Game information processing method and device, computer equipment and readable storage medium
By displaying the reference movement path and target position in the game, players can reasonably plan the movement path in the virtual game scene, solve the problem of unreasonable movement planning in the game, improve the exploration effect and game experience, and reduce the calculation pressure and lag problems.
Patent Information
- Application Number
- CN202510286817.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-11
- Publication Date
- 2025-04-18
- Estimated Expiration
- 2045-03-11
AI Technical Summary
In the game, players conduct random explorations in virtual game scenes, resulting in unreasonable mobile planning, repeatedly exploring the same area, missing important areas or spending a long time exploring important areas.
By displaying the game map in the game interface, marking the reference movement path and target position corresponding to the controlled virtual character, the reference movement path includes the historical movement path of the current game game and the path recorded by the historical game game to help players plan the movement path reasonably.
It improves players' exploration of virtual game scenes, improves players' gaming experience, reduces the computing pressure caused by virtual characters' wrong paths, improves game lag problems and reduces the waste of computer resources.
Smart Images

Figure CN119838218A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a game information processing method, device, computer equipment and readable storage medium, wherein the readable storage medium is a computer-readable storage medium. Background Art
[0002] In the game, players usually explore randomly, which may lead to unreasonable movement planning in the game scene. For example, players repeatedly explore the same area, miss important areas in the game scene, or spend a long time exploring important areas. Summary of the invention
[0003] The embodiments of the present application provide a method, device, computer equipment and readable storage medium for processing game information, which can help players reasonably plan their movement paths in virtual game scenes, improve players' exploration effects on virtual game scenes, and improve players' game experience. In addition, players can plan their paths based on reference movement paths, which can reduce the computing pressure caused by the frequent turning back and switching of destinations caused by the virtual characters controlled by the players going the wrong way, improve the game's stuck problem, and reduce the waste of computer resources.
[0004] A game information processing method provided in an embodiment of the present application includes:
[0005] Displaying a game interface, wherein the game interface includes a game map corresponding to a virtual game scene;
[0006] Marking a reference moving path corresponding to the controlled virtual character in the game map, and marking a target position on the reference moving path;
[0007] The target position is a position for obtaining a target virtual game resource, and the reference movement path includes at least one of a first historical movement path of at least one virtual character in a current game match and a second historical movement path recorded for historical game matches.
[0008] Accordingly, an embodiment of the present application further provides a game information processing device, including:
[0009] A display unit, used to display a game interface, wherein the game interface includes a game map corresponding to a virtual game scene;
[0010] A marking unit, used to mark a reference moving path corresponding to the controlled virtual character in the game map, and mark a target position on the reference moving path;
[0011] The target position is a position for obtaining a target virtual game resource, and the reference movement path includes at least one of a first historical movement path of at least one virtual character in a current game match and a second historical movement path recorded for historical game matches.
[0012] Correspondingly, an embodiment of the present application also provides a computer device, including a memory and a processor; the memory stores a computer program, and the processor is used to run the computer program in the memory to execute any game information processing method provided in the embodiment of the present application.
[0013] Correspondingly, an embodiment of the present application also provides a computer-readable storage medium, which is used to store a computer program, and the computer program is loaded by a processor to execute any game information processing method provided in the embodiment of the present application.
[0014] The embodiment of the present application displays a game interface, which includes a game map corresponding to a virtual game scene; a reference moving path corresponding to a controlled virtual character is marked in the game map, and a target position is marked on the reference moving path; wherein the target position is the position for obtaining a target virtual game resource, and the reference moving path includes at least one of a first historical moving path of at least one virtual character in the current game match, and a second historical moving path recorded for a historical game match, so as to help players reasonably plan their moving paths in the virtual game scene, improve the player's exploration effect of the virtual game scene, and improve the player's gaming experience. In addition, by planning the path based on the reference moving path, the player can reduce the computing pressure caused by the virtual character controlled by the player taking the wrong path and frequently turning back and switching destinations, which can improve the game's freezing problem and reduce the waste of computer resources. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0016] Figure 1 is a flowchart of a method for processing game information provided by an embodiment of the present application;
[0017] Figure 2 is a schematic diagram of a game map provided in an embodiment of the present application;
[0018] Figure 3 is a schematic diagram of a game interface provided by an embodiment of the present application;
[0019] Figure 4 is a schematic diagram of a game interface provided in an embodiment of the present application;
[0020] Figure 5 is a schematic diagram of a game interface provided in an embodiment of the present application;
[0021] Figure 6 is a schematic diagram of a game information processing device provided in an embodiment of the present application;
[0022] Figure 7 It is a schematic diagram of the structure of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0023] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.
[0024] The embodiments of the present application provide a method, device, computer equipment and computer-readable storage medium for processing game information. The game information processing device can be integrated in a computer equipment, which can be a server or a terminal.
[0025] The terminal may include a mobile phone, a wearable smart device, a tablet computer, a laptop computer, a personal computer (PC), and a vehicle-mounted computer.
[0026] Among them, the server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDN), as well as big data and artificial intelligence platforms.
[0027] It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments.
[0028] This embodiment will be described from the perspective of a game information processing device, which may be integrated into a computer device, which may be a server or a terminal.
[0029] First, some nouns involved in the embodiments of the present application are explained.
[0030] A virtual game scene (or game scene or virtual scene) is a virtual scene displayed (or provided) when an 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 and a three-dimensional virtual scene, and 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 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 3D multiplayer online tactical competitive games, the virtual scene is a 2D or 3D 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.
[0031] The game interface refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, character indicators, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.
[0032] A game object (or virtual object, game character) 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 a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (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 is dynamically determined according to the number of clients joining the battle, and the embodiment of the present application does not limit this. In a possible implementation, a user can control a virtual object to move in the virtual scene, for example, control a virtual object to run, jump, crawl, etc., and can also control a virtual object to fight with other virtual objects using skills, virtual props, etc. provided by an application. (Game) props refer to props that can be used by virtual objects in a virtual environment, including but not limited to firearms, cold weapons, grenades, shields, springboards, puppets, etc., which can be used by virtual objects to speed up their own attributes, assist in combat, or launch damage to other virtual objects. Virtual props can also be supply props such as bullets, and can also be equipped on designated virtual weapons for accessories such as extended magazines, aiming scopes, flash suppressors, and stocks. The virtual camera is a necessary component for the game scene screen, which is used to present the game scene screen. A game scene corresponds to at least one virtual camera. According to actual needs, there can be two or more virtual cameras, which serve as the game rendering window to capture and present the game world's screen content to the player. By setting the parameters of the virtual camera, the player's perspective of viewing the game world can be adjusted, such as the first-person perspective and the third-person perspective.
[0033] The present application provides a method for processing game information. Figure 1 As shown, the specific process of the game information processing method can be as follows:
[0034] 101. Display a game interface, where the game interface includes a game map corresponding to a virtual game scene.
[0035] Specifically, the game interface may be displayed through a display device, and the game interface may include a game map corresponding to a virtual game scene.
[0036] Optionally, the game interface may also display a virtual game scene, which may include a controlled virtual character manipulated by the player. Under the control of the player, the controlled virtual character may perform operations such as moving and picking up virtual game props in the virtual game scene.
[0037] 102. Mark a reference moving path corresponding to the controlled virtual character in the game map, and mark a target position on the reference moving path.
[0038] The reference movement path includes a first historical movement path of at least one virtual character in the current game match and at least one of a second historical movement path recorded for historical game matches, and the target position is a position for obtaining a target virtual game resource.
[0039] The first game account may be a game account that is logged in on the device and participates in the current game match. If the game is a multiplayer game, other game accounts may also participate in the current game match.
[0040] The first historical movement path is a movement path generated in the current game game. For example, the first historical movement path may include the historical movement path of a controlled virtual character controlled by a first game account in the current game game. Optionally, the first historical movement path may include the historical movement path of virtual characters controlled by other game accounts in the current game game.
[0041] Exemplarily, for a controlled virtual character, the first historical movement path may include at least one of a movement path of a virtual character that is a teammate of the controlled virtual character in the current game, and a movement path of a virtual character that is an enemy of the controlled virtual character in the current game.
[0042] The second historical movement path may include the movement path of a virtual character controlled by the first game account in a historical game match (which may be the same as or different from the controlled virtual character in the current game object, and may be flexibly set as needed, and is not limited here). The historical game match is a game match that ended before the current game match. For example, the historical game match may include the previous game played by the first game account in the current game match.
[0043] The second historical movement path may also include a movement path of a virtual character controlled by a second game account (the second game account may be different from the first game account) in a historical game match, and the second game account may be different from the first game account.
[0044] For example, marking a reference moving path corresponding to the controlled virtual character in the game map and marking a target position on the reference moving path may be as follows: Figure 2 As shown, Figure 2 In the game map shown, the thicker lines are the reference movement paths, and the black dots are used to mark the target locations.
[0045] Optionally, the marking of the target location may be by displaying a specified icon at the target location, or by displaying a resource identifier of a target game resource at the target location, where the resource identifier may include an icon, name, etc. of the target game resource, or by highlighting a path portion at the target location, etc.
[0046] In one embodiment, the game map may display the first historical movement path of the controlled virtual character in the current game match. Optionally, a game may include multiple game rounds. In each game round, the player may control the same virtual character or different virtual characters to play in the virtual game scene. For example, the first game account has three "virtual lives" in each game, and each "virtual life" can be used by the first game account to play a round of games, that is, the current game match includes multiple game rounds. The first historical movement path includes the sub-historical movement path of the virtual character controlled by the first game account in at least one game round that has been opened. For example, the game map may mark the sub-historical movement path of the virtual character controlled by the first game account in the most recent K game rounds in the virtual game scene in the current game match. k can be 2 or other integers, which can be set as needed and will not be elaborated here.
[0047] If the game map displays sub-historical movement paths of the first game account entering the virtual game scene multiple times in the current game match, different sub-historical movement paths are displayed in different styles in the game map. For example, the transparency of the sub-historical movement path that entered the virtual game scene most recently is 0, and the transparency of the sub-historical movement path that entered the virtual game scene last time is 70%.
[0048] In one embodiment, a first historical movement path of the controlled virtual character in the current game game is marked in the game map, and / or a second historical movement path of the virtual character controlled by the first game account recorded in the previous game game, and the first historical movement path and the second historical movement path may be displayed under a triggering operation on a first path management control on the game interface, that is, the method provided by the present application further includes:
[0049] In response to a trigger operation on the first path management control, a first historical movement path of the controlled virtual character in the current game match and / or a second historical movement path of the virtual character controlled by the first game account in a previous game match are marked in the game map.
[0050] Specifically, the game interface also includes a first path management control, through which the player can control whether to mark the historical movement path in the game map. For example, when the player enters the current game match, the historical movement path is not marked in the game map. In response to the player's triggering operation on the first path management control, the first historical movement path of the controlled virtual character in the current game match and / or the second historical movement path of the virtual character controlled by the first game account in the previous game match are marked in the game map.
[0051] In one example, the game interface can be as follows Figure 3 As shown, the first path management control is Figure 3 In the control 31 in the game, in response to the triggering operation on the first path management control, the first historical movement path of the controlled virtual character in the current game and the second historical movement path of the virtual character controlled by the first game account in the previous game can be marked in the game map. Optionally, the first historical movement path and the second historical movement path can be displayed in different display styles, and the display style can include color, transparency, thickness, line shape (straight line, curve or dotted line, etc.), etc. For example, Figure 4 As shown, the first historical moving path is blue and the second historical moving path is yellow.
[0052] In one embodiment, the reference movement path includes a first historical movement path of the controlled virtual character in the current game match. The method provided in the embodiment of the present application may further include:
[0053] In response to a path recording operation for the first historical movement path, resource association information of the first historical movement path and the target virtual game resources corresponding to the first historical movement path is recorded, so that the first historical movement path can be used as a reference movement path corresponding to the virtual character controlled by the first game account in a new game match, and the location for obtaining the target game resources is marked in the new game match.
[0054] Specifically, in response to the path recording operation for the first historical movement path, the first historical movement path may be recorded so that the first historical movement path may be used as a reference movement path for the virtual character controlled by the first game account in a new game match.
[0055] Resource association information of the target virtual game resource acquired by the controlled virtual character on the first historical movement path may also be recorded, so as to mark the location where the target virtual game resource is acquired on the reference movement path marked in the new game match. The resource association information may include the location where the target virtual game resource is acquired, and optionally, the resource association information may also include a resource identifier of the target virtual game resource, so as to mark the acquired target virtual game resource on the reference movement path.
[0056] For example, a path record control on a game interface, a path record operation may be an operation acting on the path record control, and the game interface may be as follows: Figure 4 As shown, the path record control is Figure 4 Control 41 in.
[0057] Based on the first historical movement path, the player can determine the areas that have been passed in the current game, and then control the controlled virtual character to go to other unexplored areas to avoid repeated exploration of the same scene area. Therefore, the method provided in this application can help players plan their exploration in the virtual game scene and improve the player's gaming experience.
[0058] In one embodiment, the player may update the first historical movement path to obtain the movement path required for a new game match or sharing with other game accounts. That is, in one embodiment, the method provided by the embodiment of the present application may further include:
[0059] In response to a path update operation for the first historical movement path, the first historical movement path is updated.
[0060] Specifically, updating the first historical movement path may be updating the movement path of the controlled virtual character after the last path update operation to the first historical movement path, which is equivalent to if the player does not perform the path update operation, the first historical movement path is the first historical movement path updated during the last path update operation.
[0061] In one embodiment, the updating of the first historical movement path may be editing and updating the first historical movement path, that is, the game interface further includes a path editing trigger control, and the step of “updating the first historical movement path in response to the path update operation for the first historical movement path” includes:
[0062] In response to a trigger operation on the edit trigger control, controlling the first historical movement path to be in an editable state;
[0063] In the editable state, in response to a path editing operation on the first historical movement path, editing the first historical movement path and displaying the edited first historical movement path;
[0064] In response to the editing completion instruction, the recorded first historical moving path is updated to the edited first historical moving path.
[0065] Specifically, in response to a trigger operation on an edit trigger control, the first historical moving path is controlled to be in an editable state. In the editable state, the first historical moving path can be edited and updated. For example, a player can highlight part of the first historical moving path so that the player can pay more attention to the highlighted part of the first historical moving path in the next game, or the players who have shared the first historical moving path can pay more attention to the highlighted part of the first historical moving path.
[0066] After the editing is completed, the recorded first historical moving path may be updated to the edited first historical moving path.
[0067] In the editable state, the game map may only display the first historical movement path. Optionally, in the editable state, the reference game path may be cancelled in the game map, and the actual movement path of the controlled virtual character in the current game match may be displayed in the game map. In one embodiment, that is, in the editable state, the game map is marked with a target movement path, and the target movement path includes the actual movement path of the controlled virtual character in the current game match or the first historical movement path.
[0068] If the player wants to explore the area that has been passed again, the corresponding path part of the first historical movement path can be deleted, or if it is considered that the area that has been passed is unnecessary to explore, the corresponding path part of the first historical movement path can be deleted to convey the message to other players not to explore the area, or to remind the player himself not to explore the area in the next game. That is, in one embodiment, the step of "editing the first historical movement path in response to the path editing operation on the first historical movement path" can include:
[0069] In response to the deletion operation of the first path portion of the target movement path, the first path portion is deleted from the target movement path, and the latest target movement path is used as the edited first history movement path.
[0070] The elimination operation is used to indicate deletion of the first path portion of the target moving path, and the elimination operation may include interactive operations such as clicking, double-clicking, and sliding operations.
[0071] In response to the deletion operation of the first path portion of the target movement path, the first path portion is deleted from the target movement path, and the target movement path after the first path portion is deleted is used as the edited first historical movement path.
[0072] Exemplarily, the elimination operation includes a sliding operation on the first path portion, and the player can slide on the first path portion to be deleted by using a finger, etc. The computer device responds to the sliding operation on the first path portion, unmarks the first path portion in the game map, and records the most recently marked target movement path on the game map.
[0073] Optionally, the player may add the path portion that the controlled virtual character cannot reach in the virtual game scene as a part of the first historical movement path, so that the player will not miss the exploration of the path portion in the next game, or the players who have shared the first historical movement path will not miss the exploration of the path portion. That is, in one embodiment, the step of "editing the first historical movement path in response to the path editing operation on the first historical movement path" may include:
[0074] In response to an adding operation on the second path portion in the game map, the second path portion is added to the target moving path, and the latest target moving path is used as the edited first historical moving path.
[0075] The adding operation may be an interactive operation acting on the unmarked second path portion in the game map, such as clicking, double-clicking, long pressing, and sliding.
[0076] In response to the adding operation on the second path portion in the game map, a mark may be added to the second path portion in the game map, and the target moving path with the newly added second path portion may be used as the edited first historical moving path.
[0077] Optionally, the first historical movement path may be updated under a path update operation, or may be updated based on the movement path of the controlled virtual character in the virtual game scene. That is, in one embodiment, after updating the recorded first historical movement path to the edited first historical movement path in response to the edit completion instruction, the method provided in the embodiment of the present application may further include:
[0078] Based on the latest recorded first historical movement path and the movement path of the controlled virtual character in the virtual game scene, the first historical movement path continues to be updated.
[0079] Specifically, after the recorded first historical movement path is updated to the edited first historical movement path, the recorded first historical movement path can be further updated based on the latest recorded first historical movement path and the subsequent movement path of the controlled virtual character in the virtual game scene.
[0080] In addition, a mark of the moving path and a target position of the target game resource obtained on the moving path may be added to the game map.
[0081] In one embodiment, the player may also share the first historical moving path, that is, in one embodiment, the method provided by the embodiment of the present application further includes:
[0082] In response to a sharing operation on the first historical movement path, sharing the latest recorded first historical movement path and resource association information corresponding to the latest recorded first historical movement path;
[0083] Alternatively, after the current game is finished, the recorded first historical movement path and the resource association information corresponding to the first historical movement path are shared;
[0084] Alternatively, after the first historical moving path is recorded, the resource association information corresponding to the recorded first historical moving path and the latest recorded first historical moving path is shared.
[0085] Specifically, during the game, the player can perform a sharing operation on the first historical movement path to trigger the setting of sharing the latest recorded first historical movement path and resource association information corresponding to the first historical path.
[0086] Optionally, after the current game is finished, the recorded first historical movement path and the resource association information corresponding to the first historical movement path may be triggered to be shared;
[0087] Optionally, after the first historical moving path is recorded, the resource association information corresponding to the recorded first historical moving path and the latest recorded first historical moving path is shared. The recording may be ended when the player performs a cancel recording operation. Specifically, the player may trigger the recording of the first historical moving path by performing a path recording operation, and may trigger the end of recording the first historical moving path by performing a cancel recording operation. Optionally, the path recording operation and the cancel recording operation may act on the same control on the game interface. The path recording operation may be when the control is selected, and the cancel recording operation may be when the control is unselected.
[0088] Sharing the first historical movement path and the corresponding resource association information may be sharing with a game account designated by the player, or may be sharing with a game lobby, a social platform designated by the player, and the like.
[0089] By sharing the first historical movement path and the corresponding resource association information, other players can explore the virtual game scene based on the first historical movement path, which is conducive to improving the efficiency and effect of other players' path planning. If the players are teammates, they can also cooperate in the game through the first historical movement path. For example, other players can explore the virtual game scene that has not been explored based on the first historical movement path, thereby improving the exploration effect of the virtual game scene.
[0090] In one embodiment, the game map may further include at least one of the historical movement paths shared by other game accounts and the second historical movement paths of the virtual character controlled by the first game account in the historical game matches. These movement paths may be triggered to display by the second path management control. That is, in one embodiment, the controlled virtual character is controlled by the first game account, and the game interface further includes the second path management control. The method provided in the embodiment of the present application may further include:
[0091] In response to a trigger operation on the second path management control, displaying a path identifier of at least one candidate historical movement path, the candidate historical movement paths including a second historical movement path of a virtual character controlled by the first game account in historical game matches, a first historical movement path of a virtual character controlled by the second game account in a current game match, and / or a second historical movement path of a virtual character controlled by the second game account in historical game matches;
[0092] In response to a selection operation on the path identifier, a candidate historical movement path indicated by the selection operation is marked in the game map.
[0093] Specifically, in response to a trigger operation on the second path management control, a path identifier of at least one candidate historical moving path may be displayed, where the path identifier is used to identify the corresponding candidate historical moving path. For example, the path identifier may be a thumbnail of the candidate historical moving path.
[0094] Among them, the candidate historical movement paths include at least one of the second historical movement path of the virtual character controlled by the first game account in the historical game games, the first historical movement path of the virtual character controlled by the second game account in the current game games, and the second historical movement path recorded by the second game account in the historical game games.
[0095] The historical movement path of the second game account in the current game match or the historical game match can be shared by the second game account to the first game account.
[0096] Exemplarily, in response to a trigger operation on the second path management control, the path identifier of the historical movement path shared by the second game account is displayed. The second game account can be a game account in which the virtual character controlled in the current game match is a teammate of the controlled virtual character of the first game account, or it can be a friend of the first game account, etc.
[0097] In one embodiment, the second path management control may be displayed under a trigger operation on the edit trigger control, that is, the second path management control is displayed in response to a trigger operation on the edit trigger control, and the first historical moving path and the second historical moving path are displayed in different display styles.
[0098] For example, the game interface can be as follows Figure 4 As shown, the edit trigger control is the control 41 in the figure. In response to the trigger operation on the edit trigger control, the second path management control is displayed on the game interface. The second path management control is Figure 4 Control 41 in.
[0099] Optionally, in response to the trigger operation on the edit trigger control, a "share" control may also be displayed on the game interface, such as Figure 4 The control 42 shown, the "Finish" control, such as Figure 4 The control 43 shown, wherein the "Share" control is used to share the first historical moving path, and the "Complete" control is used to trigger the generation of an edit completion instruction, and the edit completion instruction is used to trigger the setting of the updated recorded first historical moving path as the edited first historical moving path.
[0100] In one embodiment, the edit trigger control may be displayed in response to the trigger operation on the first path management control. For example, the game interface may be as follows: Figure 3 As shown, the first path management control is the control 31 in the figure, and in response to the trigger operation on the control 31, the display is as follows Figure 5 The edit trigger control shown, i.e. Figure 5 The control 51 in the example can, in response to an operation on the edit trigger control, control the first historical movement path to be in an editable state so that the player can edit the first historical movement path.
[0101] Optionally, before the player performs a trigger operation on control 31, control 31 may be displayed in gray, and after the player performs a trigger operation on control 31, control 31 may be displayed in other colors to indicate that the player currently chooses to display the reference movement path in the game map.
[0102] Optional, in the player Figure 5 The edit trigger control shown, i.e. Figure 5 After the control 51 in the operation, the display style of the edit trigger control can be updated as follows Figure 4 If the player operates the control 41, the display style of the edit trigger control can be updated as shown in FIG. Figure 5 Control 51 is shown.
[0103] In one embodiment, the reference moving path includes a plurality of path parts with different display styles, and the path parts with different display styles correspond to different game information. The display style may include color, transparency, thickness of the path, line style of the path, etc. For example, the first historical moving path of the controlled virtual character in the current game may include path parts with different thicknesses, and the path parts with different thicknesses may be located in different game locations, for example, the path part in the pyramid of the virtual game scene is thinner, while the path part in the factory of the virtual game scene is thicker, etc.
[0104] In one embodiment, the game information includes at least one of a game location associated with the path portion, a time when the path portion is generated, a length of time that a virtual character corresponding to the reference moving path stays in the path portion, and a survival attribute value consumed by the virtual character in the path portion.
[0105] Specifically, for each reference moving path, path parts with different display styles correspond to different game information. For example, the thickness, color or transparency of path parts with different stay times are different, and the thickness, color or transparency of path parts with different consumed survival attribute values are different. For example, the color of the path part with a stay time within a first time range is green, and the color of the path part with a stay time within a second time range is red. For another example, the path part with a blood loss greater than a first blood loss threshold is thicker than the path part with a blood loss greater than a second blood loss threshold, and the first blood loss threshold is greater than the second blood loss threshold, so as to convey more game information to the player through the display style of the reference moving path, provide more reference information when the player is planning the path, and make the player's path planning more reasonable.
[0106] In addition, if the reference movement path includes the historical movement path shared by the second game account and the historical movement path of the virtual character controlled by the first game account in historical game matches, based on the display style of the reference movement path, the player can also take relevant protective measures in advance to avoid death in the game and improve the survival rate in the game.
[0107] Optionally, the target virtual game resources include at least one of virtual game props whose prop attributes meet preset conditions, unopened virtual containers, virtual game resources required by the controlled virtual character, and virtual game resources marked by the target virtual character on the historical movement path.
[0108] Optionally, the game interface includes a controlled virtual character located in the virtual game scene, the target virtual game resource includes the virtual container, and the method further includes:
[0109] In response to the controlled virtual character obtaining the virtual game prop for opening the virtual container, a position corresponding to the virtual container in the game map is highlighted.
[0110] Optionally, in response to the controlled virtual character obtaining the virtual game props for opening the virtual container, the controlled virtual character is also controlled to move to the location where the virtual container is located.
[0111] Optionally, there are multiple reference movement paths, each reference movement path is the movement path of the target virtual character in a game, and the game map also includes the probability of the target virtual prop resource appearing at each position.
[0112] As can be seen from the above, the embodiment of the present application can help players to reasonably plan their movement paths in the virtual game scene, improve the player's exploration effect of the virtual game scene, and improve the player's gaming experience by displaying a game interface, wherein the game interface includes a game map corresponding to the virtual game scene; a reference movement path corresponding to the controlled virtual character is marked in the game map, and a target position is marked on the reference movement path; wherein the target position is the position for obtaining the target virtual game resource, and the reference movement path includes at least one of the first historical movement path of at least one virtual character in the current game match, and the second historical movement path recorded for the historical game match. In addition, the player can plan the path based on the reference movement path, which can reduce the computing pressure caused by the virtual character controlled by the player taking the wrong path and frequently turning back and switching destinations, improve the game's jamming problem, and reduce the waste of computer resources.
[0113] In order to further illustrate the game information processing method provided by the present application, further examples are given below.
[0114] First, it can be shown as Figure 3 The game interface shown may include a virtual game scene, a controlled virtual character in the virtual game scene, and a game map corresponding to the virtual game scene. The controlled virtual character may be controlled by the player based on the first game account.
[0115] Figure 3 The control 31 in the figure is the first path management control, and a prompt text "Show Footprints" indicating the function of the control is displayed next to the control 31. The player can trigger whether to display the reference game path in the game map through the control 31. If the player clicks (or other operations are also possible) the control 31, the terminal responds to the player's click operation on the control 31 and marks the first historical movement path of the controlled virtual character in the current game on the game map. If the player triggers the recording of the movement path to the next game in the previous game, the game map can also display the second historical movement path of the controlled virtual character of the first game account in the previous game.
[0116] like Figure 5 As shown, in response to the player's click operation on control 31, the terminal also displays control 51 as shown in Figure 5 on the game interface, and can also update the text "Show footprints" to the text "Whether to record footprints" that prompts the function of control 51. Control 51 is the edit trigger control in the previous content.
[0117] When the player clicks the control 51, the terminal can control the display style of the control 51 to be updated as follows: Figure 4 In the display style shown in the control 41 in the terminal, the terminal can display the text "The footprint of this round has been recorded to the next round", and can also display the following Figure 4 The control 42 and the control 43 are shown. Optionally, the text "The footprints of this round have been recorded to the next round" can be updated to "Please erase the paths that you do not want to be recorded" after a preset time.
[0118] When the player clicks control 51, the terminal can also unmark the reference movement path in the game map and mark the actual movement path of the controlled virtual character in the current game round in the game map. The player can edit the actual movement path to obtain the movement path recorded to the next round.
[0119] If the editing of the first historical movement path is not triggered multiple times in the game, the first historical movement path obtained by the last editing can be used as a reference movement path for the next game.
[0120] If the controlled virtual character has multiple opportunities to enter the virtual game scene in the current game match, when the controlled virtual character returns to the virtual game scene, the movement path of the previous "virtual life" in the virtual game scene can be marked on the game map. Optionally, it can be displayed in a display style different from the movement path corresponding to the current "virtual life". For example, the transparency of the movement path corresponding to the current "virtual life" is 0, and the movement path of the previous "virtual life" in the virtual game scene is 70%.
[0121] After the current game game ends, the player starts a new game game based on the first game account, and the game map of the new game game is the same as the game map of the current game game. If the player triggers marking the reference movement path on the game map of the new game game, the first historical movement path recorded in the current game game and the historical movement path recorded by the first game account in the new game game can be marked with different colors.
[0122] In order to better implement the game information processing method provided in the embodiment of the present application, a game information processing device is also provided in one embodiment. The meanings of the terms are the same as those in the above-mentioned game information processing method, and the specific implementation details can refer to the description in the method embodiment.
[0123] The game information processing device can be integrated into a computer device, such as Figure 6 As shown, the game information processing device may include: a display unit 301 and a marking unit 302, specifically as follows:
[0124] (1) A display unit 301, used to display a game interface, wherein the game interface includes a game map corresponding to a virtual game scene.
[0125] (2) A marking unit 302, used to mark a reference movement path corresponding to the controlled virtual character in the game map, and to mark a target position on the reference movement path.
[0126] The target position is a position for obtaining a target virtual game resource, and the reference movement path includes at least one of a first historical movement path of at least one virtual character in a current game match and a second historical movement path recorded for historical game matches.
[0127] In one embodiment, the reference movement path includes a first historical movement path of the controlled virtual character in the current game match. The game information processing device provided in the embodiment of the present application may further include:
[0128] A recording unit is used to record the first historical movement path and the resource association information of the target virtual game resources corresponding to the first historical movement path in response to the path recording operation for the first historical movement path, so as to use the first historical movement path as a reference movement path corresponding to the controlled virtual character controlled by the first game account in a new game match, and mark the location for obtaining the target game resources in the new game match.
[0129] In one embodiment, the game information processing device provided in the embodiment of the present application may further include:
[0130] An updating unit is configured to update the first historical moving path in response to a path updating operation on the first historical moving path.
[0131] In one embodiment, the game interface further includes a path editing trigger control, and the updating unit may also be used to:
[0132] In response to a trigger operation on the edit trigger control, controlling the first historical movement path to be in an editable state;
[0133] In the editable state, in response to a path editing operation on the first historical movement path, editing the first historical movement path and displaying the edited first historical movement path;
[0134] In response to the edit completion instruction, the recorded first historical movement path is updated to the edited first historical movement path.
[0135] In one embodiment, in the editable state, the game map is marked with a target movement path, and the target movement path includes the actual movement path of the controlled virtual character in the current game match or the first historical movement path.
[0136] In one embodiment, the updating unit may also be used for:
[0137] In response to the deletion operation of the first path portion of the target movement path, the first path portion is deleted from the target movement path, and the latest target movement path is used as the edited first history movement path.
[0138] In one embodiment, the eliminating operation comprises a sliding operation on the first path portion.
[0139] In one embodiment, the updating unit may also be used to:
[0140] In response to an adding operation on the second path portion in the game map, the second path portion is added to the target moving path, and the latest target moving path is used as the edited first historical moving path.
[0141] In one embodiment, the updating unit may also be used for:
[0142] Based on the latest recorded first historical movement path and the movement path of the controlled virtual character in the virtual game scene, the first historical movement path continues to be updated.
[0143] In one embodiment, in one embodiment, the game information processing device provided by the embodiment of the present application may also include:
[0144] a sharing unit, configured to share the latest recorded first historical movement path and resource association information corresponding to the latest recorded first historical movement path in response to a sharing operation on the first historical movement path;
[0145] Alternatively, after the current game is finished, the recorded first historical movement path and the resource association information corresponding to the first historical movement path are shared;
[0146] Alternatively, after the first historical moving path is recorded, the resource association information corresponding to the recorded first historical moving path and the latest recorded first historical moving path is shared.
[0147] In one embodiment, the game interface further includes a first path management control, and the marking unit 302 can also be used to:
[0148] In response to a trigger operation on the first path management control, a first historical movement path of the controlled virtual character in the current game match and / or a second historical movement path of the virtual character controlled by the first game account in a previous game match are marked in the game map.
[0149] In one embodiment, the controlled virtual character is controlled by a first game account, the current game game includes multiple game rounds, and the first historical movement path includes a sub-historical movement path of the virtual character controlled by the first game account in at least one game round that has been opened.
[0150] In one embodiment, different sub-historical movement paths are displayed in different styles in the game map.
[0151] In one embodiment, the game interface further includes a second path management control, and the game information processing device provided in the embodiment of the present application may further include:
[0152] an identification display unit, configured to display, in response to a trigger operation on the second path management control, a path identification of at least one candidate historical movement path, the candidate historical movement paths comprising a second historical movement path of a virtual character controlled by the first game account in historical game matches, a first historical movement path of a virtual character controlled by the second game account in a current game match, and / or a second historical movement path of a virtual character controlled by the second game account in historical game matches;
[0153] A path selection unit is used to mark the candidate historical movement path indicated by the selection operation in the game map in response to the selection operation on the path identifier.
[0154] In one embodiment, the second path management control is displayed in response to a trigger operation on the edit trigger control, and the first historical moving path and the second historical moving path are displayed in different display styles.
[0155] In one embodiment, the reference moving path includes a plurality of path portions with different display styles, and the path portions with different display styles correspond to different game information.
[0156] In one embodiment, the game information includes at least one of a game location associated with the path portion, a time when the path portion is generated, a length of time that a virtual character corresponding to a reference moving path stays in the path portion, and a survival attribute value consumed by the virtual character in the path portion.
[0157] As can be seen from the above, the game information processing device of the embodiment of the present application displays the game interface through the display unit 301, and the game interface includes a game map corresponding to the virtual game scene; the marking unit 302 marks the reference movement path corresponding to the controlled virtual character in the game map, and the target position marked on the reference movement path; wherein the target position is the position for obtaining the target virtual game resource, and the reference movement path includes at least one of the first historical movement path of at least one virtual character in the current game match, and the second historical movement path recorded for the historical game match, which can help the player to reasonably plan the movement path in the virtual game scene, improve the player's exploration effect of the virtual game scene, and improve the player's game experience. In addition, the player performs path planning based on the reference movement path, which can reduce the computing pressure caused by the virtual character controlled by the player taking the wrong path and frequently turning back and switching destinations, which can improve the game's jamming problem and reduce the waste of computer resources.
[0158] Accordingly, the embodiment of the present application also provides a computer device, which may be a terminal. Figure 7 As shown, Figure 7 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. The computer device 500 includes a processor 501 having one or more processing cores, a memory 502 having one or more computer-readable storage media, and a computer program stored in the memory 502 and executable on the processor. The processor 501 is electrically connected to the memory 502. It will be understood by those skilled in the art that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0159] The processor 501 is the control center of the computer device 500. It uses various interfaces and lines to connect the various parts of the entire computer device 500, executes various functions of the computer device 500 and processes data by running or loading software programs and / or modules stored in the memory 502, and calling data stored in the memory 502, thereby monitoring the computer device 500 as a whole.
[0160] In the embodiment of the present application, the processor 501 in the computer device 500 will load instructions corresponding to the processes of one or more application programs into the memory 502 according to the following steps, and the processor 501 will run the application programs stored in the memory 502 to implement various functions:
[0161] Displaying a game interface, wherein the game interface includes a game map corresponding to a virtual game scene;
[0162] A reference movement path corresponding to the controlled virtual character is marked in the game map, and a target position on the reference movement path is marked; wherein the target position is a position for obtaining a target virtual game resource, and the reference movement path includes a first historical movement path of at least one virtual character in a current game match, and at least one of a second historical movement path recorded for historical game matches.
[0163] From the above, the embodiments of the present application can help players to reasonably plan their movement paths in the virtual game scene, improve the player's exploration effect of the virtual game scene, and improve the player's gaming experience. In addition, the player can plan the path based on the reference movement path, which can reduce the computing pressure caused by the virtual character controlled by the player taking the wrong path and frequently turning back and switching destinations, improve the game's lag problem, and reduce the waste of computer resources.
[0164] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0165] Optional, such as Figure 7 As shown, the computer device 500 further includes: a touch screen 503, a radio frequency circuit 504, an audio circuit 505, an input unit 506, and a power supply 507. The processor 501 is electrically connected to the touch screen 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506, and the power supply 507, respectively. Those skilled in the art can understand that Figure 7 The computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0166] The touch display screen 503 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 503 may include a display panel and a touch panel. Among them, the display panel may be used to display information input by the user or information provided to the user and various graphical user interfaces of computer equipment, and these graphical user interfaces may be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel may be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light emitting diode (OLED, Organic Light-Emitting Diode) and the like. The touch panel may be used to collect the user's touch operation on or near it (such as the user using any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts, a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 501, and can receive the command sent by the processor 501 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 501 to determine the type of touch event, and then the processor 501 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 503 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 503 can also be used as a part of the input unit 506 to realize the input function.
[0167] The radio frequency circuit 504 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other computer devices through wireless communication, and to send and receive signals between the network device or other computer devices.
[0168] The audio circuit 505 can be used to provide an audio interface between the user and the computer device through a speaker and a microphone. The audio circuit 505 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 505 and converted into audio data, and then the audio data is output to the processor 501 for processing, and then sent to another computer device through the radio frequency circuit 504, or the audio data is output to the memory 502 for further processing. The audio circuit 505 may also include an earphone jack to provide communication between an external headset and the computer device.
[0169] The input unit 506 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
[0170] The power supply 507 is used to supply power to various components of the computer device 500. Optionally, the power supply 507 can be logically connected to the processor 501 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 507 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0171] although Figure 7 Not shown, the computer device 500 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0172] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0173] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0174] To this end, an embodiment of the present application provides a computer-readable storage medium, in which a plurality of computer programs are stored, and the computer program can be loaded by a processor to execute the steps in any of the game information processing methods provided in the embodiments of the present application. For example, the computer program can execute the following steps:
[0175] Displaying a game interface, wherein the game interface includes a game map corresponding to a virtual game scene;
[0176] A reference movement path corresponding to the controlled virtual character is marked in the game map, and a target position on the reference movement path is marked; wherein the target position is a position for obtaining a target virtual game resource, and the reference movement path includes a first historical movement path of at least one virtual character in a current game match, and at least one of a second historical movement path recorded for historical game matches.
[0177] From the above, the embodiments of the present application can help players to reasonably plan their movement paths in the virtual game scene, improve the player's exploration effect of the virtual game scene, and improve the player's gaming experience. In addition, the player can plan the path based on the reference movement path, which can reduce the computing pressure caused by the virtual character controlled by the player taking the wrong path and frequently turning back and switching destinations, improve the game's lag problem, and reduce the waste of computer resources.
[0178] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0179] The storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0180] The above is a detailed introduction to a game information processing method, device, computer equipment and computer storage medium provided in the embodiments of the present application. Specific examples are used herein to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea. At the same time, for technical personnel in this field, according to the idea of the present application, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.
Claims
1. A method for processing game information, characterized in that: include: Displaying a game interface, wherein the game interface includes a game map corresponding to a virtual game scene; Marking a reference moving path corresponding to the controlled virtual character in the game map, and marking a target position on the reference moving path; The target position is a position for obtaining a target virtual game resource, and the reference movement path includes at least one of a first historical movement path of at least one virtual character in a current game match and a second historical movement path recorded for historical game matches.
2. The method according to claim 1, characterized in that The controlled virtual character is controlled by a first game account, the reference movement path includes a first historical movement path of the controlled virtual character in a current game match, and the method further includes: In response to a path recording operation for the first historical movement path, resource association information of the first historical movement path and the target virtual game resources corresponding to the first historical movement path is recorded, so that the first historical movement path can be used as a reference movement path corresponding to the virtual character controlled by the first game account in a new game match, and the location for obtaining the target game resources is marked in the new game match.
3. The method according to claim 2, characterized in that The method further comprises: In response to a path update operation for the first historical movement path, the first historical movement path is updated.
4. The method according to claim 3, characterized in that The game interface further includes a path editing trigger control, and in response to the path update operation for the first historical movement path, the first historical movement path is updated, including: In response to a trigger operation on the edit trigger control, controlling the first historical movement path to be in an editable state; In the editable state, in response to a path editing operation on the first historical movement path, editing the first historical movement path and displaying the edited first historical movement path; In response to the edit completion instruction, the recorded first historical movement path is updated to the edited first historical movement path.
5. The method according to claim 4, characterized in that In the editable state, the game map is marked with a target movement path, and the target movement path includes the actual movement path of the controlled virtual character in the current game match or the first historical movement path.
6. The method according to claim 5, characterized in that The editing of the first historical moving path in response to the path editing operation on the first historical moving path includes: In response to an operation of deleting a first path portion of the target movement path, the first path portion is deleted from the target movement path, and the latest target movement path is used as the edited first history movement path.
7. The method according to claim 6, characterized in that The eliminating operation includes a sliding operation on the first path portion.
8. The method according to claim 5, characterized in that The editing of the first historical moving path in response to the path editing operation on the first historical moving path includes: In response to an adding operation on the second path portion in the game map, the second path portion is added to the target moving path, and the latest target moving path is used as the edited first historical moving path.
9. The method according to claim 4, characterized in that After updating the recorded first historical moving path to the edited first historical moving path in response to the editing completion instruction, the method further includes: Based on the latest recorded first historical movement path and the movement path of the controlled virtual character in the virtual game scene, the first historical movement path continues to be updated.
10. The method according to claim 2, characterized in that The method further comprises: In response to a sharing operation on the first historical movement path, sharing the latest recorded first historical movement path and resource association information corresponding to the latest recorded first historical movement path; Alternatively, after the current game is finished, the recorded first historical movement path and the resource association information corresponding to the first historical movement path are shared; Alternatively, after the first historical moving path is recorded, the recorded first historical moving path and resource association information corresponding to the recorded first historical moving path are shared.
11. The method according to claim 2, characterized in that The controlled virtual character is controlled by a first game account, the game interface further includes a first path management control, and the method further includes: In response to a trigger operation on the first path management control, a first historical movement path of the controlled virtual character in the current game match and / or a second historical movement path of the virtual character controlled by the first game account in a previous game match are marked in the game map.
12. The method according to any one of claims 2 to 11, characterized in that: The controlled virtual character is controlled by a first game account, the current game game includes multiple game rounds, and the first historical movement path includes a sub-historical movement path of the virtual character controlled by the first game account in at least one game round that has been opened.
13. The method according to claim 12, characterized in that Different sub-historical movement paths are displayed in different styles in the game map.
14. The method according to any one of claims 4 to 11, characterized in that: The controlled virtual character is controlled by a first game account, the game interface further includes a second path management control, and the method further includes: In response to a trigger operation on the second path management control, displaying a path identifier of at least one candidate historical moving path; The candidate historical movement paths include the second historical movement path of the virtual character controlled by the first game account in the historical game match, the first historical movement path of the virtual character controlled by the second game account in the current game match, and / or the second historical movement path of the second game account in the historical game match; In response to a selection operation on the path identifier, a candidate historical movement path indicated by the selection operation is marked in the game map.
15. The method according to claim 14, characterized in that The second path management control is displayed in response to a trigger operation on the edit trigger control, and the first historical moving path and the second historical moving path are displayed in different display styles.
16. The method according to any one of claims 1 to 11, characterized in that: The reference moving path includes a plurality of path portions with different display styles, and the path portions with different display styles correspond to different game information.
17. The method according to claim 16, characterized in that The game information includes at least one of a game location associated with the path portion, a time when the path portion is generated, a length of time that a virtual character corresponding to the reference moving path stays in the path portion, and a survival attribute value consumed by the virtual character in the path portion.
18. A game information processing device, characterized in that: include: A display unit, used to display a game interface, wherein the game interface includes a game map corresponding to a virtual game scene; A marking unit, used to mark a reference moving path corresponding to the controlled virtual character in the game map, and to mark a target position on the reference moving path; The target position is a position for obtaining a target virtual game resource, and the reference movement path includes at least one of a first historical movement path of at least one virtual character in a current game match and a second historical movement path recorded for historical game matches.
19. A computer device, characterized in that: It comprises a memory and a processor; the memory stores a computer program, and the processor is used to run the computer program in the memory to execute the game information processing method according to any one of claims 1 to 17.
20. A computer-readable storage medium, characterized in that: The computer-readable storage medium is used to store a computer program, and the computer program is loaded by a processor to execute the game information processing method according to any one of claims 1 to 17.
Citation Information
Patent Citations
Method and device for prompting information in game, electronic equipment and storage medium
CN113499586A
Game information prompting method and system and computer program product
CN119215407A
Recommendation method, recommendation network, and related device
US20230342833A1