Game control method, device, electronic device and storage medium

By responding to specified trigger operations in the game, controlling the virtual character to automatically move and hide some interface elements, the problem of excessively rich interfering with user visual effects is solved, and a simpler game interface and better visual effects are achieved.

CN119746398APending Publication Date: 2025-04-04NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411921059.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-24
Publication Date
2025-04-04

AI Technical Summary

Technical Problem

The overly rich elements in the main interface of the game will interfere with the user's attention to the game scene and affect the user's visual effects, especially during the automatic pathfinding navigation of virtual characters.

Method used

By responding to a specified trigger operation, the controlled virtual character is controlled to automatically move in the game scene and hide at least some of the interface elements in the game interface to reduce the use of the interface elements on the game interface.

Benefits of technology

Without affecting user interaction, the display of the game interface is simplified, making the game interface during the automatic movement of controlled virtual characters more concise, and improving the visual effect of the game interface.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure provides a game control method, device, electronic device and storage medium, which provides a game interface through a terminal device, wherein the game interface includes a game scene screen and interface elements displayed on the game scene screen, and the method includes: responding to a movement control operation for a controlled virtual character, and controlling the controlled virtual character to move in the game scene according to the movement control operation; responding to a specified trigger operation, controlling the controlled virtual character to move automatically in the game scene, and controlling at least part of the interface elements in the game interface to be hidden. Through the technology disclosed in the present disclosure, the game interface during the automatic movement of the controlled virtual character can be optimized, and the visual effect of the game interface can be improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a game control method, device, electronic device and storage medium. Background Art

[0002] With the development of game technology, the elements displayed in the main interface of the game are becoming more and more diverse. For example, the main interface of the game includes various buttons, animations, texts, sounds, windows and other game design elements that directly or indirectly contact the game users. Usually these elements can be located in different areas of the interface according to their functions, such as: a personal information area for displaying basic information such as character name, occupation, health value, true qi value, etc.; and a status information area for displaying the status of the character, such as whether it is comatose, poisoned, etc.; in addition, the game interface can also include a map area, a team information area, a task information area, a system information area, a chat bar area, and control areas corresponding to various skills and operations. The specific content displayed in the game interface of different games may be different.

[0003] Although the information on the game interface provides many conveniences for players, too many elements in the main game interface may sometimes affect the usage needs of game users. For example, when controlling a virtual character to ride a mount and navigate to the destination automatically through automatic path-finding skills, too many elements in the main game interface may interfere with the user's attention to the game scene and affect the user's visual effect. Summary of the invention

[0004] The purpose of the present disclosure is to provide a game control method, device, electronic device and storage medium to optimize the display of the game interface and enhance the visual effect of the game interface.

[0005] An embodiment of the present disclosure provides a game control method, which provides a game interface through a terminal device, wherein the game interface includes a game scene screen and interface elements displayed on the game scene screen, and the method includes: responding to a movement control operation on a controlled virtual character, and controlling the controlled virtual character to move in the game scene according to the movement control operation; responding to a specified trigger operation, controlling the controlled virtual character to move automatically in the game scene, and controlling at least part of the interface elements in the game interface to be hidden.

[0006] In a second aspect, an embodiment of the present disclosure further provides a game control device, which provides a game interface through a terminal device, wherein the game interface includes a game scene screen and interface elements displayed on the game scene screen, and the device includes: a first control module, which is used to respond to a movement control operation on a controlled virtual character, and control the controlled virtual character to move in the game scene according to the movement control operation; a second control module, which is used to respond to a specified trigger operation, control the controlled virtual character to move automatically in the game scene, and control at least part of the interface elements in the game interface to be hidden.

[0007] In a third aspect, an embodiment of the present disclosure further provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the above-mentioned game control method.

[0008] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game control method.

[0009] The embodiments of the present disclosure provide a game control method, device, electronic device and storage medium. Through game movement control operations, a controlled virtual character can be controlled to move in a game scene. During the movement control process, more interactive information can be provided to the user through the interface elements displayed on the game scene interface, providing reliable data guarantee for the user to control the controlled virtual character. By responding to a specified trigger operation, the controlled virtual character is controlled to move automatically in the game scene. During the automatic movement, at least part of the interface elements in the game interface are hidden. Under the premise of not affecting user interaction, the occupation of the game interface by the interface elements is reduced, so that the game interface during the automatic movement of the controlled virtual character is more concise, allowing the user to focus more on the content of the game interface, thereby improving the visual effect of the game interface. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0011] Figure 1 A flow chart of a game control method provided by an embodiment of the present disclosure; Figure 2 A schematic diagram of a selection interface provided by an embodiment of the present disclosure; Figure 3 A schematic diagram of a graphical user interface provided in an embodiment of the present disclosure; Figure 4 A schematic diagram of a game interface provided by an embodiment of the present disclosure; Figure 5 Another schematic diagram of a game interface provided by an embodiment of the present disclosure; Figure 6 A schematic diagram of a task interface provided by an embodiment of the present disclosure; Figure 7 A schematic diagram of a punctuation editing interface provided by an embodiment of the present disclosure; Figure 8 A schematic diagram of another punctuation editing interface provided by an embodiment of the present disclosure; Fig. 9 A schematic diagram of the structure of a game control device provided by an embodiment of the present disclosure; Fig.10 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0012] The technical solution of the present disclosure will be clearly and completely described below in conjunction with the embodiments. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present disclosure.

[0013] In response to the problem in related game technologies that, under normal conditions, the elements displayed in the game interface are too abundant, which easily affects the user's attention to the game scene, the embodiments of the present disclosure provide a game control method, device, electronic device and storage medium. This technology optimizes the display content of the game interface by controlling the display of interface elements on the game scene screen during the automatic movement of the controlled virtual character.

[0014] This embodiment provides a flow chart of a game control method, which provides a game interface through a terminal device. The game interface includes a game scene screen and interface elements displayed on the game scene screen. The interface elements are also called HUD (Heads-up Display) elements. In the game, visual elements that can convey information to the user can be called interface elements, and the interface where the interface elements are located is called the user interface (UI interface). The above-mentioned game interface refers to the interface corresponding to the application provided or displayed. The interface elements are used to interact with the user and can include buttons, animations, text, sounds, windows and other game design elements that directly or indirectly contact the user. In an optional implementation, the interface element may include the following controls: (1) controls related to controlling characters, such as skill controls, movement controls, function controls, etc.; (2) controls related to indicating information, which may also be referred to as indicating information marks, such as direction indicating marks, character indicating marks, character physical strength marks, item pickup points or treasure chest location points, etc.; (3) information display controls, which may also be referred to as information display areas, such as displaying basic character information (character name, occupation, health value, true qi value, etc.), character status information (such as whether the character is unconscious, poisoned, etc.) or game information (such as the number of kills, game time, etc.); (4) game setting controls, such as system settings, stores, gold coins, etc. In addition, different games may contain different interface elements. Some games may also include a friend list control, through which you can view the relevant information of added friends, chat, visit homes, delete, etc. ‌ Some games also include task-related controls, such as displaying the current task list, including main tasks and side tasks, etc. ‌ These interface elements can help users better manage and play games.

[0015] In an optional implementation, the game scene screen is a screen corresponding to the virtual scene displayed by the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, also referred to as player virtual characters), NPC characters (Non-Player Character), and AI (Artificial Intelligence) characters that execute game logic in the virtual scene. The game scene screen usually changes with the movement of the controlled virtual characters.

[0016] The above-mentioned virtual scene is the content displayed (or provided) when the game application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Example virtual scenes may include: at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles; for example, for 2D or 2.5D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 2.5D multiplayer online tactical competitive games, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, lines, rivers, classrooms, tables and chairs, podiums and other elements.

[0017] The above-mentioned virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by the player through an input device, or an AI character set in a virtual environment battle through training, or an NPC set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the embodiments of the present disclosure are not limited to this. In one possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.

[0018] The game control method in one embodiment of the present disclosure may be run on a terminal device or a server. The terminal device may be a local terminal device, such as a touch device or a non-touch device. When the game control method is run on a server, the method may be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0019] In an optional embodiment, cloud games can be run under the cloud interaction system. Cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game interface presentation are separated. The storage and operation of the game control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game interface. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game interface and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game interface.

[0020] In an optional embodiment, the terminal device may be a local terminal device, which stores a game program and is used to present a game interface. The local terminal device is used to interact with the player through the game interface, that is, the game program is downloaded and installed through the conventional electronic device and run. The local terminal device may provide the game interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the game interface, the game interface includes a game scene screen and interface elements displayed on the game scene screen, and the processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.

[0021] See also Figure 1 The flowchart of a game control method shown in the figure, the game interface provided by the terminal device includes the above-mentioned game scene screen and the interface elements displayed on the game scene screen, and the method includes the following steps: Step S101, responding to a movement control operation on a controlled virtual character, and controlling the controlled virtual character to move in a game scene according to the movement control operation.

[0022] The above-mentioned controlled virtual characters can also be called player virtual characters, which refer to virtual objects that can be controlled by players to move in the virtual scenes of the game. In some games, they can also be called shikigami characters or hero characters. Player characters can be at least one of different forms such as virtual people, virtual animals, cartoon characters, virtual mounts, etc.

[0023] The above-mentioned movement control operation may include a movement direction control operation or a movement speed control operation. When implemented specifically, it may be implemented by operating on a keyboard, mouse or game controller connected to the terminal device, or by operating a movement control on a touch screen of the terminal device.

[0024] When the player performs a movement control operation, the controlled virtual character moves based on the movement control operation. When the player stops performing the movement control operation, the controlled virtual character stops moving. That is, in this manner, the movement of the controlled virtual character depends on the player's movement control operation.

[0025] Step S102, in response to a specified trigger operation, controlling the controlled virtual character to automatically move in the game scene, and controlling at least part of the interface elements in the game interface to be hidden.

[0026] The above-mentioned designated trigger operation is different from the above-mentioned movement control operation. For example, the movement control operation is an operation performed on the movement control in the game interface, and the designated trigger operation is an operation to trigger automatic movement, or an operation to start the automatic movement mode. The movement control operation can be a sliding operation on the movement control in the game interface, and the designated trigger operation is an operation for the movement control sliding operation to meet certain conditions, such as sliding to a specified position. The designated trigger operation can also be a click operation on a special automatic movement control.

[0027] After the controlled virtual character starts to move automatically in the game scene, the user can end the above specified trigger operation without continuing to control the automatic movement. Of course, according to actual needs, the user can perform other control operations on the game interface, such as adjusting the viewing angle of the virtual camera to adjust the game scene screen displayed on the game interface. Such other control operations do not affect the automatic movement of the controlled virtual character.

[0028] In the process of controlling the controlled virtual character to move in the game scene according to the mobile control operation, the interface elements displayed in the game interface can be regarded as the normal display state, and the interface elements in the game interface can be regarded as the immersive display state after at least part of them are hidden. The number of interface elements in the normal display state is greater than that in the immersive display state, which can provide more interactive information for the user to control the controlled virtual character. In the immersive display state, the controlled virtual character moves automatically. By hiding at least part of the interface elements, the interface elements displayed in the game interface can be simplified, which improves the viewing effect while not affecting the automatic movement of the controlled virtual character.

[0029] The automatic movement may include automatic movement to the target location, such as the automatic path finding state, or automatic sprinting, such as the sprint lock state, where the direction of the automatic sprinting may be the current direction of the controlled virtual character. Alternatively, the target location may be predetermined and the automatic sprinting may be performed to the target location.

[0030] The above method can control the movement of the controlled virtual character in the game scene through the game movement control operation. During the movement control process, more interactive information can be provided to the user through the interface elements displayed on the game scene interface, providing reliable data guarantee for the user to control the controlled virtual character; by responding to the specified trigger operation, the controlled virtual character is controlled to move automatically in the game scene. During the automatic movement, at least part of the interface elements in the game interface are hidden. Under the premise of not affecting the user interaction, the occupation of the game interface by the interface elements is reduced, so that the game interface during the automatic movement of the controlled virtual character is more concise, and the user can focus more on the content of the game interface, thereby improving the visual effect of the game interface.

[0031] As a possible implementation, in the process of controlling the controlled virtual character to move in the game scene according to the movement control operation, the interface elements displayed in the game interface are the first interface element set; in the process of the controlled virtual character automatically moving in the game scene or automatically finding the target location, the interface elements displayed in the game interface are the second interface element set. The interface elements in the second interface element set are less than the first interface element set.

[0032] As a possible implementation, the above-mentioned response to a specified trigger operation, controlling the controlled virtual character to automatically move in the game scene, and controlling at least part of the interface elements in the game interface to hide, includes: responding to an automatic path-finding operation for a target position in the game scene, controlling the controlled virtual character to automatically path to the target position in the game scene, and controlling at least part of the interface elements in the game interface to hide, wherein the target position is the position in the game scene corresponding to the target punctuation in the game map.

[0033] The above-mentioned automatic routing operation can be an operation performed on the set keys on the keyboard, mouse or game controller, or can be triggered by clicking on the routing control on the task details interface or the map side page. If the terminal device is a touch terminal, the automatic routing operation can also be a touch operation on the routing control in the game scene interface. If there are many controls on the task details interface or the map side page (for example, the number of controls exceeds 3), multiple controls can be stored under a multi-function control, and the floating page can be displayed after selecting the multi-function control. The multiple controls stored are displayed in the floating page, and the multiple controls in the floating page can be arranged according to the priority size; clicking outside the floating page area, triggering the mouse button, triggering the Esc key on the keyboard, selecting any control in the floating page, or operating any control in the floating page can trigger the closing of the floating page.

[0034] In the process of controlling the controlled virtual character to automatically find the target location in the game scene, when controlling at least part of the interface elements in the game interface to be hidden, the interface elements to be hidden can be selected according to the association between the interface elements and the automatic path-finding function. For example: the first type of interface elements (such as movement controls, attack controls, combat controls, etc.) that are not related to the automatic path-finding function are selected from the displayed interface elements to be hidden, and the second type of interface elements (such as the target location mark) that are related to the automatic path-finding function are displayed.

[0035] By hiding at least part of the interface elements during the automatic path-finding process of the controlled virtual character, the occupation of the game interface by the interface elements is reduced, making the game interface during the automatic path-finding process of the controlled virtual character more concise, and being able to attract users to focus on the automatic path-finding process of the controlled virtual character.

[0036] As a possible implementation, the target punctuation is a pre-configured punctuation in the game map or a user-defined punctuation. The pre-configured punctuation in the game map is a default traceable punctuation in the game map, which is usually open to the controlled virtual character and allows the controlled virtual character to access it. The user can pre-set customized punctuation in the game map as needed.

[0037] When there are multiple punctuation points to choose from in the game map, the priority level of the punctuation points can be pre-set, and the target punctuation point can be selected according to the priority level of the punctuation points, or a punctuation point can be randomly selected as the target punctuation point. As a possible implementation method, if there is at least one pre-configured punctuation point and at least one user-defined punctuation point in the game map, the user-defined punctuation point is preferentially selected as the target punctuation point. If there are multiple user-defined punctuation points, the punctuation point closest to the controlled virtual character is preferentially selected as the target punctuation point. If there are no user-defined punctuation points, but there are multiple pre-configured punctuation points, the punctuation point closest to the controlled virtual character is preferentially selected as the target punctuation point.

[0038] By using the pre-configured punctuation points in the game map as target punctuation points, when the automatic routing is triggered, the controlled virtual character can be controlled to automatically route to the target position corresponding to the pre-configured punctuation points, meeting the user's needs to freely travel through the virtual scenes; and by using the user-defined punctuation points in the game map as target punctuation points, the user's needs to control the controlled virtual character to automatically route to the desired position can be met, broadening the usage scenarios of the automatic routing function.

[0039] The controlled virtual character can take a virtual vehicle when performing automatic pathfinding. Based on this, before the controlled virtual character is controlled to automatically pathfind the target position in the game scene, the method further includes: determining that the controlled virtual character is equipped with a designated virtual mount, and the designated virtual mount is equipped with an automatic pathfinding function; accordingly, the controlled virtual character is controlled to automatically pathfind the target position in the game scene, and at least part of the interface elements in the game interface are hidden, including: controlling the controlled virtual character to ride the designated virtual mount to automatically pathfind the target position, and controlling at least part of the interface elements in the game interface to hide during the automatic pathfinding process. The designated virtual mount is a mount with an automatic pathfinding function, that is, in this game, only some virtual mounts may have an automatic pathfinding function, while other virtual mounts may not have an automatic pathfinding function. When the controlled virtual character is equipped with a designated virtual mount, if the designated trigger operation is performed, the controlled virtual character can be controlled to ride the designated virtual mount to automatically pathfind the target position. If the controlled virtual character is not equipped with a designated virtual mount, and the above-mentioned designated trigger operation is performed, the designated virtual mount needs to be equipped first before the controlled virtual character can be controlled to ride the designated virtual mount to automatically find the path to the target location. If the controlled virtual character has not ridden the designated virtual mount before the above-mentioned designated trigger operation is performed, the above-mentioned controlling the controlled virtual character to ride the designated virtual mount to automatically find the path to the target location may include: controlling the controlled virtual character to first ride the designated virtual mount, and then controlling the virtual mount to automatically find the path to the target location.

[0040] In addition, in this embodiment, there may be multiple designated virtual mounts, and different designated virtual mounts may have different priorities. When performing the designated trigger operation, if the controlled virtual character is equipped with multiple different designated virtual mounts, the designated virtual mount with the highest priority may be preferentially selected as the virtual mount for this ride to perform automatic path finding.

[0041] When controlling at least part of the interface elements in the game interface to be hidden during the automatic path-finding process, the interface elements related to the automatic path-finding function can be selected to be displayed in the game interface, while the unselected interface elements can be hidden, so that the interface elements displayed in the game interface are associated with the current state of the controlled virtual character, providing more relevant information for the automatic path-finding process.

[0042] As a possible implementation method, during the above automatic path-finding process, the controlled virtual character is in a non-combat state.

[0043] By controlling the controlled virtual character to ride the above-mentioned designated virtual mount to automatically find the target location, and controlling at least part of the interface elements in the game interface to be hidden during the automatic path-finding process, the game interface during the automatic path-finding process can be simplified, and the user's immersion and experience during the automatic path-finding process can be increased.

[0044] Based on the above-mentioned technology of controlling the controlled virtual character to ride the above-mentioned designated virtual mount to automatically find the path to the target location, as a possible implementation method, the above-mentioned method also includes: responding to an exit automatic path-finding instruction, controlling the controlled virtual character to stop automatically finding the path to the target location, and restoring the display of at least part of the hidden interface elements. The above-mentioned exit automatic path-finding instruction can be an instruction generated by a user through a trigger operation, or it can be an instruction triggered by an event occurring in the game scene. The above-mentioned exit automatic path-finding instruction can be used to trigger the controlled virtual character to exit automatic path-finding in the relevant scene, and by restoring the display of at least part of the hidden interface elements after exiting automatic path-finding, the user can control the controlled virtual character to perform subsequent game actions through online interface elements.

[0045] As a possible implementation, the method further includes: responding to an exit automatic movement instruction, controlling the controlled virtual character to stop automatic movement in the game scene, and restoring the display of at least part of the hidden interface elements. The exit automatic movement instruction may be an instruction generated by a user through a trigger operation, or may be an instruction generated by an event occurring in the game scene. The exit automatic movement instruction may trigger the controlled virtual character to exit automatic movement in the relevant scene, and by restoring the display of at least part of the hidden interface elements after exiting automatic movement, the user may control the controlled virtual character to perform subsequent game actions through the displayed interface elements.

[0046] As a possible implementation, the above-mentioned exit automatic path finding instruction is generated based on at least one of the following (1) to (5): (1) Receiving active operations from the user, such active operations including control operations on the controlled virtual character or operations to call out other game interfaces; Specifically, the above-mentioned active operation includes performing displacement control operations on the controlled virtual character, such as clicking the keys on the keyboard used to control the movement of the controlled virtual character, where the movement includes: walking, sprinting, jogging, and jumping. Specifically, the W, A, S, and D keys can be used for walking control, the Shift key can be used for sprinting control, the X key can be used for jogging control, and the Space key can be used for jumping control.

[0047] The above-mentioned active operation may also include the release operation of the user triggering a designated skill. The designated skills may include: defensive skills, blocking skills, attacking skills, quick props, enemy locking skills, or sound positioning and locking skills, etc.

[0048] The above active operation may also include the user performing display operations on other interfaces, such as triggering the display operation of the main menu interface by clicking the Esc key, or displaying other full-screen interfaces by other means.

[0049] (2) The controlled virtual character is attacked or dies; the controlled virtual character is attacked when, during the process of automatically finding the path on the above-mentioned designated mount, the controlled virtual character is attacked and falls off the designated mount (such as falling off the horse) or is knocked to the ground.

[0050] In this embodiment, the controlled virtual character can participate in combat during the automatic path-finding process without exiting the automatic path-finding state. When the controlled virtual character is knocked down or dies, the above-mentioned exit automatic path-finding instruction is generated to make the controlled virtual character exit the automatic path-finding state.

[0051] (3) Receiving an online invitation message; for example, the game interface displays an invitation interface for a multiplayer game and the user of the controlled virtual character triggers an operation to accept the invitation. Alternatively, the game interface displays an invitation message for another game task and the user of the controlled virtual character triggers an operation to accept the invitation.

[0052] (4) The target punctuation is destroyed; (5) The controlled virtual character enters an unlocked area, which includes an area where the automatic pathfinding function is not unlocked.

[0053] In addition to the above operations or events triggering the generation of the exit automatic pathfinding instruction, in some games, other events that trigger the exit automatic pathfinding instruction can also be customized, such as the transmission event of the controlled virtual character. If the controlled virtual character is transferred from the current area to the area corresponding to other tasks, the generation of the exit automatic pathfinding instruction can also be triggered. This embodiment does not limit this.

[0054] By generating an exit automatic pathfinding instruction when the above-mentioned operations or events occur, the controlled virtual character can be controlled to exit automatic pathfinding in various game scenarios and then perform other game actions, thereby improving the smoothness of game control.

[0055] The above-mentioned controlled virtual character may be equipped with or not equipped with the above-mentioned designated virtual mount. Based on this, the above-mentioned method further includes: in response to the automatic pathfinding trigger operation for the target position in the game scene, determining whether the controlled virtual character is equipped with the designated virtual mount; if the controlled virtual character is not equipped with the designated virtual mount, displaying a selection interface, which is used to equip the designated virtual mount or select other virtual mounts or cancel automatic pathfinding. As a possible implementation, the above-mentioned selection interface can be displayed on the game interface in the form of a floating interface. The selection interface may include a variety of different designated virtual mount logos or options for users to choose from, and users can select a designated virtual mount from them to equip the controlled virtual character. The equipped designated virtual mount can be displayed near the controlled virtual character or at other designated locations. If the user chooses to cancel automatic pathfinding, automatic pathfinding will not be initiated and the current process ends. See. Figure 2 A schematic diagram of a selection interface is shown, which includes a cancel control (corresponding to the Esc key on the keyboard), a mount selection control (corresponding to the F key on the keyboard) and a confirmation control (corresponding to the Space key on the keyboard), as well as the default recommended mount identification information (such as "Do you equip xxx and start automatic pathfinding?" in the figure). If the user triggers the confirmation control, the controlled virtual character is equipped with the mount corresponding to the recommended mount identification information and the game interface is switched to control the controlled virtual character to ride the mount to the target location for automatic pathfinding. If the user triggers the mount selection control, a system interface containing selectable mounts is displayed for the user to choose, and the mount selected by the user is equipped to the controlled virtual character. At this time, the default recommended mount identification information in the selection interface can be replaced with the already equipped mount identification information, such as: whether to start automatic pathfinding with the AAA mount already equipped, trigger the confirmation control, close the selection interface and control the controlled virtual character to ride the mount to the target location for automatic pathfinding. If the user initiates an operation on the cancel control, automatic pathfinding is not initiated, and the selection interface is closed and returned to the game interface or the previous interface of the selection interface.

[0056] In the above method, if the controlled virtual character is equipped with a designated virtual mount, the controlled virtual character is directly controlled to ride the designated virtual mount to automatically find the path to the target location.

[0057] Through the above selection interface, a variety of processing methods can be provided to the user when the controlled virtual character is not equipped with a designated virtual mount, and the user can perform relevant operations according to needs.

[0058] As a possible implementation, the method further includes: in response to a selection operation on a target punctuation on a game map, displaying a punctuation details page. The punctuation details page includes a first target control, which is used to respond to an automatic pathfinding operation or to prompt an automatic pathfinding operation; accordingly, the automatic pathfinding trigger operation for the target location in the game scene includes a trigger operation on the first target control in the punctuation details page or an operation prompted by the first target control. Preconfigured punctuations and user-defined punctuations can be displayed in the game map, and the user can select one as the target punctuation. For example, the user can select a punctuation in the game map as the target punctuation by controlling the mouse, joystick or key position of the game controller, or by touch operation. After a punctuation is selected, a selection mark can be displayed at the punctuation, which can be represented by color and / or graphics. After selecting the target punctuation, a punctuation details page containing a first target control is displayed on the side page of the game map. The first target control can be an operation control, that is, selecting the control through a mouse, a game controller, or a finger touch to trigger the automatic path finding trigger operation, or a key position prompt control, indicating the operation button corresponding to the control to trigger the automatic path finding trigger operation. When the user selects the first target control in the punctuation details page, the game interface is switched to control the controlled virtual character to ride the above-mentioned specified virtual mount to automatically find the target position.

[0059] The above punctuation details page can also display the task information corresponding to the target punctuation. For example, if an archery competition task is configured at the target punctuation, the introduction information corresponding to the archery competition task can also be displayed in the punctuation details page, so that the user can be prompted whether to go to the target point.

[0060] As a possible implementation, the punctuation details page also includes a second target control; the method also includes: in response to a trigger operation on the second target control or in response to an operation indicated by the second target control, setting the target punctuation as a tracking punctuation to provide guidance for the player to control the controlled virtual character to move in the game scene. After the target punctuation is set as a tracking punctuation, the tracking punctuation is displayed in the game interface. The tracking punctuation can be displayed on a small map in the game interface or, if the current game scene contains a position corresponding to the tracking punctuation, the tracking punctuation can also be marked in the current game scene so that the player controls the controlled virtual character to move toward the tracking punctuation.

[0061] When the player triggers the second target control or initiates an operation according to the second target control, the interface elements that can be displayed normally in the game interface will not be hidden. Specifically, if the trigger operation is performed on the first target control, the controlled virtual character will be controlled to automatically find the path to the target position corresponding to the target punctuation by hiding at least some of the interface elements. If the trigger operation is performed on the second target control, the game interface will be displayed in a normal way to display the interface elements, and automatic path finding will not be initiated. Instead, the target punctuation will be displayed as a tracking punctuation in the game interface, and the controlled virtual character needs to be moved by the player's control operation.

[0062] See also Figure 3 A schematic diagram of a graphical user interface is shown, in which a game map 30 and a punctuation details page 33 are displayed, and a plurality of custom punctuations 31 and a plurality of pre-configured punctuations 32 are displayed in the game map 30, wherein the target punctuation 32a is a pre-configured punctuation selected by the selection operation, and accordingly, the punctuation details page 33 displays an immersive travel control 34 (equivalent to the above-mentioned first target control, and its corresponding key position is the V key) and a tracking control 35 (equivalent to the above-mentioned second target control, and its corresponding key position is the Space key), as well as task information 36 corresponding to the target punctuation 32a. If the user presses the V key on the keyboard, the controlled virtual character is triggered to take the designated mount to the target position corresponding to the target point 32a for automatic path finding, and at least part of the interface elements in the game interface are hidden during the automatic path finding process. If the user presses the Space key on the keyboard, the tracking punctuation is displayed at the target position corresponding to the punctuation position 32a in the game interface, and the interface elements in the game interface maintain the previous display mode, and the user can control the controlled virtual character to move toward the tracking punctuation through the movement operation.

[0063] See also Figure 4 A schematic diagram of a game interface is shown, in which the user selects the above Figure 3 Taking the tracking control 35 in the example as an example, the game interface includes the following contents: (1) The controlled virtual character 40, also known as the player virtual character, refers to a virtual object that can be controlled by the player to move in the virtual scene of the game. In some electronic games, it can also be called a shikigami character or a hero character. The player character can be at least one of different forms such as a virtual person, a virtual animal, an anime character, a virtual vehicle, etc.

[0064] (2) A task guide control 42, which is used to instruct the player how to control the controlled virtual character 40 to perform the current tracking task. Specifically, the location of the task guide control 42 is the target punctuation corresponding to the tracking task. The player can control the controlled virtual character 40 to move toward the location of the task guide control 42 to complete the tracking task as quickly as possible.

[0065] (3) A mini-map 43 is used to display key information in the game scene in the form of thumbnails, such as the position 51 of the controlled virtual character 40, important locations (such as towns and dungeon entrances), tracking points 52 (i.e., the corresponding positions of the above-mentioned task guide controls 42 on the mini-map), etc. The relative position relationship between the character position 51 and the tracking points 52 can guide the user to control the movement of the controlled virtual character 40, thereby controlling the controlled virtual character to quickly move to the position of the tracking points 52. In addition, the mini-map 44 can also display location information such as the position of teammates, the approximate position range of enemies, virtual defense facilities, and virtual resource points. This information can help players observe the dynamics of teammates and enemies and judge the current situation.

[0066] (4) Combat controls 44 may include skill controls corresponding to different weapons, controls for different damage levels or moves, and controls for controlling the posture of the controlled virtual character 40, such as controls corresponding to squatting, jumping, etc. The combat controls 44 may be permanently displayed in the game interface in combat scenes, but may not be displayed in non-combat scenes.

[0067] (5) Virtual props 46, which are operating controls for quickly using props, and may include multiple different types of optional props, such as ammunition, medicine, protective equipment, etc.

[0068] (6) A viewing angle adjustment control 49, which is used to control the viewing angle of the virtual camera to adjust the virtual scene image displayed in the game interface.

[0069] (7) A movement control 50, used to control the movement of the controlled virtual character.

[0070] (8) Task panel 53, used to display information related to the currently executable task, such as viewing clues or level information.

[0071] In addition to displaying the above information, the above game interface may also include other content, which are not listed here one by one.

[0072] See also Figure 5 Another game interface schematic diagram shown in FIG. 1 is a game interface in which the user selects the above Figure 3 The immersive tour control 34 in the example is used to illustrate that compared to Figure 4 The game interface, Figure 5In the game, the controlled virtual character 40 rides the designated virtual mount 54 toward the task guide control 42 (i.e., the target location) to automatically find the way. The game interface hides the following elements: the small map 43, the battle control 44, the view adjustment control 49, the movement control 50, the character position 51, and the tracking mark 52. The task guide control 42, the virtual props 46, the game mode control 48, and the task panel 53 are retained in the displayed interface elements, making the game interface of the automatic path-finding process more concise.

[0073] As a possible implementation, the automatic pathfinding trigger operation for the target position in the game scene includes: a trigger operation for the first target control in the target task interface or an operation indicated by the first target control, and the target position is the position corresponding to the target task in the game scene. The first target control is used to respond to the automatic pathfinding operation or to prompt the automatic pathfinding operation. The preconfigured punctuations in the game map may correspond to task information. In addition to the first target control, the task interface may also include the second target control. The method may also include responding to the trigger operation for the second target control or responding to the operation indicated by the second target control, using the target position as a tracking punctuation to provide guidance for the player to control the controlled virtual character to move in the game scene. See Figure 6 The schematic diagram of a task interface shown in the figure includes a first target control 61. If a trigger operation is performed on the first target control 61 in the task interface or an operation indicated by the first target control 61 is performed (such as the operation indicated by the first target control 61 is a click operation on the keyboard V key), it is equivalent to an automatic path-finding trigger operation for the target position in the game scene, and the controlled virtual character is controlled to automatically path to the target position in the game scene, and at least part of the interface elements in the game interface are controlled to be hidden. In addition, Figure 6 The task interface shown may also include a second target control 62, and the following information: ‌Task List 63‌: Displays all currently available tasks. Players can click on a task in the task list to view detailed information, accept the task, or track the progress of the task.

[0074] ‌Task Details‌ 64: After clicking on a task in the task list, the task details interface will be expanded, including task name, objective, reward, task description, etc. Players can use this interface to understand the detailed requirements of the task and complete the task according to the instructions.

[0075] ‌Quest Rewards‌ 65: After completing a quest, players can claim their rewards on the quest interface. Rewards may include experience points, gold, equipment, or other in-game resources, depending on the difficulty and type of the quest.

[0076] ‌Task Type 66‌: The tasks in the game can be divided into many types, including main tasks, side tasks, daily tasks, etc. Main tasks promote the development of the game plot, side tasks provide additional rewards and story content, and daily tasks help players obtain daily rewards and activity. Different task types correspond to different task lists.

[0077] ‌By providing the above-mentioned first target control in the above-mentioned task interface, it is convenient for players to trigger automatic pathfinding while viewing the task, and the operation is more convenient.

[0078] In order to facilitate players to customize punctuation, the above method also includes: displaying a punctuation editing interface, the punctuation editing interface is used to mark punctuation at any position in the game map, and the punctuation editing interface includes the above first target control; accordingly, the above automatic path finding trigger operation for the target position in the game scene includes: triggering operation for the first target control in the punctuation editing interface or operation prompted by the first target control, wherein the above target position is the position corresponding to the punctuation marked by the punctuation editing interface in the game scene. Figure 7 A schematic diagram of a punctuation editing interface is shown, which includes: a game map 70 and a marking area 71, and a first target control 72. Among them, the marking area may include punctuation icons of various patterns for users to choose from. After the user selects a location in the game map to place a marking icon in the marking area 71, the selected location is marked as a target punctuation 73, and the location of the target punctuation 73 in the game scene is the target location. After completing the marking of the above-mentioned target punctuation, the user can directly trigger the first target control 72 in the punctuation editing interface (equivalent to the above-mentioned automatic path finding triggering operation), thereby triggering the controlled virtual character to take the designated mount to automatically path to the target location corresponding to the target punctuation, simplifying the steps for users to trigger automatic path finding when marking target punctuation independently, and achieving more conciseness.

[0079] The punctuation editing interface can be triggered by selecting a blank position in the game map. The punctuation editing interface can also include a marked icon selection list. After the user selects a target icon from the icon selection list, the selected blank position will display the target icon, and the target icon is the user-defined punctuation. The punctuation editing interface may include the above-mentioned second target control, which is used to use the edited marked punctuation as a tracking punctuation to provide guidance for the player to control the controlled virtual character to move in the game scene. The punctuation editing interface may also include a position coordinate filling bar, in which the user can fill in the coordinate information of a certain point on the game map, and the position corresponding to the coordinate information is the user-defined target punctuation.

[0080] As a possible implementation, after placing a punctuation mark in the punctuation mark editing interface, the automatic path finding can also be triggered by selecting the punctuation mark. Figure 8 Another schematic diagram of the punctuation editing interface shown in the above Figure 7 After the target punctuation point 73 is marked based on the above, when the user selects the target punctuation point 73 by mouse or touch operation, Figure 8 The target punctuation 73 marked with a dotted box 74 in the punctuation editing interface shown is selected, and the selection operation is equivalent to the above-mentioned automatic routing triggering operation, which in turn triggers the controlled virtual character to automatically route to the target position corresponding to the target punctuation on the designated mount. This method simplifies the steps for users to trigger automatic routing when marking target punctuation points independently, making the implementation more concise.

[0081] As a possible implementation, the method further includes: in response to the controlled virtual character obtaining the designated virtual mount, displaying prompt information, the prompt information being used to indicate a target operation for triggering the automatic path finding function of the designated virtual mount. For example, the prompt information is a teaching page, through which the operation modes that can trigger the automatic path finding function can be presented, and the teaching page can present the prompt information in the form of a picture or a video playback.

[0082] The above-mentioned target operation may include key operations on a keyboard or a game controller, or may also include touch operations or mouse selection operations on path-finding controls displayed on a game interface.

[0083] As a possible implementation, in response to the automatic pathfinding trigger operation for the target position in the game scene, the controlled virtual character is controlled to automatically pathfind the target position in the game scene, and at least some of the interface elements in the game interface are controlled to be hidden, including: responding to the above target operation, determining the target punctuation from the trackable punctuation according to the current position of the controlled virtual character in the game scene; controlling the controlled virtual character to ride a designated virtual mount to automatically pathfind the target position corresponding to the target punctuation, and controlling at least some of the interface elements in the game interface to be hidden during the automatic pathfinding process. The specific method of controlling the hiding of interface elements can be implemented with reference to the above content, which will not be repeated here.

[0084] As a possible implementation, before the above-mentioned controlling the controlled virtual character to automatically find the path to the target location in the game scene and controlling at least part of the interface elements in the game interface to hide, it also includes: determining that the controlled virtual character is not in battle and / or is not in an automatic path-finding state. For example: if the controlled virtual character is in a battle state, a prompt message is displayed, and the prompt message includes information indicating that automatic path-finding is currently not possible. By controlling the controlled virtual character to automatically find the path to the target location in the game scene and controlling at least part of the interface elements in the game interface to hide when the controlled virtual character is not in battle and / or is not in an automatic path-finding state, it is possible to avoid the operational inconvenience caused by hiding the interface elements when the controlled virtual character is in a battle state, and avoid redundant operations of triggering automatic path-finding multiple times in the automatic path-finding state.

[0085] As a possible implementation, the method further includes: in response to the above-mentioned specified trigger operation, if there is no target punctuation in the game map or the controlled virtual character has limited access to the target location, a prompt message is displayed in the game interface, and the prompt message includes information indicating that automatic path finding is currently not possible.

[0086] As a possible implementation, controlling at least part of the interface elements in the game interface to be hidden includes: obtaining a whitelist, the whitelist being used to store information of the interface elements that need to be retained; and controlling the interface elements in the game interface that are not in the whitelist to be hidden. The whitelist can be used to conveniently control the hiding of the interface elements in the game interface, which is simple and easy.

[0087] As a possible implementation, the interface elements in the whitelist include at least one of the following: pathfinding guide marks, task panels, notification panels, and interactive controls. The pathfinding guide marks may include icons of the target punctuation marks (such as pre-configured punctuation marks or user-defined punctuation marks) and the distance between the target position of the target punctuation marks and the controlled virtual character. The task panel may contain relevant task information, such as the distance information between the position corresponding to a task and the controlled virtual character, or the operation method for triggering the execution of a task (such as if there is a sound at a nearby location, if you track the sound location, press the N key), and the operation method corresponding to the introduction information of the task, such as if you want to know the task level information at the location with the sound, you can press the O key on the keyboard. The notification panel may include friend-related notifications, etc. The interactive controls may include operation controls or operation prompt controls for dismounting (such as the H key for dismounting), operation controls or operation prompt controls for controlling the stride of the mount (such as the G key for switching the stride), and operation controls or operation prompt controls for some skills, etc.

[0088] When the above-mentioned automatic pathfinding is not performed, the lens parameters of the virtual camera in the game can adopt the first group of parameters, and the frame ratio of the game interface is the first ratio; in order to further improve the display effect of the game interface during the automatic pathfinding process, the above-mentioned method can also: during the above-mentioned automatic pathfinding process, in response to the first adjustment operation on the lens parameters of the virtual camera, adjust the lens parameters of the virtual camera to the second group of parameters, and / or, in response to the second adjustment operation on the frame ratio of the above-mentioned game interface, adjust the frame ratio of the game interface to the second ratio. At least some parameters in the above-mentioned first group of parameters are different from those in the second group of parameters; the above-mentioned first ratio is different from the second ratio. Among them, the first adjustment operation and the second adjustment operation can be touch operations or key operations, etc., which are not limited in this embodiment.

[0089] Adjusting the lens parameters of the virtual camera in the game will have a significant impact on the picture effect. The lens parameters of this embodiment include at least one of the following: ‌ (1) Focal Length: Focal length determines the width of the lens's viewing angle. The shorter the focal length, the wider the viewing angle and the larger the framing range, but the image of a single object will be smaller; the longer the focal length, the narrower the viewing angle and the smaller the framing range, but the image of a single object will be larger. For example, the default focal length is 15 mm and the adjustable range is 10 to 55 mm. As a possible implementation, the focal length in the first group of parameters is greater than the focal length in the second group of parameters.

[0090] ‌ (2) Aperture‌: The aperture controls the depth of field effect. The smaller the aperture value (such as f1.2), the shallower the depth of field effect and the higher the background blur; the larger the aperture value (such as f16), the deeper the depth of field effect and the higher the background clarity. For example, the default aperture is f16 and the adjustable range is f1.2~16‌. As a possible implementation, the aperture in the first group of parameters is smaller than the aperture in the second group of parameters.

[0091] ‌ (3) Vignetting ‌: Vignetting refers to the lower brightness or saturation of the peripheral part of the image than the central area. By adjusting the intensity of the vignette, the visual effect of the picture can be changed. For example, the player can adjust the vignette effect from 0% to 100%. As a possible implementation, the aperture in the first set of parameters is smaller than the aperture in the second set of parameters.

[0092] ‌ Adjusting the aspect ratio in the game will have a significant impact on the visual experience, operation accuracy and game performance. ‌ The aspect ratio and related introductions are as follows: ‌ (1) 16:9 ratio: It can provide a wide field of view and delicate image quality. It is suitable for most game scenes, especially multiplayer game scenes, because it can provide a wider field of view.

[0093] ‌ (2) 16:10 ratio‌: Suitable for single-player games as it provides a more focused gaming experience while maintaining moderate visual effects and operational accuracy.

[0094] ‌ (3) 4:3 ratio ‌: This ratio can provide a visual effect closer to traditional monitors and is suitable for players who like retro style. Although it has more advantages in displaying details, it may limit the field of view and image quality.

[0095] ‌Different aspect ratios correspond to different game visual effects. The 16:9 ratio can provide a wider field of view, while the 4:3 ratio focuses more on detail display. A suitable aspect ratio can improve operation accuracy. As a possible implementation, the first ratio can be 4:3, and the second ratio can be 16:9.

[0096] The method provides a game interface including game scene images and interface elements through a terminal device, and responds to movement control operations of a controlled virtual character to move it in the game scene; and responds to a specified trigger operation to allow the controlled virtual character to automatically move and hide at least some of the interface elements.

[0097] Taking automatic pathfinding as an example, the above method includes: in response to the automatic pathfinding operation for the target location in the game scene, the controlled virtual character automatically paths, at which time the set of interface elements displayed on the game interface (the second set of interface elements) is less than that displayed during normal movement (the first set of interface elements), and during the automatic pathfinding process, the controlled virtual character can ride a virtual vehicle, taking a virtual mount as an example. Before controlling the controlled virtual character to automatically pathfind, it can be determined that it is equipped with a designated virtual mount (the virtual mount has an automatic pathfinding function), and the controlled virtual character rides the mount to automatically go to the target location during automatic pathfinding, and some interface elements are hidden during the process.

[0098] Assuming that the game is a massively multiplayer online role-playing game and the terminal device is a mobile phone, the implementation process of the method is as follows: Players enter the game through their mobile phones, and the game interface displays a game scene map, such as forests, towns, valleys and other different areas. The controlled virtual characters controlled by the players can move freely in these scenes and perform various tasks. For example: the player slides the virtual joystick on the mobile phone screen (i.e., mobile control operation), and the controlled virtual character walks or runs in the game scene accordingly according to the direction and amplitude of the joystick. At this time, the game interface displays various conventional interface elements, such as the character's health and magic value bars (the first interface element set), which is convenient for players to check the character status at any time, as well as backpack shortcut bars, chat windows and other elements, which are convenient for players to perform corresponding operations.

[0099] When the player wants to complete a main task, the task prompts that he needs to go to a marked location on the map (the target location, which may be the punctuation pre-configured in the game at the task-related location). The player clicks the automatic pathfinding control corresponding to the target location in the task interface (automatic pathfinding trigger operation). First, it is determined that the controlled virtual character is equipped with a specified virtual mount (such as a Pegasus with automatic pathfinding function), and then the controlled virtual character is controlled to ride the specified virtual mount to start automatic pathfinding to the target location. At the same time, the game interface is adjusted to only retain interface elements in the whitelist, such as pathfinding guide marks (to help players know the general direction), task panels (to view task-related progress, etc.), notification panels (if important system notifications pop up), and interactive controls (such as buttons that can be interacted with in special scenes, etc.), while non-whitelisted interface elements such as backpack shortcut bars and weapon switching controls are hidden (the second interface element set is less than the first interface element set), allowing players to focus more on appreciating the game scene screen and follow the pathfinding guide to the target location.

[0100] During the automatic pathfinding process, if the player manually controls the controlled virtual character to explore the surrounding environment, such as clicking the virtual joystick again or calling up the character skill interface, an exit automatic pathfinding instruction is generated to control the controlled virtual character to stop automatic pathfinding and restore the display of previously hidden interface elements. The game interface returns to the state of displaying more interface elements during the initial mobile control.

[0101] Alternatively, if during the automatic pathfinding process, the controlled virtual character is attacked by a wild monster, the controlled virtual character enters a state of being attacked, or is unfortunately killed by the monster, the system will determine to exit the automatic pathfinding, stop the automatic pathfinding process, and restore the display of interface elements. On this basis, the game interface can also display the corresponding resurrection or combat prompt interface for players to operate.

[0102] Examples of other situations: During the automatic pathfinding process, when a player receives an online invitation message from other friends, and the player accepts the invitation and wants to team up to play together, the controlled virtual character is controlled to stop automatic pathfinding and restore the display of the above-mentioned hidden interface elements to facilitate the player to handle online related operations. If the area where the punctuation of the target location is located is destroyed due to reasons such as the advancement of the game plot, and it is meaningless to go to the target location, the controlled virtual character will automatically exit the automatic pathfinding and restore the display of the above-mentioned game interface. If the controlled virtual character accidentally walks to a game area that has not been unlocked, triggering the corresponding restriction mechanism, it will also exit the automatic pathfinding and restore the display of the above-mentioned hidden interface elements.

[0103] In addition, when the player obtains a designated virtual mount by completing a side quest, the system will pop up a prompt message to inform the player of the specific operation method to trigger the automatic pathfinding function of the mount (such as clicking a mark on the game map and then long pressing a button and other target operations).

[0104] Based on the above method embodiment, the embodiment of the present disclosure also provides a game control device, which provides a game interface through a terminal device, wherein the game interface includes a game scene screen and interface elements displayed on the game scene screen, see Fig. 9 , the device includes the following modules: A first control module 91 is used to respond to a movement control operation on a controlled virtual character, and control the controlled virtual character to move in a game scene according to the movement control operation; The second control module 92 is used to control the controlled virtual character to move automatically in the game scene in response to a specified trigger operation, and to control at least part of the interface elements in the game interface to hide.

[0105] The above-mentioned device can control the movement of the controlled virtual character in the game scene through the game movement control operation. During the movement control process, the interface elements displayed on the game scene interface can provide the user with more interactive information, providing reliable data guarantee for the user to control the controlled virtual character; by responding to the specified trigger operation, the controlled virtual character is controlled to move automatically in the game scene. During the automatic movement, at least part of the interface elements in the game interface are hidden. Under the premise of not affecting user interaction, the occupation of the game interface by the interface elements is reduced, making the game interface more concise during the automatic movement of the controlled virtual character, allowing the user to focus more on the content of the game interface, and improving the visual effect of the game interface.

[0106] In an optional embodiment, the second control module 92 is further used to: in response to an automatic path-finding operation for a target position in a game scene, control the controlled virtual character to automatically path-find the target position in the game scene, and control at least part of the interface elements in the game interface to be hidden, wherein the target position is the position in the game scene corresponding to the target punctuation in the game map.

[0107] In an optional implementation, the target punctuation point is a preconfigured punctuation point in the game map or a user-defined punctuation point.

[0108] In an optional embodiment, the second control module 92 is further used to: before controlling the controlled virtual character to automatically navigate to the target location in the game scene, determine that the controlled virtual character is equipped with a designated virtual mount, and the designated virtual mount is configured with an automatic navigation function; and control the controlled virtual character to ride the designated virtual mount to automatically navigate to the target location, and control at least part of the interface elements in the game interface to be hidden during the automatic navigation process.

[0109] In an optional embodiment, the second control module 92 is further used to: respond to an exit automatic path finding instruction, control the controlled virtual character to stop automatic path finding to the target location, and restore the display of at least part of the hidden interface elements.

[0110] In an optional embodiment, the second control module 92 is further used to: respond to an exit automatic movement instruction, control the controlled virtual character to stop automatic movement in the game scene, and restore the display of at least a portion of the hidden interface elements.

[0111] In an optional embodiment, the exit automatic routing instruction is generated based on at least one of the following: receiving an active operation from a user, the active operation including a control operation on the controlled virtual character or an operation to call out other game interfaces; the controlled virtual character is hit or dies; an online invitation message is received; the target punctuation is destroyed; the controlled virtual character enters an unlocked area.

[0112] In an optional embodiment, the second control module 92 is further used to: in response to an automatic routing trigger operation for a target location in a game scene, determine whether the controlled virtual character is equipped with a designated virtual mount; if the controlled virtual character is not equipped with a designated virtual mount, display a selection interface for equipping the designated virtual mount or selecting other virtual mounts or canceling automatic routing.

[0113] In an optional embodiment, the second control module 92 is further used to: display a punctuation details page in response to a selection operation on a target punctuation on a game map, wherein the punctuation details page includes a first target control, and the first target control is used to respond to an automatic routing operation or to prompt the automatic routing operation; the automatic routing trigger operation for the target position in the game scene includes a trigger operation on the first target control in the punctuation details page or an operation prompted by the first target control.

[0114] In an optional embodiment, the punctuation details page also includes a second target control; the method also includes: in response to a trigger operation on the second target control or in response to an operation indicated by the second target control, setting the target punctuation as a tracking punctuation to provide guidance for the player to control the movement of the controlled virtual character in the game scene.

[0115] In an optional embodiment, the automatic path-finding trigger operation for the target position in the game scene includes a trigger operation for a first target control in a target task interface or an operation indicated by the first target control, and the target position is a position corresponding to the target task in the game scene.

[0116] In an optional embodiment, the second control module 92 is also used to: display a punctuation editing interface, the punctuation editing interface is used to mark punctuation at any location in the game map, the punctuation editing interface includes a first target control; the automatic pathfinding trigger operation for the target location in the game scene includes a trigger operation for the first target control in the punctuation editing interface or an operation prompted by the first target control, wherein the target location is the location in the game scene corresponding to the punctuation marked by the punctuation editing interface.

[0117] In an optional embodiment, the second control module 92 is further used to: in response to the controlled virtual character obtaining the designated virtual mount, display prompt information, wherein the prompt information is used to indicate a target operation for triggering the automatic path-finding function of the designated virtual mount.

[0118] In an optional embodiment, the second control module 92 is further used to: respond to the target operation, determine the target punctuation point from the trackable punctuation points according to the current position of the controlled virtual character in the game scene; control the controlled virtual character to ride the designated virtual mount to automatically navigate to the target position corresponding to the target punctuation point, and control at least part of the interface elements in the game interface to be hidden during the automatic navigation process.

[0119] In an optional embodiment, the second control module 92 is also used to: before controlling the controlled virtual character to automatically navigate to the target location in the game scene and controlling at least part of the interface elements in the game interface to hide, determine that the controlled virtual character has not entered into battle and / or is not in an automatic navigation state.

[0120] In an optional implementation, the second control module 92 is further used to: obtain a whitelist, the whitelist being used to store information of interface elements that need to be retained; and control the hiding of interface elements in the game interface that do not belong to the whitelist.

[0121] In an optional implementation, the interface elements in the whitelist include at least one of the following: a wayfinding guide mark, a task panel, a notification panel, and an interactive control.

[0122] The game control device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the embodiment of the game control device, reference may be made to the corresponding contents in the aforementioned game control method embodiment.

[0123] The term "and / or" herein is only a description of the association relationship of the associated objects, indicating that there may be three relationships. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. In addition, the term "at least one" herein represents any combination of at least two of any one or more of a plurality of. For example, including at least one of A, B, and C can represent including any one or more elements selected from the set consisting of A, B, and C.

[0124] The present disclosure also provides an electronic device, such as Fig.10 As shown, it is a schematic diagram of the structure of the electronic device, wherein the electronic device includes a processor 11 and a memory 10, the memory 10 stores computer executable instructions that can be executed by the processor 11, and the processor 11 executes the computer executable instructions to implement the above-mentioned game control method.

[0125] exist Fig.10 In the illustrated embodiment, the electronic device further includes a bus 12 and a communication interface 13 , wherein the processor 11 , the communication interface 13 and the memory 10 are connected via the bus 12 .

[0126] Among them, the memory 10 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 13 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 12 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 12 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.10Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0127] The processor 11 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit in the processor 11 or the instruction in the form of software. The above processor 11 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in conjunction with the embodiment of the present disclosure can be directly embodied as a hardware decoding processor to be executed, or a combination of hardware and software modules in the decoding processor can be executed. The software module can be located in a mature storage medium in the field such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory, and the processor 11 reads the information in the memory and completes the steps of the game control method of the above embodiment in combination with its hardware.

[0128] The embodiment of the present disclosure also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the above-mentioned game control method. The specific implementation can be found in the aforementioned method embodiment, which will not be repeated here.

[0129] The computer program products of the game control method, device and electronic device provided in the embodiments of the present disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0130] Unless otherwise specifically stated, the relative steps, numerical expressions and numerical values ​​of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.

[0131] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that can be executed by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0132] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0133] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.

Claims

1. A game control method, providing a game interface through a terminal device, wherein the game interface includes a game scene screen and interface elements displayed on the game scene screen, characterized in that: The method comprises: In response to a movement control operation on a controlled virtual character, controlling the controlled virtual character to move in a game scene according to the movement control operation; In response to a designated trigger operation, the controlled virtual character is controlled to automatically move in the game scene, and at least part of the interface elements in the game interface are controlled to be hidden.

2. The method according to claim 1, characterized in that In response to the specified trigger operation, controlling the controlled virtual character to automatically move in the game scene, and controlling at least part of the interface elements in the game interface to hide, comprises: In response to an automatic path-finding operation for a target position in a game scene, the controlled virtual character is controlled to automatically path-find the target position in the game scene, and at least part of the interface elements in the game interface are controlled to be hidden, wherein the target position is a position in the game scene corresponding to a target punctuation in a game map.

3. The method according to claim 2, characterized in that The target punctuation points are pre-configured punctuation points in the game map or user-defined punctuation points.

4. The method according to claim 2, characterized in that: Before controlling the controlled virtual character to automatically find a path to the target location in the game scene, the method further includes: Determining that the controlled virtual character is equipped with a designated virtual mount, wherein the designated virtual mount is configured with an automatic path-finding function; The controlling the controlled virtual character to automatically find the path to the target location in the game scene, and controlling at least part of the interface elements in the game interface to hide, comprises: The controlled virtual character is controlled to ride the designated virtual mount to automatically find a path to the target location, and during the automatic path finding process, at least part of the interface elements in the game interface are controlled to be hidden.

5. The method according to claim 1, characterized in that The method further comprises: In response to the exit automatic movement instruction, the controlled virtual character is controlled to stop automatic movement in the game scene, and the display of at least a portion of the hidden interface elements is restored.

6. The method according to claim 2, characterized in that The method further comprises: In response to the exit automatic path finding instruction, the controlled virtual character is controlled to stop automatic path finding to the target location, and the display of at least a portion of the hidden interface elements is restored.

7. The method according to claim 6, characterized in that The exit automatic path finding instruction is generated based on at least one of the following: Receiving an active operation of a user, wherein the active operation includes a control operation on the controlled virtual character or an operation of calling out other game interfaces; The controlled virtual character is hit or dies; Receive an online invitation message; The target punctuation is destroyed; The controlled virtual character enters an unlocked area.

8. The method according to claim 4, characterized in that The method further comprises: In response to an automatic pathfinding trigger operation for a target location in a game scene, determining whether the controlled virtual character is equipped with a designated virtual mount; If the controlled virtual character is not equipped with the designated virtual mount, a selection interface is displayed, wherein the selection interface is used to equip the designated virtual mount or select other virtual mounts or cancel automatic path finding.

9. The method according to claim 2, characterized in that: The method further comprises: In response to a selection operation on a target punctuation on a game map, a punctuation detail page is displayed, wherein the punctuation detail page includes a first target control, and the first target control is used to respond to an automatic path-finding operation or to prompt the automatic path-finding operation; The automatic path-finding triggering operation for the target position in the game scene includes a triggering operation for the first target control in the punctuation details page or an operation prompted by the first target control.

10. The method according to claim 9, characterized in that The punctuation details page also includes a second target control; the method also includes: In response to a trigger operation on the second target control or in response to an operation indicated by the second target control, the target punctuation is set as a tracking punctuation to provide guidance for the player to control the controlled virtual character to move in the game scene.

11. The method according to claim 2, characterized in that The automatic path-finding trigger operation for the target position in the game scene includes a trigger operation for a first target control in a target task interface or an operation indicated by the first target control, and the target position is a position corresponding to the target task in the game scene.

12. The method according to claim 2, characterized in that: The method further comprises: Display a punctuation editing interface, the punctuation editing interface is used to mark punctuation at any position in the game map, the punctuation editing interface includes a first target control; The automatic path-finding trigger operation for the target position in the game scene includes a trigger operation for the first target control in the punctuation editing interface or an operation prompted by the first target control, wherein the target position is the position in the game scene corresponding to the punctuation marked by the punctuation editing interface.

13. The method according to claim 4, characterized in that The method further comprises: In response to the controlled virtual character obtaining the designated virtual mount, prompt information is displayed, wherein the prompt information is used to indicate a target operation for triggering the automatic path-finding function of the designated virtual mount.

14. The method according to claim 13, characterized in that In response to the automatic path finding triggering operation for the target position in the game scene, controlling the controlled virtual character to automatically path find the target position in the game scene, and controlling at least part of the interface elements in the game interface to hide, comprises: In response to the target operation, determining a target punctuation point from trackable punctuations according to the current position of the controlled virtual character in the game scene; The controlled virtual character is controlled to ride the designated virtual mount to automatically find a path to a target position corresponding to the target punctuation point, and during the automatic path finding process, at least part of the interface elements in the game interface are controlled to be hidden.

15. The method according to claim 2, characterized in that Before controlling the controlled virtual character to automatically find the target location in the game scene and controlling at least part of the interface elements in the game interface to hide, the method further includes: Determine that the controlled virtual character is not in combat and / or is not in an automatic path-finding state.

16. The method according to claim 1, characterized in that The controlling at least part of the interface elements in the game interface to be hidden includes: Obtain a whitelist, where the whitelist is used to store information about interface elements that need to be retained; Control the interface elements in the game interface that do not belong to the whitelist to be hidden.

17. The method according to claim 16, characterized in that The interface elements in the whitelist include at least one of the following: Wayfinding guide markers, task panels, notification panels, and interactive controls.

18. A game control device, providing a game interface through a terminal device, wherein the game interface includes a game scene screen and interface elements displayed on the game scene screen, characterized in that: The device comprises: A first control module, used to respond to a movement control operation on a controlled virtual character, and control the controlled virtual character to move in a game scene according to the movement control operation; The second control module is used to control the controlled virtual character to move automatically in the game scene in response to a specified trigger operation, and to control at least part of the interface elements in the game interface to hide.

19. An electronic device, characterized in that: The invention comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method according to any one of claims 1 to 17.

20. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 17.