Display control method and device, electronic equipment and storage medium
By providing a graphical user interface on terminal devices to calculate and display the minimum number of turns required for virtual characters to move in turn-based strategy games, the problem of low efficiency in manual calculation in existing technologies is solved, thereby improving players' decision-making efficiency and win rate.
Patent Information
- Application Number
- CN202510280689.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-10
- Publication Date
- 2026-01-27
- Estimated Expiration
- 2045-03-10
AI Technical Summary
In turn-based strategy games, players need to visually observe and manually calculate the number of turns their character needs to move from its current location, resulting in low efficiency and high time costs.
The terminal device provides a graphical user interface that responds to the triggering operation of the target virtual plot, calculates and displays the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot, and calculates the shortest path using the virtual character's attributes and the plot's location.
It enables the rapid determination of the minimum number of rounds without manual calculation, reducing the time cost of player decision-making and improving decision-making efficiency and win rate.
Smart Images

Figure CN119896855B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and in particular to a display control method, device, electronic device, and storage medium. Background Technology
[0002] Strategy games are a type of turn-based, role-playing strategy game where players move characters on a grid-based map to engage in combat. Because these games resemble playing chess, they are called turn-based strategy games.
[0003] In existing technologies, if players want to know the number of turns their character has moved from their current location, they often have to observe with their eyes and calculate manually, which takes a lot of time.
[0004] It can be seen that the determination of the current number of rounds mainly relies on manual calculation, which results in low efficiency. Summary of the Invention
[0005] The purpose of this application is to address the shortcomings of the prior art by providing a display control method, device, electronic device, and storage medium that can improve players' decision-making efficiency and win rate.
[0006] To achieve the above objectives, the technical solutions adopted in the embodiments of this application are as follows:
[0007] In a first aspect, the present invention provides a display control method, which provides a graphical user interface through a terminal device, the graphical user interface including a controlled virtual character in a game scene, the game scene including multiple virtual plots, the method comprising:
[0008] When the controlled virtual character is selected, in response to a first triggering operation on a target virtual plot in the game scene, the target virtual plot is selected;
[0009] Based on the attributes of the controlled virtual character, the current virtual plot where the controlled virtual character is located, and the target virtual plot, calculate and display the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0010] Secondly, the present invention provides a display control device that provides a graphical user interface via a terminal device. The graphical user interface includes a controlled virtual character in a game scene, the game scene comprising multiple virtual plots, including:
[0011] A response module is configured to select the target virtual plot in response to a first triggering operation on the target virtual plot in the game scene when the controlled virtual character is selected;
[0012] The display module is used to calculate and display the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot, based on the attributes of the controlled virtual character, the current virtual plot where the controlled virtual character is located, and the target virtual plot.
[0013] Thirdly, the present invention provides an electronic device, comprising: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of any of the display control methods described in the foregoing embodiments.
[0014] Fourthly, the present invention provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the display control method as described in any of the foregoing embodiments.
[0015] The beneficial effects of this application are:
[0016] The display control method, apparatus, electronic device, and storage medium provided in this application embodiment can provide a graphical user interface through a terminal device. The graphical user interface includes a controlled virtual character in a game scene. The game scene includes multiple virtual plots. The method includes: when the controlled virtual character is selected, in response to a first trigger operation on a target virtual plot in the game scene, selecting the target virtual plot; calculating and displaying the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot based on the attributes of the controlled virtual character, the current virtual plot where the controlled virtual character is located, and the target virtual plot. This enables the minimum number of turns to be quickly determined without manual calculation, reducing the time cost of player decision-making, and thus improving the player's decision-making efficiency and win rate. Attached Figure Description
[0017] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0018] Figure 1 A flowchart illustrating a display control method provided in an embodiment of this application;
[0019] Figure 2 A schematic diagram of a game interface provided in an embodiment of this application;
[0020] Figure 3 A schematic diagram of another game interface provided in an embodiment of this application;
[0021] Figure 4 A schematic diagram of another game interface provided in an embodiment of this application;
[0022] Figure 5 A schematic diagram of another game interface provided in an embodiment of this application;
[0023] Figure 6 A schematic diagram of another game interface provided in an embodiment of this application;
[0024] Figure 7 A schematic diagram of another game interface provided in an embodiment of this application;
[0025] Figure 8 A flowchart illustrating another display control method provided in an embodiment of this application;
[0026] Figure 9 A flowchart illustrating another display control method provided in an embodiment of this application;
[0027] Figure 10 A flowchart illustrating another display control method provided in an embodiment of this application;
[0028] Figure 11 A flowchart illustrating another display control method provided in an embodiment of this application;
[0029] Figure 12 A schematic diagram of another game interface provided in an embodiment of this application;
[0030] Figure 13 This is a schematic diagram of the functional modules of a display control device provided in an embodiment of this application;
[0031] Figure 14 This is a schematic diagram of an electronic device structure provided in an embodiment of this application. Detailed Implementation
[0032] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0033] Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.
[0034] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.
[0035] In existing turn-based strategy games, maps are often very large. If players want to know the number of turns a character needs to move from their current location, they often have to observe visually and calculate manually, a process that takes a lot of time. Therefore, determining the number of turns often relies on manual calculation, resulting in low efficiency and high time costs for decision-making.
[0036] In view of this, the present invention provides a display control method that can select a target virtual plot when a controlled virtual character is selected, and then calculate and display the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot. This allows for the rapid determination of the minimum number of turns without manual calculation, reducing the time cost of player decision-making, and thus improving the player's decision-making efficiency and win rate.
[0037] In one embodiment of this disclosure, the display control method can run on a local terminal device or a server. When the display control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0038] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The display control methods are stored and executed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0039] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0040] In one possible implementation, this application provides a display control method that provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0041] The display control method provided in this application will be described in detail below through several embodiments.
[0042] Figure 1 This is a flowchart illustrating a display control method provided in an embodiment of this application. Optionally, this display control method can be applied to turn-based strategy games, wherein the display control method can provide a graphical user interface through a terminal device, the graphical user interface containing a controlled virtual character in a game scene, and the game scene including multiple virtual plots.
[0043] It should be noted that this application does not limit the number of virtual tiles displayed in the current game scene. Multiple virtual tiles can be flexibly displayed depending on the scaling of the current game scene. Furthermore, depending on the actual application scenario, the game scene may also include other virtual characters, such as enemy virtual characters, teammate virtual characters, etc., which are not limited here.
[0044] like Figure 1 As shown, the method includes:
[0045] Step 101: When the controlled virtual character is selected, in response to the first trigger operation on the target virtual plot in the game scene, select the target virtual plot.
[0046] The controlled virtual character is the virtual character controlled by the target player. Optionally, depending on the actual application scenario, the game scenario may include multiple controllable virtual characters. The target player can select any one of the controllable virtual characters and further execute the relevant methods of this application.
[0047] When the controlled virtual character is selected, the player can optionally apply a first-trigger operation such as long press, hard press, or double-tap to a target virtual tile in the game scene. In response to this first-trigger operation, a selection effect can be displayed on the target virtual tile. The target virtual tile can be any selectable virtual tile from multiple virtual tiles; a selectable virtual tile is one that is not currently occupied. It is understood that if another virtual object (such as an enemy virtual character) is displayed on a virtual tile, then that virtual tile is occupied.
[0048] Optionally, when a target virtual plot is selected, it can be displayed in a first preset style, such as highlighting the area where the target virtual plot is located, or highlighting the plot boundary of the target virtual plot; while other virtual plots in the game scene are displayed in a second preset style, such as the default style.
[0049] Step 102: Based on the attributes of the controlled virtual character, the current virtual tile where the controlled virtual character is located, and the target virtual tile, calculate and display the minimum number of turns required for the controlled virtual character to move from the current virtual tile to the target virtual tile.
[0050] Among them, the attributes of the controlled virtual character can represent the action power (movement power) of the controlled virtual character. Specifically, it can represent the movement range corresponding to each movement of the controlled virtual character. For example, the controlled virtual character can move to any virtual plot within an nxn range centered on the current position, where n can take any value such as 2, 3, 4, 5, etc., without limitation.
[0051] For example, if the controlled virtual character is a rider, its movement speed is high, and each movement corresponds to a 5x5 virtual tile movement range (that is, the controlled virtual character can move to any virtual tile within a 5x5 range centered on its current position). If the controlled virtual character is a shieldbearer, its movement speed is low, and each movement corresponds to a 2x2 virtual tile movement range (that is, the controlled virtual character can move to any virtual tile within a 2x2 range centered on its current position).
[0052] The current virtual plot where the controlled virtual character is located, that is, the current virtual plot corresponding to the current position of the controlled virtual character; the target virtual plot, that is, the virtual plot that the controlled virtual character wants to move to.
[0053] When a target virtual tile is selected, the system can calculate and display the minimum number of turns required for the controlled virtual character to move from the current virtual tile to the target virtual tile, based on the relative position between the controlled virtual character's current virtual tile and the target virtual tile, and according to the movement range corresponding to each movement represented by the controlled virtual character's attributes. The minimum number of turns represents the number of moves required for the controlled virtual character to move from the current virtual tile to the target virtual tile.
[0054] Optionally, the minimum number of turns can be displayed, such as 3 turns, 5 turns, etc. If the controlled virtual character moves a 2x2 virtual tile each time, and the minimum number of turns is 3, it means the controlled virtual character needs to move 3 times to move from the current virtual tile to the target virtual tile, helping players quickly establish a sense of distance between the current and target virtual tiles.
[0055] Figure 2 This is a schematic diagram of a game interface provided in an embodiment of this application. Figure 2 As shown, the game interface contains a controlled virtual character A in the game scene, and the current virtual plot where the controlled virtual character A is located is S1. Referring to the above description, when the controlled virtual character A is selected, the player can optionally perform a first trigger operation such as long press, hard press, or double-click on the target virtual plot S2 in the game scene. In response to this first trigger operation, the effect of the target virtual plot S2 being selected can be displayed. For example, the edge of the target virtual plot S2 can be highlighted. Of course, the specific display method is not limited to this.
[0056] Continue to refer to Figure 2 As shown, if the controlled virtual character A moves within a 2x2 virtual tile's movement range each time (i.e., the controlled virtual character can move to any virtual tile within a 2x2 range centered on its current position), then based on the relative position between the controlled virtual character A's current virtual tile S1 and the target virtual tile S2, and according to the movement range represented by the attributes of the controlled virtual character A for each move, the minimum number of turns required for the controlled virtual character A to move from the current virtual tile S1 to the target virtual tile S2 (i.e., the minimum number of turns displayed around the target virtual tile S2, 4) can be displayed around the target virtual tile S2 (for example, marked in the display area of the target virtual tile S2, or around it, etc.). This allows the target player to quickly determine their corresponding target virtual tile S2 based on the position displayed by the minimum number of turns. Of course, the display method of the minimum number of turns is not limited to this and can be flexibly set according to the actual application scenario. It should be noted that, for a clearer understanding of this application, other virtual tiles included in the game scene are not shown.
[0057] Referring to the above description, it can be understood that during gameplay, the method of this application can calculate and display the minimum number of turns required for a controlled virtual character to move from the current virtual tile to multiple target virtual tiles. The target player can then select any one of these target virtual tiles as the first target virtual tile and control the controlled virtual character to move from the current virtual tile to the first target virtual tile using the minimum number of turns required. By applying the embodiments of this application, users can quickly and easily determine the minimum number of turns required for a controlled virtual character to move from the current virtual tile to the target virtual tile with simple operations, reducing the time cost of player decision-making. This improves player decision-making efficiency and game interaction efficiency, avoids missing opportunities, and increases the win rate. Furthermore, it allows for clear feedback to help players better understand the battlefield situation, reducing the learning cost for novice players.
[0058] In summary, this application provides a display control method that can provide a graphical user interface through a terminal device. The graphical user interface includes a controlled virtual character in a game scene, which includes multiple virtual plots. The method includes: when the controlled virtual character is selected, in response to a first trigger operation on a target virtual plot in the game scene, selecting the target virtual plot; and calculating and displaying the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot based on the attributes of the controlled virtual character, the current virtual plot where the controlled virtual character is located, and the target virtual plot. This method enables the minimum number of turns to be quickly determined without manual calculation, reducing the time cost of player decision-making and thus improving the player's decision-making efficiency and win rate.
[0059] Figure 3 This is a schematic diagram of another game interface provided in an embodiment of this application. In an optional implementation, the above method further includes:
[0060] In response to the first trigger operation on the target virtual tile in the game scene, calculate and display the shortest path for the controlled virtual character to move from the current virtual tile to the target virtual tile.
[0061] The shortest path is the path that the controlled virtual character needs to traverse from the current virtual plot to the target virtual plot with the fewest number of virtual plots; the minimum number of turns indicates the number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot according to the shortest path.
[0062] In some embodiments, in response to the first triggering operation, while the target virtual plot is selected, the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot can be calculated and displayed based on the current virtual plot where the controlled virtual character is located and the target virtual plot; and the number of rounds required for the controlled virtual character to move from the current virtual plot to the target virtual plot according to the attributes of the virtual plots traversed by the shortest path and the controlled virtual character can be calculated and displayed based on the attributes of the controlled virtual character.
[0063] It is understandable that, since the shortest path is defined as the path that a controlled virtual character needs to pass through the fewest virtual plots to move from the current virtual plot to the target virtual plot, the fewer virtual plots passed through, the shorter the path; the more virtual plots passed through, the longer the path.
[0064] It should be noted that in some scenarios, there may be multiple paths, and the number of virtual plots corresponding to these multiple paths is the minimum and the same. In such scenarios, these multiple paths are multiple shortest paths. Therefore, this application does not limit the number of these multiple shortest paths.
[0065] Reference Figure 3 As shown, in order to better identify each shortest path, L1 and L2 are the path markers corresponding to the shortest paths that require the controlled virtual character to move from the current virtual tile to the target virtual tile with the same number of virtual tiles and the fewest possible number of virtual tiles, and both have a turn count of 4.
[0066] In this scenario, when the controlled virtual character A is selected, in response to the first trigger operation, while selecting the target virtual plot S2, the shortest path for the controlled virtual character A to move from the current virtual plot S1 to the target virtual plot S2 can be calculated based on the relative positions of the current virtual plot S1 and the target virtual plot S2. This includes: the first shortest path corresponding to the first route identifier L1 and the second shortest path corresponding to the second route identifier L2. For ease of distinction, the first shortest path is labeled using the first route identifier L1, and the second shortest path is labeled using the second route identifier L2. Furthermore, L1 and L2 are labeled and displayed with different line widths.
[0067] It should be noted that, see Figure 2 and Figure 3 As shown, in Figure 3 The effect of selecting the target virtual plot S2 is different. Figure 2 The display method in the middle, Figure 3 The entire virtual plot S2 in the target area is highlighted. Of course, the specific display method is not limited to this.
[0068] Applying the method of this application, for example in a battle game, if the controlled virtual character has low health (e.g., 30% remaining), the player can control the controlled virtual character to quickly return to the city along the shortest path, avoiding the risk of being attacked due to an excessively long return path, thus increasing the fun of the game and the player's win rate.
[0069] Figure 4 This is a schematic diagram of another game interface provided in an embodiment of this application. In an optional implementation, the above method further includes:
[0070] Identify the first virtual plot on the shortest path, where the first virtual plot is the virtual plot that the controlled virtual character reaches after each round, starting from the current virtual plot.
[0071] Optionally, in some embodiments, each first virtual tile on the shortest path can be marked so that players can clearly and accurately know the virtual tiles the controlled virtual character passes through to move from the current virtual tile to the target virtual tile. It is understood that if there are multiple shortest paths, marking the first virtual tiles helps players choose the most suitable shortest path to move from the current virtual tile to the target virtual tile, increasing game enjoyment and the win rate.
[0072] For example, see Figure 3 and Figure 4 As shown, the first shortest path corresponding to the first route identifier L1 and the second shortest path corresponding to the second route identifier L2 are both the shortest paths with the same number of virtual plots that the controlled virtual character needs to pass through to move from the current virtual plot to the target virtual plot. Therefore, the first virtual plots on the first shortest path and the second shortest path can be identified respectively.
[0073] Reference Figure 4 As shown, the first virtual plots corresponding to the first shortest path include: virtual plot L1-2, virtual plot L1-4, virtual plot L2-6, and target virtual plot S2; the first virtual plots corresponding to the second shortest path include: virtual plot L2-2, virtual plot L2-4, virtual plot L2-6, and target virtual plot S2.
[0074] At this point, the player can determine the final movement path based on the first virtual tile on the first shortest path and the second shortest path. For example, in some embodiments, the first shortest path with fewer enemy virtual characters can be selected, and the controlled virtual character can be controlled to move from the current virtual tile to the target virtual tile along the first shortest path; in other embodiments, the second shortest path with more collectible virtual equipment can be selected, and the controlled virtual character can be controlled to move from the current virtual tile to the target virtual tile along the second shortest path. There are no limitations here, and the choice can be made flexibly according to the actual application scenario.
[0075] Figure 5 This is a schematic diagram of another game interface provided in an embodiment of this application. In an optional implementation, the above-mentioned identification of the first virtual plot on the shortest path includes:
[0076] For each first virtual plot, the corresponding round number N is displayed on the first virtual plot. The round number N is used to represent that the controlled virtual character arrives at the first virtual plot after the Nth round.
[0077] In some embodiments, in order to allow players to know the first virtual tile they reach in each round, the corresponding round number N can also be displayed on each first virtual tile, so that players can adjust their movement path or game strategy according to the displayed round number N.
[0078] For example, if a player expects the number of turns required to reach a certain first virtual tile to be less than N1, but the game displays that the number of turns required to reach the first virtual tile is greater than N1, then the player can upgrade or change equipment to make the number of turns required for the controlled virtual character to reach the first virtual tile less than N1, thus meeting the player's game expectations, thereby increasing the player's enjoyment and making the gameplay more diverse.
[0079] Reference Figure 5 As shown, if the minimum number of turns required for the controlled virtual character A to move from the current virtual plot S1 to the target virtual plot S2 along the first shortest path corresponding to the first route identifier L1 is 4, then virtual plots L1-2, L1-4, L2-6, and the target virtual plot S2 are the first virtual plots along the first shortest path. In this case, the corresponding number of turns can be displayed for each first virtual plot: virtual plot L1-2 displays turn 1, virtual plot L1-4 displays turn 2, virtual plot L2-6 displays turn 3, and the target virtual plot S2 displays turn 4, thus improving the applicability and flexibility of the method in this application.
[0080] In addition, see Figure 5 As shown, it can be understood that since the controlled virtual character A moves within a 2x2 virtual tile range each time (that is, the controlled virtual character can move to any virtual tile within a 2x2 range centered on the current position), when the controlled virtual character A moves to virtual tile L2-6, leaving only the last target virtual tile S2, then in the next round, the controlled virtual character A only needs to move from virtual tile L2-6 to the target virtual tile S2, that is, only one virtual tile needs to be moved in the last round.
[0081] Figure 6This is a schematic diagram of another game interface provided in an embodiment of this application. In an optional implementation, the minimum number of turns required for the controlled virtual character to move from the current virtual tile to the target virtual tile includes:
[0082] The turn number is displayed on the first virtual tile. The turn number represents the number of turns taken for the controlled virtual character to reach the first virtual tile by moving along the shortest path.
[0083] The first virtual plot is the virtual plot that the controlled virtual character reaches after each round, starting from the current virtual plot. The first virtual plot contains the target virtual plot, and the round number displayed on the target virtual plot corresponds to the minimum number of rounds required for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0084] Specifically, in the display process, the number of turns can be shown on the first virtual tile along the determined shortest path, and the number of turns displayed on the target virtual tile corresponds to the minimum number of turns required for the controlled virtual character to move from the current virtual tile to the target virtual tile. It can be understood that for the target virtual tile, the displayed target virtual tile also represents the last turn.
[0085] See Figure 6 As shown, the first virtual plot includes: virtual plot L1-2, virtual plot L1-4, virtual plot L2-6, and target virtual plot S2. Virtual plot L1-2 can be set to display turn number 1, virtual plot L1-4 to display turn number 2, virtual plot L2-6 to display turn number 3, and target virtual plot S2 to display turn number 4. It can be seen that the turn number 4 displayed on target virtual plot S2 corresponds to the minimum number of turns required for the controlled virtual character A to move from the current virtual plot S1 to the target virtual plot S2. This allows players to clearly and quickly determine the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot based on the turn number displayed on the target virtual plot, reducing player judgment time and improving decision-making efficiency.
[0086] Figure 7 This is a schematic diagram of another game interface provided in an embodiment of this application. In an optional implementation, the above-described display of the shortest path for a controlled virtual character to move from the current virtual plot to the target virtual plot includes:
[0087] Highlight the multiple virtual plots contained in the shortest path, or display the target route identifier, which passes through the multiple virtual plots contained in the shortest path.
[0088] Optionally, in some embodiments, the multiple virtual plots contained in the shortest path can be highlighted separately so that players can know the distribution area of the multiple virtual plots contained in the shortest path based on the highlighting, thereby helping players adjust their game strategies.
[0089] See Figure 7 As shown, for the first shortest path corresponding to the first route identifier L1, the multiple virtual plots contained in the first shortest path can be highlighted: virtual plot L1-1, virtual plot L1-2, virtual plot L1-3, virtual plot L1-4, virtual plot L1-5, virtual plot L2-6, and the target virtual plot S2. Of course, the specific display method is not limited to this.
[0090] See also Figure 7 As shown, the target route identifier that passes through multiple virtual plots included in the shortest path can also be displayed, namely the first route identifier L1. It can be seen that the first route identifier L1 passes through multiple virtual plots included in the first shortest path.
[0091] It should be noted that this application does not limit the specific display method. Depending on the actual application scenario, multiple virtual plots included in the shortest path can be highlighted, and / or the target route identifier can be displayed.
[0092] Figure 8 This is a flowchart illustrating another display control method provided by the present invention. In optional embodiments, such as... Figure 8 As shown, the above method also includes:
[0093] Step 201: Obtain the action power of the controlled virtual character.
[0094] The mobility of a controlled virtual character can represent the movement range of each move. For example, a controlled virtual character can move to any virtual tile within an n x n radius centered on its current location. Optionally, the mobility of a controlled virtual character can be determined by reading its basic attribute parameters.
[0095] Step 202: Based on action points and the virtual plots contained in the shortest path, calculate the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0096] Based on the above explanation, after determining the virtual plots included in the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot, the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot can be calculated based on the controlled virtual character's action points and the number of virtual plots included in the shortest path. This allows for the rapid calculation of the minimum number of turns, improving the decision-making efficiency of the target player.
[0097] Figure 9 This is a flowchart illustrating another display control method provided by the present invention. In optional embodiments, such as... Figure 9 As shown, in response to the first trigger operation on the target virtual tile in the game scene, the above calculation and display of the shortest path for the controlled virtual character to move from the current virtual tile to the target virtual tile includes:
[0098] Step 301: In response to the first trigger operation on the target virtual plot in the game scene, determine the occupancy status of each virtual plot in the game scene.
[0099] In some embodiments, considering that some virtual plots in the game scene may be occupied by other virtual objects and cannot be quickly traversed, the occupancy status of each virtual plot in the game scene can be determined in response to the first triggering operation. Optionally, other virtual objects can be non-teammate virtual characters, including but not limited to: enemy virtual characters, obstacles (such as virtual equipment held by enemy virtual characters) that reduce the movement speed of the controlled virtual character, or other virtual objects that pose a potential threat to the controlled virtual character.
[0100] Step 302: Based on the occupancy status of each virtual plot in the game scene, calculate and display the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0101] Furthermore, after determining the occupancy status of each virtual tile in the game scene, the shortest path for the controlled virtual character to move from the current virtual tile to the target virtual tile can be calculated and displayed. During the calculation process, the occupancy status of each virtual tile can be taken into account to calculate the shortest path with the shortest travel distance.
[0102] For example, by applying the embodiments of this application, the shortest path for a controlled virtual character to move from the current virtual plot to the target virtual plot can be calculated and displayed. The shortest path does not include enemy virtual characters, obstacles (such as virtual equipment held by enemy virtual characters) that reduce the movement speed of the controlled virtual character, or other virtual objects that may cause potential harm to the controlled virtual character. This can improve the movement speed and safety of the controlled virtual character from the current virtual plot to the target virtual plot.
[0103] Figure 10 This is a flowchart illustrating another display control method provided by the present invention. In optional embodiments, such as... Figure 10 As shown, the above calculation and display of the shortest path for a controlled virtual character to move from the current virtual plot to the target virtual plot, based on the occupancy status of each virtual plot in the game scene, includes:
[0104] Step 401: Based on the occupancy status of each virtual plot in the game scene, filter out the second virtual plot that is not in an occupied state.
[0105] Step 402: Based on the second virtual plot that is not in an occupied state, calculate and display the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0106] Optionally, when calculating the shortest path, multiple second virtual plots that are not occupied can be filtered out based on the occupancy status of each virtual plot in the game scene. Then, based on these multiple second virtual plots, the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot can be calculated and displayed. This filtering operation enables the rapid calculation, planning, and display of the shortest path, which can reduce the player's waiting time and improve the game experience.
[0107] It should be noted that there should be multiple second virtual plots that are not currently occupied.
[0108] Figure 11 This is a flowchart illustrating another display control method provided by the present invention. In optional embodiments, such as... Figure 11 As shown, the above method also includes:
[0109] Step 501: In response to the end of the first triggering operation, cancel the display of the minimum number of turns required for the controlled virtual character to move from the current virtual tile to the target virtual tile.
[0110] Optionally, in some embodiments, in response to the end of the first triggering operation, the display of the minimum number of turns required for the controlled virtual character to move from the current virtual tile to the target virtual tile may be cancelled to avoid displaying too much information and obstructing the player's view.
[0111] Of course, in some embodiments, a timer can be set to respond to the end of the first triggering operation. If the timer reaches a preset time threshold, the minimum number of rounds marked will be canceled, thereby reducing the player's memory burden and improving the flexibility and applicability of the method of this application.
[0112] Figure 12 This is a schematic diagram of another game interface provided by the present invention. In an optional embodiment, the above-mentioned response to a first trigger operation on a target virtual plot in the game scene, selecting the target virtual plot, includes:
[0113] In response to the first trigger operation on the target virtual plot in the game scene, if it is determined that the target virtual plot is occupied, a prompt message for reselection will be displayed.
[0114] Optionally, and in some embodiments, the target virtual plot that the player is currently targeting through the first triggering operation may be occupied (e.g., there are obstacles at the target virtual plot, or the game is set to be non-communicable). In this case, to improve the player's gaming experience, a prompt to reselect can be displayed to remind the player to choose a new target virtual plot. For example, the player can then move closer to the target virtual plot to select the nearest one, improving the flexibility of the method in this application.
[0115] Of course, it should be noted that while displaying the prompt to reselect, the currently recommended virtual plot can also be highlighted to the player. Optionally, the recommended virtual plot can be the virtual plot closest to the target virtual plot.
[0116] like Figure 12 As shown in the example, in response to the first trigger operation on the target virtual plot S3 in the game scene, if the target virtual plot S3 is occupied, the prompt message "This plot cannot be selected, please select again!" can be displayed. Optionally, in some embodiments, the currently recommended virtual plot can be highlighted for the player first, such as recommending virtual plot S4, so that the player can make a quick selection, improve the player's selection efficiency, avoid the player making multiple selections, and improve the player's interactive experience.
[0117] In an optional implementation, the method further includes:
[0118] In response to a second triggering operation on the controlled virtual character, it is determined that the controlled virtual character has been selected.
[0119] Optionally, players can trigger the controlled virtual character by long-pressing, hard-pressing, double-clicking, etc. In response to this second triggering operation, it can be determined that the controlled virtual character has been selected.
[0120] In some embodiments, to inform the player of the currently triggered controlled virtual character, feedback can be provided in response to the second triggering operation. For example, vibration or sound feedback can be provided so that the player knows the currently controlled character has been selected. For instance, a sound message could be played: "Controlled virtual character A has been selected; you can proceed to the next step." Of course, the method of notification is not limited to this.
[0121] In an optional implementation, determining that the controlled virtual character has been selected in response to the second triggering operation on the controlled virtual character includes:
[0122] In response to a second triggering operation on the controlled virtual character, a preset selection effect is displayed around the controlled virtual character, and it is confirmed that the controlled virtual character has been selected.
[0123] In some embodiments, to facilitate players quickly recognizing the selected status of the controlled character from the game interface, optionally, in response to the second trigger operation, a preset selection effect can be displayed around the controlled virtual character, simultaneously confirming that the controlled virtual character has been selected. Optionally, the preset selection effect may be: displaying a preset halo around the controlled virtual character, displaying the controlled virtual character's nickname in a preset style, or highlighting the head area of the controlled virtual character (e.g., ...). Figure 2 (The head area of the controlled virtual character), of course, the specific display method is not limited to this.
[0124] Reference Figure 12 As shown, in response to the second trigger operation, an indicator arrow R can also be set to float above the head of the controlled virtual character A, confirming that the controlled virtual character A has been selected. It is understood that at this time, the player can clearly know the currently selected controlled virtual character based on the display of the indicator arrow R, avoiding accidental operation without knowing, and improving the applicability and flexibility of the method in this application.
[0125] In an optional implementation, the first triggering operation is a long press or a hard press. Of course, the triggering method of the first triggering operation is not limited to this and can be flexibly set according to the actual application scenario. For example, it can also be set to a double-click operation.
[0126] It should be noted that if the first triggering operation is a long press operation, a time threshold N can be optionally set. When the long press operation's long press duration T>N, it is determined that the target virtual plot has been selected, and the minimum number of rounds required for the controlled virtual character to move from the current virtual plot to the target virtual plot is calculated and displayed. When the long press operation's long press duration T<=N, the current long press operation is determined to be a false triggering operation, and no changes occur on the interface.
[0127] Optionally, the time threshold N can be any value between 0.2 and 0.6 seconds, depending on the actual feel and adjustment, and is not limited here.
[0128] Figure 13 This is a functional module diagram of a display control device provided in an embodiment of this application. The device can provide a graphical user interface (GUI) through a terminal device. The GUI includes a controlled virtual character in a game scene, which includes multiple virtual plots. The basic principle and technical effects of this device are the same as those in the aforementioned corresponding method embodiments. For the sake of brevity, parts not mentioned in this embodiment can be referred to the corresponding content in the method embodiments. Figure 13 As shown, the display control device 100 includes:
[0129] Response module 110 is configured to select the target virtual plot in response to a first triggering operation on the target virtual plot in the game scene when the controlled virtual character is selected;
[0130] The display module 120 is used to calculate and display the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot based on the attributes of the controlled virtual character, the current virtual plot where the controlled virtual character is located, and the target virtual plot.
[0131] In an optional implementation, the response module 110 is further configured to, in response to a first trigger operation on a target virtual tile in the game scene, calculate and display the shortest path for the controlled virtual character to move from the current virtual tile to the target virtual tile;
[0132] Wherein, the shortest path is the path that requires the controlled virtual character to move from the current virtual plot to the target virtual plot with the fewest number of virtual plots; the minimum number of rounds indicates the number of rounds required for the controlled virtual character to move from the current virtual plot to the target virtual plot according to the shortest path.
[0133] In an optional implementation, the display module 120 is further configured to identify the first virtual plot on the shortest path, wherein the first virtual plot is the virtual plot that the controlled virtual character reaches after each round starting from the current virtual plot.
[0134] In an optional implementation, the display module 120 is further configured to display the corresponding round number N on each of the first virtual plots, wherein the round number N is used to indicate that the controlled virtual character has reached the first virtual plot after the Nth round.
[0135] In an optional implementation, the display module 120 is specifically used to display the number of rounds on the first virtual plot, the number of rounds being used to characterize the number of rounds taken by the controlled virtual character to reach the first virtual plot by moving along the shortest path;
[0136] Wherein, the first virtual plot is the virtual plot that the controlled virtual character reaches after each round starting from the current virtual plot, the first virtual plot includes the target virtual plot, and the number of rounds displayed on the target virtual plot corresponds to the minimum number of rounds required for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0137] In an optional implementation, the display module 120 is specifically used to highlight the multiple virtual plots included in the shortest path, or to display a target route identifier that passes through the multiple virtual plots included in the shortest path.
[0138] In an optional embodiment, the above-mentioned device further includes: a computing module, used to acquire the mobility of the controlled virtual character;
[0139] Based on the action points and the virtual plots included in the shortest path, calculate the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0140] In an optional implementation, the display module is specifically used to determine the occupancy status of each virtual plot in the game scene in response to a first trigger operation on the target virtual plot in the game scene;
[0141] Based on the occupancy status of each virtual plot in the game scene, calculate and display the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0142] In an optional implementation, the display module 120 is specifically used to filter out a second virtual plot that is not in an occupied state based on the occupancy status of each virtual plot in the game scene;
[0143] Based on the second virtual plot that is not in an occupied state, calculate and display the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0144] In an optional implementation, the display module 120 is further configured to, in response to the end of the first triggering operation, cancel the display of the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0145] In an optional implementation, the response module 110 is specifically used to respond to a first trigger operation on a target virtual plot in the game scene. If it is determined that the target virtual plot is occupied, a prompt message for reselection is displayed.
[0146] In an optional implementation, the response module 110 is further configured to determine that the controlled virtual character has been selected in response to a second triggering operation on the controlled virtual character.
[0147] In an optional implementation, the response module 110 is specifically configured to, in response to a second trigger operation on the controlled virtual character, display a preset selection effect around the controlled virtual character and determine that the controlled virtual character has been selected.
[0148] In an optional implementation, the first triggering operation is a long press operation.
[0149] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.
[0150] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).
[0151] Figure 14 This is a schematic diagram of an electronic device structure provided in an embodiment of this application. This electronic device can be integrated into a display control device. Figure 14 As shown, the electronic device may include a processor 210, a storage medium 220, and a bus 230. The storage medium 220 stores machine-readable instructions executable by the processor 210. When the electronic device is running, the processor 210 communicates with the storage medium 220 via the bus 230. The processor 210 executes the machine-readable instructions to perform the steps of the following method embodiment:
[0152] When the controlled virtual character is selected, in response to a first triggering operation on a target virtual plot in the game scene, the target virtual plot is selected;
[0153] Based on the attributes of the controlled virtual character, the current virtual plot where the controlled virtual character is located, and the target virtual plot, calculate and display the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0154] In an optional implementation, the method further includes:
[0155] In response to a first trigger operation on a target virtual plot in the game scene, calculate and display the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot;
[0156] Wherein, the shortest path is the path that requires the controlled virtual character to move from the current virtual plot to the target virtual plot with the fewest number of virtual plots; the minimum number of rounds indicates the number of rounds required for the controlled virtual character to move from the current virtual plot to the target virtual plot according to the shortest path.
[0157] In an optional implementation, the method further includes:
[0158] The first virtual plot on the shortest path is identified, wherein the first virtual plot is the virtual plot that the controlled virtual character reaches after each round, starting from the current virtual plot.
[0159] In an optional implementation, identifying the first virtual plot on the shortest path includes:
[0160] For each of the first virtual plots, the corresponding round number N is displayed on the first virtual plot. The round number N is used to represent that the controlled virtual character arrives at the first virtual plot after the Nth round.
[0161] In an optional implementation, displaying the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot includes:
[0162] The number of turns is displayed on the first virtual plot, which represents the number of turns taken for the controlled virtual character to reach the first virtual plot by moving along the shortest path;
[0163] Wherein, the first virtual plot is the virtual plot that the controlled virtual character reaches after each round starting from the current virtual plot, the first virtual plot includes the target virtual plot, and the number of rounds displayed on the target virtual plot corresponds to the minimum number of rounds required for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0164] In an optional implementation, displaying the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot includes:
[0165] The shortest path may be highlighted, or a target route identifier may be displayed that passes through the shortest path.
[0166] In an optional implementation, the method further includes:
[0167] Acquire the action capabilities of the controlled virtual character;
[0168] Based on the action points and the virtual plots included in the shortest path, calculate the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0169] In an optional implementation, the step of calculating and displaying the shortest path for the controlled virtual character to move from the current virtual tile to the target virtual tile in response to a first trigger operation on the target virtual tile in the game scene includes:
[0170] In response to a first trigger operation on a target virtual plot in the game scene, the occupancy status of each virtual plot in the game scene is determined;
[0171] Based on the occupancy status of each virtual plot in the game scene, calculate and display the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0172] In an optional implementation, calculating and displaying the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot based on the occupancy status of each virtual plot in the game scene includes:
[0173] Based on the occupancy status of each virtual plot in the game scene, filter out the second virtual plot that is not in an occupancy status;
[0174] Based on the second virtual plot that is not in an occupied state, calculate and display the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0175] In an optional implementation, the method further includes:
[0176] In response to the end of the first triggering operation, the display of the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot is cancelled.
[0177] In an optional implementation, selecting the target virtual plot in response to a first triggering operation on the target virtual plot in the game scene includes:
[0178] In response to the first trigger operation on the target virtual plot in the game scene, if it is determined that the target virtual plot is occupied, a prompt message for reselection is displayed.
[0179] In an optional implementation, the method further includes:
[0180] In response to a second triggering operation on the controlled virtual character, it is determined that the controlled virtual character has been selected.
[0181] In an optional implementation, determining that the controlled virtual character is selected in response to a second triggering operation on the controlled virtual character includes:
[0182] In response to a second triggering operation on the controlled virtual character, a preset selection effect is displayed around the controlled virtual character, and it is determined that the controlled virtual character has been selected.
[0183] In an optional implementation, the first triggering operation is a long press operation.
[0184] The specific implementation methods and technical effects of the above-described method embodiments are similar to those described above, and will not be repeated here.
[0185] Optionally, this application also provides a storage medium storing a computer program, which, when run by a processor, executes the steps of the following method embodiments:
[0186] When the controlled virtual character is selected, in response to a first triggering operation on a target virtual plot in the game scene, the target virtual plot is selected;
[0187] Based on the attributes of the controlled virtual character, the current virtual plot where the controlled virtual character is located, and the target virtual plot, calculate and display the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0188] In an optional implementation, the method further includes:
[0189] In response to a first trigger operation on a target virtual plot in the game scene, calculate and display the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot;
[0190] Wherein, the shortest path is the path that requires the controlled virtual character to move from the current virtual plot to the target virtual plot with the fewest number of virtual plots; the minimum number of rounds indicates the number of rounds required for the controlled virtual character to move from the current virtual plot to the target virtual plot according to the shortest path.
[0191] In an optional implementation, the method further includes:
[0192] The first virtual plot on the shortest path is identified, wherein the first virtual plot is the virtual plot that the controlled virtual character reaches after each round, starting from the current virtual plot.
[0193] In an optional implementation, identifying the first virtual plot on the shortest path includes:
[0194] For each of the first virtual plots, the corresponding round number N is displayed on the first virtual plot. The round number N is used to represent that the controlled virtual character arrives at the first virtual plot after the Nth round.
[0195] In an optional implementation, displaying the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot includes:
[0196] The number of turns is displayed on the first virtual plot, which represents the number of turns taken for the controlled virtual character to reach the first virtual plot by moving along the shortest path;
[0197] Wherein, the first virtual plot is the virtual plot that the controlled virtual character reaches after each round starting from the current virtual plot, the first virtual plot includes the target virtual plot, and the number of rounds displayed on the target virtual plot corresponds to the minimum number of rounds required for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0198] In an optional implementation, displaying the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot includes:
[0199] The shortest path may be highlighted, or a target route identifier may be displayed that passes through the shortest path.
[0200] In an optional implementation, the method further includes:
[0201] Acquire the action capabilities of the controlled virtual character;
[0202] Based on the action points and the virtual plots included in the shortest path, calculate the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0203] In an optional implementation, the step of calculating and displaying the shortest path for the controlled virtual character to move from the current virtual tile to the target virtual tile in response to a first trigger operation on the target virtual tile in the game scene includes:
[0204] In response to a first trigger operation on a target virtual plot in the game scene, the occupancy status of each virtual plot in the game scene is determined;
[0205] Based on the occupancy status of each virtual plot in the game scene, calculate and display the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0206] In an optional implementation, calculating and displaying the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot based on the occupancy status of each virtual plot in the game scene includes:
[0207] Based on the occupancy status of each virtual plot in the game scene, filter out the second virtual plot that is not in an occupancy status;
[0208] Based on the second virtual plot that is not in an occupied state, calculate and display the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot.
[0209] In an optional implementation, the method further includes:
[0210] In response to the end of the first triggering operation, the display of the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot is cancelled.
[0211] In an optional implementation, selecting the target virtual plot in response to a first triggering operation on the target virtual plot in the game scene includes:
[0212] In response to the first trigger operation on the target virtual plot in the game scene, if it is determined that the target virtual plot is occupied, a prompt message for reselection is displayed.
[0213] In an optional implementation, the method further includes:
[0214] In response to a second triggering operation on the controlled virtual character, it is determined that the controlled virtual character has been selected.
[0215] In an optional implementation, determining that the controlled virtual character is selected in response to a second triggering operation on the controlled virtual character includes:
[0216] In response to a second triggering operation on the controlled virtual character, a preset selection effect is displayed around the controlled virtual character, and it is determined that the controlled virtual character has been selected.
[0217] In an optional implementation, the first triggering operation is a long press operation.
[0218] The specific implementation methods and technical effects of the above-described method embodiments are similar to those described above, and will not be repeated here.
[0219] Optionally, this application also provides a computer program product, which includes instructions that, when executed on an electronic device, cause the electronic device to perform the steps of the above-described method embodiments.
[0220] In the several embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.
[0221] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0222] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in a combination of hardware and software functional units.
[0223] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute some steps of the methods of the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0224] It should be noted that, in this document, relational terms such as "first" and "second" are used merely to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Unless otherwise specified, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes the element.
[0225] The above are merely preferred embodiments of this application and are not intended to limit this application. Various modifications and variations are possible for those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application. It should be noted that similar reference numerals and letters in the following figures indicate similar items; therefore, once an item is defined in one figure, it does not need further definition and explanation in subsequent figures. The above are merely preferred embodiments of this application and are not intended to limit this application. Various modifications and variations are possible for those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A display control method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI contains a controlled virtual character in a game scene, the game scene comprising multiple virtual plots, and the method comprising: When the controlled virtual character is selected, in response to a first triggering operation on a target virtual plot in the game scene, the target virtual plot is selected; Based on the attributes of the controlled virtual character, the current virtual plot where the controlled virtual character is located, and the target virtual plot, calculate and display the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot. The minimum number of turns indicates the number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot along the shortest path. The method further includes: The first virtual plot on the shortest path is identified, wherein the first virtual plot is the virtual plot that the controlled virtual character reaches after each round, starting from the current virtual plot.
2. The method according to claim 1, characterized in that, The method further includes: In response to a first trigger operation on a target virtual plot in the game scene, calculate and display the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot; The shortest path is the path that minimizes the number of virtual plots the controlled virtual character needs to pass through to move from the current virtual plot to the target virtual plot.
3. The method according to claim 1, characterized in that, The step of identifying the first virtual plot on the shortest path includes: For each of the first virtual plots, the corresponding round number N is displayed on the first virtual plot. The round number N is used to represent that the controlled virtual character arrives at the first virtual plot after the Nth round.
4. The method according to claim 2, characterized in that, The minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot includes: The number of turns is displayed on the first virtual plot, which represents the number of turns taken for the controlled virtual character to reach the first virtual plot by moving along the shortest path; Wherein, the first virtual plot is the virtual plot that the controlled virtual character reaches after each round starting from the current virtual plot, the first virtual plot includes the target virtual plot, and the number of rounds displayed on the target virtual plot corresponds to the minimum number of rounds required for the controlled virtual character to move from the current virtual plot to the target virtual plot.
5. The method according to claim 2, characterized in that, The step of displaying the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot includes: The shortest path may be highlighted, or a target route identifier may be displayed that passes through the shortest path.
6. The method according to claim 2, characterized in that, The method further includes: Acquire the action capabilities of the controlled virtual character; Based on the action points and the virtual plots included in the shortest path, calculate the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot.
7. The method according to claim 2, characterized in that, The step of responding to a first trigger operation on a target virtual tile in the game scene, calculating and displaying the shortest path for the controlled virtual character to move from the current virtual tile to the target virtual tile, includes: In response to a first trigger operation on a target virtual plot in the game scene, the occupancy status of each virtual plot in the game scene is determined; Based on the occupancy status of each virtual plot in the game scene, calculate and display the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot.
8. The method according to claim 7, characterized in that, The step of calculating and displaying the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot based on the occupancy status of each virtual plot in the game scene includes: Based on the occupancy status of each virtual plot in the game scene, filter out the second virtual plot that is not in an occupancy status; Based on the second virtual plot that is not in an occupied state, calculate and display the shortest path for the controlled virtual character to move from the current virtual plot to the target virtual plot.
9. The method according to claim 1, characterized in that, The method further includes: In response to the end of the first triggering operation, the display of the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot is cancelled.
10. The method according to claim 1, characterized in that, The step of selecting the target virtual plot in response to a first trigger operation on the target virtual plot in the game scene includes: In response to the first trigger operation on the target virtual plot in the game scene, if it is determined that the target virtual plot is occupied, a prompt message for reselection is displayed.
11. The method according to any one of claims 1-10, characterized in that, The method further includes: determining that the controlled virtual character is selected in response to a second triggering operation on the controlled virtual character.
12. The method according to claim 11, characterized in that, The step of determining that the controlled virtual character has been selected in response to a second triggering operation on the controlled virtual character includes: In response to a second triggering operation on the controlled virtual character, a preset selection effect is displayed around the controlled virtual character, and it is determined that the controlled virtual character has been selected.
13. The method according to claim 11, characterized in that, The first triggering operation is a long press operation.
14. A display control device that provides a graphical user interface via a terminal device, the graphical user interface including a controlled virtual character in a game scene, the game scene comprising multiple virtual plots, characterized in that, include: A response module is configured to select the target virtual plot in response to a first triggering operation on the target virtual plot in the game scene when the controlled virtual character is selected; The display module is used to calculate and display the minimum number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot based on the attributes of the controlled virtual character, the current virtual plot where the controlled virtual character is located, and the target virtual plot. The minimum number of turns indicates the number of turns required for the controlled virtual character to move from the current virtual plot to the target virtual plot along the shortest path. The display module is also used to identify the first virtual plot on the shortest path, wherein the first virtual plot is the virtual plot that the controlled virtual character reaches after each round starting from the current virtual plot.
15. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the display control method as described in any one of claims 1-13.
16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the display control method as described in any one of claims 1-13.
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