the application determines the starting point or destination of the complete marching line by sliding the direction of a sliding operation within the interactive area of the local marching line, and controls the first scene screen to jump to the second scene screen corresponding to the starting point or destination. Here, the starting point or destination can be quickly determined by the direction of the sliding operation, and the jump from the first scene screen to the second scene screen corresponding to the starting point or destination can be completed directly. The operation is convenient and can improve the speed of scene screen jump, which is conducive to improving the efficiency of game operation and game interaction. It can also reduce redundant and repetitive operations by players, achieve more efficient information transmission, and help players obtain a better gaming experience.
[0326] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0327] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0328] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0329] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0330] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, 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 application. 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.
[0331] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application 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 application. 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 application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A game processing method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays content including at least a portion of a first scene of the game scene and a partial marching line within the first scene scene. In response to a first triggered sub-operation targeting a virtual plot of land, a route location control is displayed on the graphical user interface; wherein the target virtual plot of land is a virtual plot of land in the first scene screen that is traversed by the local marching line; In response to a second trigger sub-operation for the route location control, a location information list is displayed on the graphical user interface; wherein, the location information list includes the location identifier of the first key position on the complete march line to which the local march line passing through the target virtual plot belongs, and the faction identifier corresponding to each complete march line; In response to the identification selection operation for the location identifier of the first key location, a target location identifier is determined, and the first scene screen is controlled to jump to the second scene screen corresponding to the target location identifier.
2. The method according to claim 1, characterized in that, The location markers for the first key position include: the departure point marker and the destination marker of the expeditionary unit. The step of responding to the identifier selection operation for the location identifier of the first key location, determining the target location identifier, and controlling the first scene screen to jump to the second scene screen corresponding to the target location identifier includes: In response to the identification selection operation for the location identifier of the first key location, the origin identifier or the destination identifier is determined, and the first scene screen is controlled to jump to the second scene screen corresponding to the origin identifier or the destination identifier.
3. The method according to claim 1, characterized in that, The map scaling ratio corresponding to the first scene is the same as the map scaling ratio corresponding to the second scene.
4. The method according to claim 1, characterized in that, The method further includes: In response to a trigger operation targeting other virtual plots, control is used to display multiple skill controls on the graphical user interface; wherein, the other virtual plots are virtual plots in the first scene that have not been traversed by the local marching line.
5. The method according to claim 1, characterized in that, The response to a first trigger sub-operation targeting a virtual plot of land, controlling the display of route location controls on the graphical user interface, includes: In response to a first triggered sub-operation targeting a virtual plot of land, control is used to display multiple skill controls and route location controls on the graphical user interface.
6. The method according to claim 4 or 5, characterized in that, The method further includes: In response to a trigger operation on any skill control, control the game behavior corresponding to the skill control triggered by the trigger operation.
7. The method according to claim 1, characterized in that, The method includes: In response to a sliding operation within the interactive area of the local marching line, the starting point or destination of the complete marching line to which the local marching line belongs is determined according to the sliding direction of the sliding operation, and the first scene screen is controlled to jump to the second scene screen corresponding to the starting point or the destination.
8. The method according to claim 7, characterized in that, Determining the origin or destination of the complete marching line to which the local marching line belongs based on the sliding direction of the sliding operation includes: Based on the sliding direction of the sliding operation and the marching direction of the local marching line, determine the starting point or destination of the complete marching line to which the local marching line belongs.
9. The method according to claim 7, characterized in that, The map scaling ratio corresponding to the first scene is the same as the map scaling ratio corresponding to the second scene.
10. The method according to claim 8, characterized in that, In response to a sliding operation within the interactive area of the local marching line, the origin or destination of the complete marching line to which the local marching line belongs is determined based on the sliding direction of the sliding operation and the marching direction of the local marching line, including: In response to a sliding operation within the interactive area of the local marching line, the starting point of the complete marching line to which the local marching line belongs is determined according to a first sliding direction of the sliding operation, wherein the first sliding direction is opposite to the marching direction of the local marching line. Alternatively, in response to a sliding operation within an interactive area of the local marching line, the destination of the complete marching line to which the local marching line belongs is determined based on a second sliding direction of the sliding operation, wherein the second sliding direction is the same as the marching direction of the local marching line.
11. The method according to claim 8, characterized in that, The method further includes: In response to a sliding operation within a non-interactive area of the local marching line, the displayed content in the first scene is updated according to the sliding direction and sliding distance of the sliding operation; wherein the map scaling ratio of the updated first scene is the same as the map scaling ratio of the first scene before the update.
12. The method according to claim 8, characterized in that, The method further includes: In response to a first zoom operation on the interactive area of the local marching line, the map zoom ratio of the first scene screen is adjusted to obtain a third scene screen; wherein, the display content of the third scene screen includes the complete marching line to which the local marching line belongs, and the location marker of the second key position on the complete marching line. In response to the identification selection operation for the location identifier of the second key location, the target location identifier is determined, and the third scene screen is controlled to jump to the second scene screen corresponding to the target location identifier.
13. The method according to claim 12, characterized in that, The step of adjusting the map zoom ratio of the first scene image to obtain a third scene image in response to a first zoom operation within the interactive area of the local marching line includes: In response to a first zoom operation within the interactive area of the local marching line, the map zoom ratio of the first scene screen is adjusted according to a preset zoom ratio corresponding to the first zoom operation to obtain a third scene screen displayed at the preset zoom ratio.
14. The method according to claim 13, characterized in that, The preset scaling ratio corresponding to the third scene is less than the map scaling ratio corresponding to the second scene.
15. The method according to claim 12, characterized in that, The first zoom operation includes one of the following: two-finger pinch-and-swipe operation, hard press operation, long press operation.
16. The method according to claim 12, characterized in that, The location identifiers of the second key location include: the departure point identifier of the expedition unit, the destination identifier of the expedition unit, and the current location identifier of the expedition unit; The step of responding to the identifier selection operation for the location identifier of the second key location, determining the target location identifier, and controlling the third scene screen to jump to the second scene screen corresponding to the target location identifier includes: In response to an identifier selection operation for the location identifier of the second key location, a target location identifier is determined, the target location identifier including one of the following: the origin identifier, the destination identifier, and the current location identifier; Control the third scene screen to jump to the second scene screen corresponding to the target location identifier.
17. The method according to claim 8, characterized in that, The method further includes: In response to a second zoom operation within the non-interactive area of the local marching line, the map zoom ratio of the first scene image is adjusted according to the zoom magnitude of the second zoom operation to obtain a fourth scene image.
18. A game processing device, characterized in that, The device includes: A location display module is used to control the display of a route location control on a graphical user interface in response to a first trigger sub-operation targeting a target virtual plot; wherein the target virtual plot is a virtual plot in the first scene screen that is traversed by a local marching line; and to control the display of a location information list on the graphical user interface in response to a second trigger sub-operation targeting the route location control; wherein the location information list includes the location identifier of the first key position on the complete marching line to which the local marching line passing through the target virtual plot belongs, and the faction identifier corresponding to each complete marching line; The first jump module is used to respond to the identifier selection operation for the location identifier of the first key location, determine the target location identifier, and control the first scene screen to jump to the second scene screen corresponding to the target location identifier.
19. The apparatus according to claim 18, characterized in that, The device includes a second jump module. The second jump module is used to respond to a sliding operation within the interactive area of a local marching line, determine the starting point or destination of the complete marching line to which the local marching line belongs based on the sliding direction of the sliding operation, and control the first scene screen to jump to the second scene screen corresponding to the starting point or the destination.
20. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is in operation, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the method as described in any one of claims 1 to 17.
21. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the method as described in any one of claims 1 to 17.
Citation Information
Patent Citations
Information interaction method and device and electronic equipment
CN113908544A
Method for Controlling Game Character and Electronic Device and Computer Storage Medium
US20210370177A1