Game interaction method and device and terminal equipment
By displaying game map and map area function information on the game loading interface, players are allowed to interactively plan during the loading stage and generate guide signs in the game scene, solving the problems of reduced efficiency and increased data overhead caused by players' inability to plan in advance, and achieving more efficient game game completion.
Patent Information
- Application Number
- CN202510207698.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-24
- Publication Date
- 2025-05-06
- Estimated Expiration
- 2045-02-24
AI Technical Summary
In the prior art, players cannot plan game games in advance during the game loading stage, resulting in a reduction in the completion efficiency of game games and increasing the data overhead of the computer's repeated rendering of the same game screen.
By displaying the area function information of the game map and its map area in the game loading interface, players are allowed to perform interactive operations during the game loading phase and generate operation markers associated with the map area. After the loading is completed, the guide sign corresponding to the operation mark is generated in the game scene, so that the player's planning during the game loading stage can take effect in the game.
It realizes that players plan game games in advance during the game loading stage, reduces the time consumption of players planning after entering the game game, improves the efficiency of game games completion, and reduces data overhead.
Smart Images

Figure CN119925920A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a game interaction method, apparatus, terminal device, and computer-readable storage medium. Background Art
[0002] Before entering a game, there is often a game loading phase to allow the game program to initialize necessary resources, load maps, character models, sound effects and other related data. The length of the game loading phase depends on the complexity of the game, device performance, and network connection speed.
[0003] At present, the loading interface will be displayed on the screen of the terminal device during the loading phase of the game. The loading interface mainly displays advertisements (such as promotional pictures of the game to be loaded) and player matching information. Players cannot use the waiting time during the loading phase to plan the game in advance, but need to plan during the game, which often reduces the efficiency of completing the game and increases the data overhead of the computer repeatedly rendering the same game screen.
[0004] To address the above problems, no effective solution has been proposed yet. Summary of the invention
[0005] The present application provides a game interaction method, apparatus, terminal device and computer-readable storage medium, so as to at least solve the technical problems existing in the prior art that players cannot use the waiting time in the game loading phase to plan the game in advance, resulting in reduced efficiency in completing the game and increased data overhead for the computer to repeatedly render the same game screen.
[0006] In a first aspect, an embodiment of the present application provides a game interaction method, providing a graphical user interface through a terminal device, the method comprising: in response to game loading, providing a game loading interface in the graphical user interface, the game loading interface displaying a game map and regional function information of multiple map areas in the game map, the map area being a local area in the game map; in response to a first operation acting on the game loading interface, generating an operation mark for an associated map area in the game loading interface; in response to completion of game loading, providing a game scene corresponding to the game map in the graphical user interface, and generating a guidance mark in the game scene according to the operation mark, the guidance mark being used to guide a controlled virtual character to move to a sub-game scene corresponding to the map area.
[0007] In a second aspect, an embodiment of the present application provides an interactive device for a game, which provides a graphical user interface through a terminal device, and the device includes: a loading interface providing unit, an operation mark generating unit, and a guide mark generating unit; the loading interface providing unit is used to respond to game loading and provide a game loading interface in the graphical user interface, the game loading interface displays a game map and regional function information of multiple map areas in the game map, and the map area is a local area in the game map; the operation mark generating unit is used to respond to a first operation acting on the game loading interface and generate an operation mark for an associated map area in the game loading interface; the guide mark generating unit is used to respond to the completion of game loading and provide a game scene corresponding to the game map in the graphical user interface, and generate a guide mark in the game scene according to the operation mark, and the guide mark is used to guide the controlled virtual character to move to the sub-game scene corresponding to the map area.
[0008] In a third aspect, an embodiment of the present application provides a terminal device, comprising: a memory, a processor, and a display; the memory is used to store one or more computer instructions; the processor is used to execute one or more computer instructions to implement the above method; and the display is used to display a graphical user interface.
[0009] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having one or more computer instructions stored thereon, which, when executed by a processor, executes the above method.
[0010] Compared with the prior art, the interactive method of the game provided by the present application includes: in response to the loading of the game, providing a game loading interface in a graphical user interface, the game loading interface displays the game map and the regional function information of multiple map areas in the game map, and the map area is a local area in the game map; in response to the first operation acting on the game loading interface, generating an operation mark associated with the map area in the game loading interface; in response to the completion of the game loading, providing a game scene corresponding to the game map in the graphical user interface, and generating a guide mark in the game scene according to the operation mark, the guide mark is used to guide the controlled virtual character to move to the sub-game scene corresponding to the map area. First, the method enables players to understand the layout of the game map and the functions of each map area in advance during the game loading stage by displaying the game map and the regional function information of the map area in the game loading interface; second, the method increases the interactivity of the game loading interface, and players can perform interactive operations in the game loading interface and generate operation marks associated with the map area, so that players can plan the game in advance based on the game map during the game loading stage; third, the method generates a guide mark corresponding to the operation mark in the game scene after the game loading is completed, so that the mark generated in the game loading interface can take effect in the game, further realizing the planning of the game game by the player during the game loading stage. In summary, the method enables players to plan game matches in advance during the game loading phase, reduces the time spent by players planning after entering the game, and improves the efficiency of completing the game. Therefore, the method provided by the present application solves the technical problems in the prior art that players cannot use the waiting time during the game loading phase to plan the game in advance, resulting in reduced efficiency in completing the game and increased data overhead for the computer to repeatedly render the same game screen. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] Figure 1 It is an application system diagram of a game interaction method provided in an embodiment of the present application;
[0012] Figure 2 is an application system diagram of another game interaction method provided in an embodiment of the present application;
[0013] Figure 3 is a flowchart of the game interaction method provided by the first embodiment of the present application;
[0014] Figure 4 is a schematic diagram of a game loading interface provided by the first embodiment of the present application;
[0015] FIG5( a ) is a first schematic diagram of an interactive method for generating an operation mark provided in the first embodiment of the present application;
[0016] FIG5( b ) is a second schematic diagram of an interactive method for generating an operation mark provided in the first embodiment of the present application;
[0017] FIG5( c ) is a third schematic diagram of an interactive method for generating an operation mark provided in the first embodiment of the present application;
[0018] FIG5( d ) is a fourth schematic diagram of an interactive method for generating an operation mark provided in the first embodiment of the present application;
[0019] FIG5( e ) is a fifth schematic diagram of an interactive method for generating an operation mark provided in the first embodiment of the present application;
[0020] FIG5( f) is a sixth schematic diagram of an interactive method for generating an operation mark provided in the first embodiment of the present application;
[0021] FIG5( g) is a seventh schematic diagram of an interactive method for generating an operation mark provided in the first embodiment of the present application;
[0022] FIG5( h) is an eighth schematic diagram of an interactive method for generating an operation mark provided in the first embodiment of the present application;
[0023] FIG5(i) is a ninth schematic diagram of an interactive method for generating an operation mark provided in the first embodiment of the present application;
[0024] FIG5( j) is a tenth schematic diagram of an interactive method for generating an operation mark provided in the first embodiment of the present application;
[0025] FIG5( k ) is an eleventh schematic diagram of an interactive method for generating an operation mark provided in the first embodiment of the present application;
[0026] FIG5( l ) is a twelfth schematic diagram of an interactive method for generating an operation mark provided in the first embodiment of the present application;
[0027] FIG5( m ) is a thirteenth schematic diagram of an interactive method for generating an operation mark provided in the first embodiment of the present application;
[0028] FIG6( a ) is a first schematic diagram of another interactive method for generating an operation mark provided in the first embodiment of the present application;
[0029] FIG6( b ) is a second schematic diagram of another interactive method for generating an operation mark provided in the first embodiment of the present application;
[0030] FIG6( c ) is a third schematic diagram of another interactive method for generating an operation mark provided in the first embodiment of the present application;
[0031] FIG6( d ) is a fourth schematic diagram of another interactive method for generating an operation mark provided in the first embodiment of the present application;
[0032] FIG6( e ) is a fifth schematic diagram of another interactive method for generating an operation mark provided in the first embodiment of the present application;
[0033] FIG6( f) is a sixth schematic diagram of another interactive method for generating an operation mark provided in the first embodiment of the present application;
[0034] FIG. 7( a ) is a first schematic diagram of a game interaction method provided in the first embodiment of the present application;
[0035] FIG. 7( b ) is a second schematic diagram of the game interaction method provided in the first embodiment of the present application;
[0036] FIG7( c ) is a third schematic diagram of the game interaction method provided in the first embodiment of the present application;
[0037] Figure 8 It is a schematic diagram of generating a guidance mark provided in the first embodiment of the present application;
[0038] Fig. 9 is a schematic diagram of another game loading interface provided by the first embodiment of the present application;
[0039] Fig.10 is a schematic diagram of the structure of an interactive device for a game provided in a second embodiment of the present application;
[0040] Fig.11 It is a structural diagram of a terminal device provided in the third embodiment of the present application. DETAILED DESCRIPTION
[0041] In the following description, many specific details are set forth to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application. Therefore, the present application is not limited to the specific implementation disclosed below.
[0042] Before entering a game, there is often a game loading phase to allow the game program to initialize necessary resources, load maps, character models, sound effects, and other related data. This phase is a critical part of the game operation, ensuring that all players are at the same starting point at the beginning of the game, avoiding freezes or delays caused by incomplete resource loading. The length of the game loading phase depends on many factors, including the complexity of the game, the hardware performance of the terminal device (such as processor speed, memory capacity, graphics card performance, etc.), and the network connection speed. For massively multiplayer online games or high-definition games, the loading time may be longer, especially when the device performance is low or the network environment is poor.
[0043] At present, the loading interface is usually displayed on the screen of the terminal device during the loading phase of the game. The loading interface is mainly static or dynamic advertising images, such as promotional pictures, character images or related activity information of the game to be loaded. In addition, the loading interface may also display player matching information, such as the number of players currently matched, waiting time or matching progress. However, although this design can provide players with certain visual feedback, it does not make full use of the waiting time during the loading phase. Players can only wait passively in the loading interface and cannot plan or deploy strategies for the upcoming game in advance.
[0044] Due to the limitations of the current loading interface, players cannot understand the specific situation of the game in advance during the loading phase (such as map layout, virtual resource distribution, etc.), and can only spend extra time planning and deploying after the game officially starts. This not only reduces the efficiency of completing the game, but may also cause players to be passive in the early stages of the game, affecting the overall gaming experience. In addition, since players need to repeatedly adjust their strategies within the game, the computer will repeatedly render the same game screen, which undoubtedly increases data overhead and hardware burden, especially in large-scale games or high-definition games. This repeated rendering will further consume system resources, resulting in problems such as unsmooth game operation or device heating.
[0045] In view of this, the present application provides a method for interactive gaming. First, the method enables players to understand the layout of the game map and the functions of each map area in advance during the game loading phase by displaying the game map and the regional function information of the map area in the game loading interface; second, the method increases the interactivity of the game loading interface, and players can perform interactive operations in the game loading interface and generate operation marks for the associated map areas, so that players can plan the game based on the game map in advance during the game loading phase; third, the method generates a guide mark corresponding to the operation mark in the game scene after the game is loaded, so that the mark generated in the game loading interface can take effect within the game, further enabling players to plan the game during the game loading phase. In summary, the method enables players to plan the game in advance during the game loading phase, reduces the time consumption of players planning after entering the game, improves the completion efficiency of the game, and solves the above-mentioned problems that currently exist.
[0046] The game interaction method, apparatus, terminal device and computer-readable storage medium described in this application are further described in detail below in conjunction with specific embodiments and drawings.
[0047] Figure 1 1 is an application system diagram of a game interaction method provided in an embodiment of the present application. Figure 1As shown, the system includes a user terminal 101 and a server terminal 102. The user terminal 101 can be any device such as a smart phone, a tablet computer, a laptop computer, a desktop computer, a personal digital assistant (PDA), etc. The server terminal 102 can be a processing module inside the user terminal 101, or a processing device electrically connected to the user terminal 101, or a server connected to the user terminal 101 in communication. The server terminal 102 is deployed with the game interaction method provided by the present application, so that the player can make plans for the game in advance based on the loading interface displayed on the screen of the user terminal 101 during the game loading stage.
[0048] Figure 2 is an application system diagram of another game interaction method provided in an embodiment of the present application. Figure 2 As shown, the system includes multiple game terminals 201 and a game server 202 connected to the communication, and the game terminal 201 can be any device such as a smart phone, a tablet computer, a laptop computer, a desktop computer, a personal digital assistant (PDA). The game server 202 can be an independent server, or a server group composed of multiple servers, or a cloud server. The game server 202 is deployed with a game application and an interactive method for the game provided by the application. When multiple players participate in the game based on multiple game terminals 201, the game server 202 provides an interactive method for the game loading stage to each player based on the method provided by the application.
[0049] The first embodiment of the present application provides a game interaction method.
[0050] The game targeted by this method can be any game type, such as strategy games, role-playing games, action games, shooting games, multiplayer online tactical competitive games, open world games, etc., and there is no specific limitation here.
[0051] The method provides a graphical user interface through a terminal device. The graphical user interface (GUI) is displayed on the screen of the terminal device. It is a user operation interface displayed in a graphical manner. It is an interface display form for communication between a person and an electronic device, and enables a user to interact with the electronic device through icons and visual indicators. The content provided in the graphical user interface is related to the stage of the game. For example, when the game is in the loading stage, the content provided by the graphical user interface may be the game loading interface, and when the game is in the game stage, the content provided by the graphical user interface may be the game main interface.
[0052] Figure 3is a flow chart of the game interaction method provided by this embodiment. Figure 3 The interactive method of the game provided in this embodiment is described in detail. The embodiments described below are used to explain the technical solution of this application and are not intended to be used as limitations for actual use.
[0053] like Figure 3 As shown, the game interaction method provided in this embodiment includes the following steps S310 to S330.
[0054] Step S310, in response to game loading, a game loading interface is provided in the graphical user interface, the game loading interface displays a game map and regional function information of multiple map areas in the game map, and the map area is a local area in the game map.
[0055] Game loading refers to the process of transferring the game's data and resources from a storage medium (such as a hard disk, optical disc, or cloud server) to the memory of a computer or game console so that the game can run smoothly. This process usually occurs when the game is started, when a game match begins, or when switching scenes or levels during the game.
[0056] It takes a certain amount of time to load a game, and a game loading interface is usually provided to show the current loading progress to the player. Common display contents of the game loading interface include a progress bar (the most intuitive display of loading progress, usually presented in the form of percentage or graphics, so that players can clearly understand how long they need to wait), a dynamic background image (showing players beautiful pictures, animations or trailers in the game to attract players' attention and create a game atmosphere), etc. In this embodiment, the game map and the regional function information of multiple map areas in the game map are displayed in the game loading interface to provide players with interactive conditions for making game plans before entering the game.
[0057] In this embodiment, the game map displayed in the game loading interface can be a game map in the game match, or a simplified map of the game map in the game match. Exemplarily, the game map in the game match is a three-dimensional map, and the game map displayed in the game loading interface can be a three-dimensional map, or a flat map corresponding to the three-dimensional map. It should be noted that both the three-dimensional map in the game match and the flat map corresponding to the three-dimensional map are usually stored in the game package. When the game is started to load the game, the map can be called out from the game package and displayed in the graphical user interface. Optionally, the purpose of providing a game map in the game loading interface is to allow players to make game plans in advance using the loading waiting time. For this purpose, a flat map can be displayed in the game loading interface. On the one hand, it meets the needs of players to understand the game map and make game plans, and on the other hand, it can also reduce the memory consumption caused by rendering the map during the game loading stage.
[0058] In this embodiment, the content displayed on the game loading interface includes, in addition to the game map, the regional function information of the local area in the game map. In this embodiment, the local area in the game map is defined as the map area. The regional function information is used to indicate the function of the map area. For example, it indicates that a certain map area is the birthplace, a certain map area is the evacuation place, a certain map area is the high resource area, and a certain map area is the low resource area. It should be noted that the functions of each map area are preset in the game development stage. The regional function information displayed on the game loading interface is generated according to the preset functions of each map area, and then displayed in the game loading interface. The purpose is to show the preset functions of each map area to the player. The regional function information can be displayed in the game loading interface in a variety of implementation methods. For example, it is displayed in text form, such as displaying "evacuation point" in the preset evacuation area. For example, it is displayed in the form of regional status, such as displaying the preset high resource area in purple.
[0059] In an optional implementation, the regional function information is presented in the form of regional status, and map areas with different regional function information are displayed as different regional statuses in the game loading interface. The regional status can be the color status of the map area, the morphological status of the map area, etc., or a combination of multiple statuses, which are not specifically limited here. Exemplarily, the birth point is displayed in yellow, the evacuation point is displayed in green, the high-value resource area is displayed in purple, and the low-value resource area is displayed in blue, etc. Of course, the regional status of the birth point can also be displayed as a yellow circular shape, which can also include a pattern indicating birth. The regional status of the evacuation point can also be displayed as a green hexagonal shape, which can also include a pattern indicating evacuation.
[0060] Furthermore, in order to enable players to establish a correspondence between the displayed area status and the area function of the area, the correspondence between the two can also be displayed in the game loading interface. Specifically, the game loading interface also displays an indicator mark representing the area status corresponding to each area function information.
[0061] Figure 4 is a schematic diagram of a game loading interface provided by this embodiment. Figure 4As shown, a game loading interface 41 is provided in the graphical user interface, and a game map 411 is displayed in the game loading interface 41. The game area 411 includes a map area 412, a map area 413, a map area 414, and a map area 415 displayed in different regional states, wherein the map area 412 is displayed in yellow, the map area 413 is displayed in green, the map area 414 is displayed in purple, and the map area 415 is displayed in blue. The game loading interface 41 also displays an indication mark 416 representing the regional state corresponding to the regional function information. The player can know through the indication mark 416 that yellow represents the birth point, green represents the evacuation point, purple represents the high-value resource area, and blue represents the low-value resource area, thereby further knowing that the map area 412 is the birth point, the map area 413 is the evacuation point, the map area 414 is the high-value resource area, and the map area 415 is the low-value resource area.
[0062] Step S320, in response to the first operation applied to the game loading interface, an operation mark of the associated map area is generated in the game loading interface.
[0063] The first operation can be understood as an interactive operation performed by the player on the game loading interface through a mouse, finger, etc., and the specific operation type is not limited here. In this embodiment, in response to the first operation performed by the player on the game loading interface, an operation mark is generated in the game loading interface, and the operation mark is associated with at least one map area. Optionally, the operation mark is located on a certain map area, or passes through one or several map areas, and is used to mark these map areas, indicating that these map areas are the map areas selected by the player through the interactive operation on the game loading interface.
[0064] In an optional implementation, the first operation includes a trigger operation acting on the map area, and the trigger operation includes any operation type such as a click operation, a double-click operation, a drag operation, a press operation, etc., without specific limitation. Based on this, in response to the first operation acting on the game loading interface, an operation mark associated with the map area is generated in the game loading interface, which may specifically include: in response to the trigger operation acting on the map area, an operation mark is generated in the game loading interface.
[0065] Exemplarily, the first operation is a click operation on the map area. Specifically, in response to the player's click operation on map area A, an operation mark associated with map area A is generated in the game loading interface.
[0066] In an optional implementation, when the first operation is a trigger operation acting on a map area, the operation mark includes a first area mark indicating that the map area is triggered.
[0067] The first area mark can be understood as a mark generated in response to a trigger operation on a certain map area and used to indicate that the map area is a triggered map area. The first area mark can be expressed in any form such as text, graphic, etc., and is not specifically limited.
[0068] Based on this, in response to a trigger operation on a map area, an operation mark is generated in the game loading interface, which may specifically include: in response to a trigger operation on a first map area, a first area mark is generated in the game loading interface to indicate that the first map area is triggered, and the first map area is any one of a plurality of map areas. Exemplarily, the game map includes a plurality of map areas, and the player performs a click operation on a high-value resource area (first map area) based on the area function information. In response to the click operation on the high-value resource area, a first area mark is generated to indicate that the high-value resource area is a triggered (also understood as selected by the player) map area, such as generating a circular icon to indicate that the high-value resource area is triggered.
[0069] The game map includes multiple map areas, and the player can perform trigger operations on multiple map areas in sequence, thereby generating a first area mark for each triggered map area. In an optional implementation, in order to show the player the triggering order of multiple map areas, the first area mark includes sequence information representing the triggering order of the map areas. The sequence information can be represented in the form of digital text or graphic quantity, and is not specifically limited. Optionally, the first area mark includes digital text representing the triggering order of the map areas. For example, the player first performs a click operation on map area A, and in response to the click operation on map area A, a first area mark for map area A is generated, and the first area mark includes digital text "1" to indicate that map area A is the first triggered map area; the player then performs a click operation on map area B, and in response to the click operation on map area B, a first area mark for map area B is generated, and the first area mark includes digital text "2" to indicate that map area B is the second triggered map area, and so on, until the player stops clicking on any map area or the game is loaded.
[0070] In an optional implementation, when the first operation is a trigger operation acting on a map area, the operation mark also includes path marks that sequentially connect the triggered map areas according to a triggering order of the triggered map areas.
[0071] The path mark can be understood as a mark that sequentially connects at least two triggered map areas, generated in response to a trigger operation acting on at least two map areas. The path mark is mainly represented by a line, which can be a straight line, a curve, a solid line, a dotted line, etc., without specific limitation.
[0072] Based on this, in response to the trigger operation acting on the map area, an operation mark is generated in the game loading interface, which may specifically include the following steps S321 to S323:
[0073] Step S321, in response to a trigger operation acting on a first map area, generating a first area mark indicating that the first map area is triggered in the game loading interface, the first map area being any one of the multiple map areas.
[0074] Step S322, in response to the trigger operation acting on the second map area, a first area mark representing that the second map area is triggered is generated in the game loading interface, and the second map area is a map area in the plurality of map areas whose triggering order is only after the first map area.
[0075] Step S323, generating a path mark connecting the first map area and the second map area in the game loading interface.
[0076] Exemplarily, the game map includes multiple map areas. Based on the area function information, the player first performs a click operation on map area A (the first map area). In response to the click operation on map area A, a first area mark for map area A is generated; then the player performs a click operation on map area B (the second map area). In response to the click operation on map area B, a first area mark for map area B is generated; a path mark connecting map area A and map area B is generated, and the path mark is the connecting line between map area A and map area B.
[0077] The path mark can also be understood as a mark that represents the moving path between at least two map areas, which is automatically generated in response to the player's triggering operation on at least two map areas. The moving path can be either a preset moving path between the two map areas, or a moving path that satisfies certain preset conditions (such as the shortest distance, the most game resources, etc.) calculated based on the current game map and the player's operation mark. Based on this, in an optional implementation, before the step of generating a path mark connecting the first map area and the second map area in the game loading interface, the method provided in this embodiment may also include: calculating the shortest path between the first map area and the second map area based on the location information of the first map area and the second map area in the game map. Then, a path mark connecting the first map area and the second map area is generated along the shortest path.
[0078] There are many methods for calculating the shortest path, such as A* algorithm, Dijkstra algorithm, Jump Point Search (JPS), etc. These methods can be applied in this embodiment to calculate the shortest path between the first map area and the second map area. The specific calculation method is not limited here. After calculating the shortest path between the first map area and the second map area, a path mark connecting the first map area and the second map area can be generated along the shortest path.
[0079] In an optional implementation, the first area mark is located on the triggered map area, optionally, the first area mark is located at any position on the triggered map area, optionally, the first area mark is located at the center of the triggered map area, optionally, the first area mark is located at the trigger point when the map area is triggered. The path mark connects the first area mark on the triggered map area, that is, the path mark is a line between the first area mark on the first map area and the first area mark on the second map area.
[0080] The above interactive method for generating an operation mark is described below with a specific example. FIG. 5 is a schematic diagram of an interactive method for generating an operation mark provided by this embodiment.
[0081] As shown in FIG5(a), a game loading interface 501 is provided in the graphical user interface, and a game map 510 and regional function information of the map area included in the game map 510 are displayed in the game loading interface 501. The regional function information is expressed as regional status. Specifically, the game map 510 includes map area 511 (yellow), map area 512 (green), map area 513 (green), map area 514 (purple), map area 515 (purple), and map area 516 (blue) displayed in different regional states (taking regional color status as an example). Among them, map area 511 is the birth point, map area 512 and map area 513 are evacuation points, map area 514 and map area 515 are high-value resource areas, and map area 516 is a low-value resource area.
[0082] As shown in FIG. 5( b ), the player performs a click operation on the map area 516 .
[0083] As shown in FIG. 5( c ), in response to a click operation on the map area 516 , a first area mark 521 is generated for the map area 516 . The first area mark 521 includes a digital text “1”, indicating that the map area 516 is the first map area to be triggered.
[0084] As shown in FIG5(d), a path mark 531 is generated between the map area 511 and the map area 516. Since the map area 511 is the birth point, that is, regardless of whether the player performs a triggering operation on the map area 511, the map area 511 is a necessary area for the player character in the game, and therefore, the map area 511 can be understood as an automatically triggered map area.
[0085] As shown in FIG. 5( e ), the player performs a click operation on the map area 514 .
[0086] As shown in FIG. 5( f ), in response to a click operation on the map area 514 , a first area mark 522 is generated for the map area 514 . The first area mark 522 includes a digital text “2”, indicating that the map area 514 is the second triggered map area.
[0087] As shown in FIG. 5( g ), a path mark 532 is generated between the map area 516 and the map area 514 .
[0088] As shown in FIG. 5( h ), the player performs a click operation on the map area 515 .
[0089] As shown in FIG. 5( i ), in response to a click operation on the map area 515 , a first area mark 523 is generated for the map area 515 . The first area mark 523 includes a digital text “3”, indicating that the map area 515 is the third triggered map area.
[0090] As shown in FIG. 5( j ), a path mark 533 is generated between the map area 514 and the map area 515 .
[0091] As shown in FIG. 5( k ), the player performs a click operation on the map area 513 .
[0092] As shown in FIG. 5( l ), in response to a click operation on the map area 513 , a first area mark 524 is generated for the map area 513 . The first area mark 524 includes a digital text “4”, indicating that the map area 513 is the fourth map area to be triggered.
[0093] As shown in FIG. 5( m ), a path mark 534 is generated between the map area 515 and the map area 513 .
[0094] Through the above steps, first area marks for multiple map areas are generated, and path marks between two map areas are sequentially generated, which fully records the player's planning for the game during the game loading stage.
[0095] In another optional implementation, the first operation includes a line drawing operation passing through a map area, and the line drawing operation may be an operation performed on a graphical user interface based on a finger, a mouse, a stylus, etc., and the operation needs to pass through at least one map area. Based on this, in response to the first operation acting on the game loading interface, an operation mark associated with the map area is generated in the game loading interface, which may specifically include: in response to the line drawing operation passing through the map area, an operation mark is generated in the game loading interface.
[0096] In an optional implementation, when the first operation is a line drawing operation passing through the map area, the operation mark includes a track mark representing the operation track of the line drawing operation.
[0097] The track mark can be understood as a mark generated along the line drawing track in response to a line drawing operation through a certain map area. The track mark is mainly represented by a line, which can be a straight line, a curve, a solid line, a dotted line, etc., without specific limitation.
[0098] Based on this, in response to the line drawing operation through the map area, an operation mark is generated in the game loading interface, which may specifically include: in response to the line drawing operation through the map area, a track mark representing the operation track of the line drawing operation is generated in the game loading interface. Exemplarily, the game map includes multiple map areas, and the player draws a line from the birth point based on the area function information, passes through map area A, and ends at map area B. In response to the line drawing operation, a track mark from the birth point to map area A and then to map area B is generated in the game loading interface.
[0099] Optionally, a track mark is generated when the player performs a line-drawing operation. When the line-drawing operation passes through a certain map area, the generated track mark is locked and displayed. When the line-drawing operation is terminated without passing through any map area, the generated track mark will be undisplayed.
[0100] In an optional implementation, when the first operation is a line drawing operation passing through a map area, the operation mark also includes a second area mark indicating that the line drawing operation passes through the map area.
[0101] The second area mark can be understood as a mark generated in response to a line drawing operation passing through a certain map area and used to indicate that the map area is the map area passed through by the line drawing operation. The second area mark can be expressed in any form such as text or graphic form, and is not specifically limited.
[0102] Based on this, in response to a line drawing operation passing through a map area, a track mark representing the operation track of the line drawing operation is generated in the game loading interface, which may specifically include: in response to a line drawing operation passing through a third map area, a track mark is generated in the game loading interface, and a second area mark representing that the line drawing operation passes through the third map area, and the third map area is any one of a plurality of map areas. Exemplarily, the game map includes a plurality of map areas, and the player performs a line drawing operation starting from the birth point through a high-value resource area (the third map area) based on the area function information, and in response to the line drawing operation passing through the high-value resource area, a track mark is generated along the operation track, and a second area mark is generated for representing that the high-value resource area is a map area that the line passes through (which can also be understood as being selected by the player), such as generating a triangular graphic to indicate that the high-value resource area is passed through by the line.
[0103] In an optional implementation, the second area mark is located on the track mark, specifically, on a sub-track mark that passes through the map area. Exemplarily, the track mark passes through map area A, and a second area mark corresponding to map area A is generated, and the second area mark is located on the sub-track mark that passes through map area A.
[0104] The game map includes multiple map areas, and the player can perform a line drawing operation through the multiple map areas in sequence, thereby generating a track mark passing through the multiple map areas and a second area mark for each map area passed by the line. In an optional implementation, in order to show the player the passing order of the multiple map areas passed by the line drawing operation, the second area mark includes sequence information representing the passing order of the line drawing operation through the map areas. The sequence information can be represented in the form of digital text or graphic quantity, and is not specifically limited. Optionally, the second area mark includes digital text representing the passing order of the map areas passed by the line drawing operation. For example, the player draws a line from the birth point to map area A, passes through map area A, and generates a second area mark for map area A. The second area mark includes a digital text "1" to indicate that map area A is the first map area passed by the line; the player then draws a line to map area B, passes through map area B, and generates a second area mark for map area B. The second area mark includes a digital text "2" to indicate that map area B is the second map area passed by the line, and so on, until the player stops the line drawing operation or the game is loaded.
[0105] The above interactive method for generating an operation mark is described below with a specific example. FIG. 6 is a schematic diagram of another interactive method for generating an operation mark provided by this embodiment.
[0106] As shown in FIG6(a), a game loading interface 601 is provided in the graphical user interface, and a game map 610 and regional function information of the map area included in the game map 610 are displayed in the game loading interface 601. The regional function information is expressed as regional status. Specifically, the game map 610 includes a map area 611 (yellow), a map area 612 (green), a map area 613 (green), a map area 614 (purple), a map area 615 (purple), and a map area 616 (blue) displayed in different regional states (taking the regional color state as an example). Among them, the map area 611 is the birth point, the map area 612 and the map area 613 are the evacuation points, the map area 614 and the map area 615 are high-value resource areas, and the map area 616 is a low-value resource area.
[0107] As shown in FIG. 6( b ), the player performs a swiping operation from the map area 611 to the map area 616 , and a track mark 620 is generated along with the swiping operation.
[0108] As shown in FIG6(c), in response to the line operation passing through the map area 616, a second area mark 631 is generated for the map area 616. The second area mark 631 includes a digital text "1" to indicate that the map area 616 is the first map area to be crossed.
[0109] As shown in FIG6(d), in response to the stroking operation passing through the map area 614, a second area mark 632 is generated for the map area 614. The second area mark 632 includes the digital text "2" to indicate that the map area 614 is the second map area to be stroked.
[0110] As shown in FIG6(e), in response to the stroke operation passing through the map area 615, a second area mark 633 is generated for the map area 615. The second area mark 633 includes the digital text "3" to indicate that the map area 615 is the third map area to be stroked.
[0111] As shown in FIG6(f), in response to the stroking operation passing through the map area 613, a second area mark 634 is generated for the map area 613. The second area mark 634 includes the digital text "4" to indicate that the map area 613 is the fourth map area to be stroked.
[0112] Through the above steps, line marks passing through multiple map areas are generated, and second area marks are also generated for each map area passed by the line, which fully records the player's layout process for the game during the game loading phase.
[0113] Step S330, in response to the completion of game loading, a game scene corresponding to the game map is provided in the graphical user interface, and a guidance mark is generated in the game scene according to the operation mark, and the guidance mark is used to guide the controlled virtual character to move to the sub-game scene corresponding to the map area.
[0114] When the game is loaded, it will officially enter the game match stage, and the graphical user interface will display the game scene of the game match, which corresponds to the game map displayed on the game loading interface during the game loading stage. The graphical user interface will also display one or more virtual characters, including at least a controlled virtual character controlled by the current terminal device. The graphical user interface will also display other functional components (such as attribute lists, teammate lists, skill backpacks, etc.), other operation controls (such as mobile controls, skill controls), etc., which vary depending on different game settings and are not limited here.
[0115] In this embodiment, after officially entering the game, a corresponding guidance mark will be generated in the game scene according to the operation mark to guide the controlled virtual character to move to the sub-game scene corresponding to the marked map area in the game scene.
[0116] The guide mark can be represented in a variety of implementations. For example, based on the first area mark corresponding to map area A, an arrow icon pointing to the sub-game scene corresponding to map area A is generated. The arrow icon is the guide mark. The direction of the arrow will be updated in real time with the change of the position of the controlled virtual character, so that the controlled virtual character can move in the direction of the arrow to reach the sub-game scene corresponding to map area A. For example, based on the track mark passing through map area B, a guide line is generated. The guide line is the guide mark. One end of the guide line is the location of the controlled virtual character, and the other end is the sub-game scene corresponding to map area B. The controlled virtual character can move along the guide line to reach the sub-game scene corresponding to map area B.
[0117] The interactive method of the above game is described below with specific examples. FIG. 7 is a schematic diagram of the interactive method of the game provided in this embodiment.
[0118] As shown in FIG. 7( a ), in response to the loading of the game, a game loading interface 701 is provided in the graphical user interface, and the game loading interface 701 displays a game map 710 and regional function information of the map area included in the game map 710. The regional function information is expressed as regional status. Specifically, the game map 710 includes a map area 711 (yellow), a map area 712 (green), a map area 713 (green), a map area 714 (purple), a map area 715 (purple), and a map area 716 (blue) displayed in different regional states (taking the regional color status as an example). Among them, the map area 711 is the birth point, the map area 712 and the map area 713 are the evacuation points, the map area 714 and the map area 715 are high-value resource areas, and the map area 716 is a low-value resource area.
[0119] As shown in FIG. 7( b ), the player performs a swiping operation from the map area 711 to the map area 716 , then to the map area 714 , then to the map area 715 , and then to the map area 713 , and a track mark 720 is generated along with the swiping operation.
[0120] As shown in FIG. 7( c ), in response to the completion of the game loading, a game scene 702 is provided in the graphical user interface, and the game scene 702 includes a controlled virtual character 730 and a guide mark 740 generated according to the track mark 720. In this diagram, the guide mark 740 is represented in the form of an arrow icon, and the direction of the arrow is the direction indicated by the track mark 720. The controlled virtual character 730 moves following the guide mark 740, and will successively reach the sub-game scene corresponding to the map area 716 (assuming it is the sub-game scene A), the sub-game scene corresponding to the map area 714, the sub-game scene corresponding to the map area 715, and the sub-game scene corresponding to the map area 713. In addition to the guide method shown in FIG. 7 , those skilled in the art may also use other guide methods in the prior art, such as displaying a guide mark at the edge of the graphical user interface according to the relative position of the marked area and the controlled virtual character, and the information in the guide mark may include direction and distance.
[0121] In an optional implementation, the guide marks for the sub-game scenes corresponding to the map areas are generated in sequence according to the marking order of the map areas. Specifically, the guide marks are generated in the game scenes according to the operation marks, which may include the following steps S331 to S332:
[0122] Step S331, generating a first guidance mark in the game scene according to the first operation mark, the first operation mark is an operation mark associated with the fourth map area generated in the game loading interface, the fourth map area is any one of the multiple map areas, and the first guidance mark is used to guide the controlled virtual character to move to the sub-game scene corresponding to the fourth map area.
[0123] Step S332, in response to the controlled virtual character moving to the sub-game scene corresponding to the fourth map area, a second guidance mark is generated in the game scene according to the second operation mark, the second operation mark is an operation mark associated with the fifth map area generated in the game loading interface, the fifth map area is a map area in the multiple map areas whose mark order is only after the fourth map area, and the second guidance mark is used to guide the controlled virtual character to move to the sub-game scene corresponding to the fifth map area.
[0124] The guidance mark generated in the game scene reflects the player's planning of the game based on the game loading interface during the game loading stage. Exemplarily, during the game loading stage, the player marks map area A, map area B, and map area C in the game loading interface. Then, when the game is loaded, a guidance mark will be generated in the game scene according to the operation mark corresponding to map area A, and the guidance mark is used to guide the controlled virtual character to move to the sub-game scene A corresponding to map area A. When the controlled virtual character reaches sub-game scene A, a guidance mark will be generated according to the operation mark corresponding to map area B, and the guidance mark is used to guide the controlled virtual character to move to the sub-game scene B corresponding to map area B. When the controlled virtual character reaches sub-game scene B, a guidance mark will be generated according to the operation mark corresponding to map area C, and the guidance mark is used to guide the controlled virtual character to move to the sub-game scene C corresponding to map area C.
[0125] In an optional implementation, after the game is loaded, the content provided by the graphical user interface may include a scene map in addition to the game scene. The scene map can be understood as a small map, which is a thumbnail of the game scene and is displayed in the corner area of the graphical user interface. The thumbnail can be displayed in the same area as the game map during the game loading phase. Figure 1 Similarly, the game map may be larger and more complex than the game map in the game loading phase, which is determined according to the game settings and is not limited here. Based on this, in an optional implementation, a guidance mark may also be generated in the scene map so that the player can observe the guidance situation in a larger range. Specifically, in response to the completion of game loading, a game scene corresponding to the game map is provided in the graphical user interface, and a guidance mark is generated in the game scene according to the operation mark, which may include: providing a game scene and a scene map corresponding to the game scene in the graphical user interface, and generating a guidance mark in the scene map according to the operation mark, and the scene map is a thumbnail of the game scene.
[0126] Figure 8 It is a schematic diagram of generating a guidance mark provided in this embodiment.
[0127] like Figure 8As shown, in response to the completion of the game loading, a game scene 801 and a scene map 802 located in the upper left corner of the graphical user interface are provided in the graphical user interface. The scene map 802 is a thumbnail of the game scene 801 and can display a larger scene range. The game scene 801 includes a controlled virtual character 803 and a guidance mark 804 generated according to the trajectory mark. The guidance mark 804 generated according to the trajectory mark is synchronously displayed in the scene map 802. Based on the scene map 802, the player can observe that the controlled virtual character 803 follows the guidance mark 804 to reach the evacuation point B. For the simplicity of the graphical user interface, except for the following Figure 8 In addition to displaying the guide mark in both the game scene and the scene map as shown, the guide mark can also be displayed only in the scene map.
[0128] In another optional implementation, the game loading interface also displays a first control, and the first control is a trigger control for the player to drive the system to automatically generate a mark. The first operation includes a trigger operation acting on the first control, which can be any operation type such as a click operation, a press operation, a drag operation, a double-click operation, etc. acting on the first control. Based on this, in response to the first operation acting on the game loading interface, an operation mark of the associated map area is generated in the game loading interface, which can specifically include: in response to the trigger operation acting on the first control, a route mark passing through the map area is generated in the game loading interface. In this embodiment, the mark automatically generated in the game loading interface in response to the player's trigger operation on the first control is defined as a route mark. The route mark is mainly expressed in the form of a line, which can be any form such as a straight line, a curve, a solid line, a dotted line, etc., without specific limitation.
[0129] Exemplarily, the first control is a "recommended route" control, and in response to the player clicking the "recommended route" control, an optimal route mark passing through at least one map area is generated in the game loading interface. Exemplarily, the first control is a "random route" control, and in response to the player clicking the "random route" control, a random route mark passing through at least one map area is generated in the game loading interface.
[0130] Fig. 9 FIG. 1 is a schematic diagram of another game loading interface provided by this embodiment. Fig. 9As shown, a game loading interface 91 is provided in the graphical user interface, and a game map 911 is displayed in the game loading interface 91. The game area 911 includes a map area 912, a map area 913, a map area 914, and a map area 915 displayed in different regional states, wherein the map area 912 is displayed in yellow, the map area 913 is displayed in green, the map area 914 is displayed in purple, and the map area 915 is displayed in blue. The game loading interface 91 also displays an indicator 916 representing the regional state corresponding to the functional information of each region. The player can know through the indicator 916 that yellow represents the birth point, green represents the evacuation point, purple represents the high-value resource area, and blue represents the low-value resource area, thereby further knowing that the map area 912 is the birth point, the map area 913 is the evacuation point, the map area 914 is the high-value resource area, and the map area 915 is the low-value resource area. The game loading interface 91 also displays a "recommended route" control 917 and a "random route" control 918, which are used to provide optimal or random route markings.
[0131] Based on this, in response to the completion of game loading, a game scene corresponding to the game map is provided in the graphical user interface, and a guidance mark is generated in the game scene according to the operation mark. Specifically, it may also include: in response to the completion of game loading, a game scene is provided in the graphical user interface, and a guidance mark is generated in the game scene according to the route mark.
[0132] The above first embodiment provides an interactive method for a game. First, the method enables players to understand the layout of the game map and the functions of each map area in advance during the game loading stage by displaying the game map and the regional function information of the map area in the game loading interface; second, the method increases the interactivity of the game loading interface. Players can perform interactive operations in the game loading interface and generate operation marks for the associated map areas, so that players can plan the game based on the game map in advance during the game loading stage; third, the method generates a guide mark corresponding to the operation mark in the game scene after the game is loaded, so that the mark generated in the game loading interface can take effect within the game, further realizing the player's planning of the game during the game loading stage. In summary, the method enables players to plan the game in advance during the game loading stage, reduces the time consumption of players planning after entering the game, and improves the completion efficiency of the game.
[0133] It should be noted that the examples in the first embodiment are only for explaining the method described in this application and are not intended to be limiting for actual use. The game interaction method provided in this application includes but is not limited to the method described in the first embodiment.
[0134] A second embodiment of the present application provides an interactive device for a game, which provides a graphical user interface through a terminal device. Fig.10 It is a schematic diagram of the structure of the interactive device of the game provided in this embodiment.
[0135] like Fig.10 As shown, the game interaction device provided in this embodiment includes: a loading interface providing unit 1001, an operation mark generating unit 1002, and a guidance mark generating unit 1003.
[0136] The loading interface providing unit 1001 is used to respond to game loading and provide a game loading interface in the graphical user interface. The game loading interface displays the game map and regional function information of multiple map areas in the game map. The map area is a local area in the game map.
[0137] Optionally, map areas with different regional function information are displayed as different regional states in the game loading interface;
[0138] The game loading interface also displays indicator marks representing the regional status corresponding to the functional information of each area.
[0139] The operation mark generating unit 1002 is used to generate an operation mark associated with the map area in the game loading interface in response to the first operation performed on the game loading interface.
[0140] Optionally, the first operation includes a trigger operation acting on the map area;
[0141] In response to a first operation on a game loading interface, generating an operation mark associated with a map area in the game loading interface includes:
[0142] In response to a triggering operation acting on a map area, an operation marker is generated in the game loading interface.
[0143] Optionally, the operation mark includes a first area mark indicating that the map area is triggered;
[0144] In response to a trigger operation acting on a map area, an operation marker is generated in the game loading interface, including:
[0145] In response to a trigger operation acting on a first map area, a first area mark indicating that the first map area is triggered is generated in the game loading interface, and the first map area is any one of the multiple map areas.
[0146] Optionally, the operation mark also includes path marks that sequentially connect the triggered map areas according to the triggering order of the triggered map areas;
[0147] After the step of generating a first area mark indicating that the first map area is triggered in the game loading interface in response to the triggering operation acting on the first map area, the method is further used to:
[0148] In response to a trigger operation applied to a second map area, a first area mark indicating that the second map area is triggered is generated in a game loading interface, wherein the second map area is a map area in the plurality of map areas whose triggering order is only after the first map area;
[0149] A path mark connecting the first map area and the second map area is generated in the game loading interface.
[0150] Optionally, before the step of generating a path mark connecting the first map area and the second map area in the game loading interface, it is also used to:
[0151] Calculate the shortest path between the first map area and the second map area according to the position information of the first map area and the second map area in the game map;
[0152] Generate a path mark connecting the first map area and the second map area in the game loading interface, including:
[0153] A path marker is generated along the shortest path connecting the first map area and the second map area.
[0154] Optionally, the first area mark is located on the triggered map area, and the path mark connects the first area mark on the triggered map area.
[0155] Optionally, the first area mark includes sequence information representing a triggering sequence of the map areas.
[0156] Optionally, the first operation includes a line drawing operation through the map area;
[0157] In response to a first operation on a game loading interface, generating an operation mark associated with a map area in the game loading interface includes:
[0158] In response to a line stroke operation through a map area, an operation marker is generated in the game loading interface.
[0159] Optionally, the operation mark includes a trajectory mark representing an operation trajectory of the scribing operation;
[0160] In response to a line drawing operation through a map area, an operation mark is generated in the game loading interface, including:
[0161] In response to a line-drawing operation passing through a map area, a track mark representing an operation track of the line-drawing operation is generated in a game loading interface.
[0162] Optionally, the operation mark further includes a second area mark indicating that the line drawing operation passes through the map area;
[0163] In response to a line drawing operation passing through a map area, a track mark representing an operation track of the line drawing operation is generated in a game loading interface, including:
[0164] In response to a line drawing operation passing through a third map area, a track mark and a second area mark representing that the line drawing operation passes through the third map area are generated in the game loading interface, and the third map area is any one of the multiple map areas.
[0165] Optionally, the second area mark is located on the track mark.
[0166] Optionally, the second area mark includes sequence information representing the order in which the drawing operation passes through the map area.
[0167] The guidance mark generation unit 1003 is used to respond to the completion of game loading, provide a game scene corresponding to the game map in the graphical user interface, and generate a guidance mark in the game scene according to the operation mark. The guidance mark is used to guide the controlled virtual character to move to the sub-game scene corresponding to the map area.
[0168] Optionally, a guide mark is generated in the game scene according to the operation mark, including:
[0169] Generating a first guidance mark in the game scene according to the first operation mark, the first operation mark being an operation mark associated with a fourth map area generated in the game loading interface, the fourth map area being any one of a plurality of map areas, and the first guidance mark being used to guide the controlled virtual character to move to the sub-game scene corresponding to the fourth map area;
[0170] In response to the controlled virtual character moving to the sub-game scene corresponding to the fourth map area, a second guidance mark is generated in the game scene according to the second operation mark, the second operation mark is an operation mark associated with the fifth map area generated in the game loading interface, the fifth map area is a map area in the multiple map areas whose mark order is only after the fourth map area, and the second guidance mark is used to guide the controlled virtual character to move to the sub-game scene corresponding to the fifth map area.
[0171] Optionally, in response to the completion of game loading, a game scene corresponding to the game map is provided in the graphical user interface, and a guide mark is generated in the game scene according to the operation mark, including:
[0172] A game scene and a scene map corresponding to the game scene are provided in a graphical user interface, and a guide mark is generated in the scene map according to the operation mark. The scene map is a thumbnail of the game scene.
[0173] Optionally, the game loading interface further displays a first control, and the first operation includes a trigger operation acting on the first control; in response to the first operation acting on the game loading interface, generating an operation mark associated with the map area in the game loading interface includes:
[0174] In response to a triggering operation on the first control, generating a route mark passing through the map area in the game loading interface;
[0175] In response to the completion of game loading, a game scene corresponding to the game map is provided in the graphical user interface, and a guide mark is generated in the game scene according to the operation mark, including:
[0176] In response to the completion of game loading, a game scene is provided in the graphical user interface, and a guidance mark is generated in the game scene according to the route mark.
[0177] A third embodiment of the present application provides a terminal device, Fig.11 It is a schematic diagram of the structure of the terminal device provided in this embodiment.
[0178] like Fig.11 As shown, the terminal device provided in this embodiment includes: a memory 1101 , a processor 1102 , and a display 1103 .
[0179] The memory 1101 is used to store computer instructions for executing the interactive method of the game;
[0180] The processor 1102 is configured to execute computer instructions stored in the memory 1101 to perform the following operations:
[0181] In response to game loading, a game loading interface is provided in the graphical user interface, where the game loading interface displays a game map and regional function information of multiple map areas in the game map, where the map area is a local area in the game map;
[0182] In response to a first operation performed on the game loading interface, generating an operation mark associated with the map area in the game loading interface;
[0183] In response to the completion of game loading, a game scene corresponding to the game map is provided in the graphical user interface, and a guidance mark is generated in the game scene according to the operation mark, and the guidance mark is used to guide the controlled virtual character to move to the sub-game scene corresponding to the map area.
[0184] Optionally, the first operation includes a trigger operation acting on the map area;
[0185] In response to a first operation on a game loading interface, generating an operation mark associated with a map area in the game loading interface includes:
[0186] In response to a triggering operation acting on a map area, an operation marker is generated in the game loading interface.
[0187] Optionally, the operation mark includes a first area mark indicating that the map area is triggered;
[0188] In response to a trigger operation acting on a map area, an operation marker is generated in the game loading interface, including:
[0189] In response to a trigger operation acting on a first map area, a first area mark indicating that the first map area is triggered is generated in the game loading interface, and the first map area is any one of the multiple map areas.
[0190] Optionally, the operation mark also includes path marks that sequentially connect the triggered map areas according to the triggering order of the triggered map areas;
[0191] After the step of generating a first area mark indicating that the first map area is triggered in the game loading interface in response to the triggering operation acting on the first map area, the following is further performed:
[0192] In response to a trigger operation applied to a second map area, a first area mark indicating that the second map area is triggered is generated in a game loading interface, wherein the second map area is a map area in the plurality of map areas whose triggering order is only after the first map area;
[0193] A path mark connecting the first map area and the second map area is generated in the game loading interface.
[0194] Optionally, before the step of generating a path mark connecting the first map area and the second map area in the game loading interface, the following steps are further performed:
[0195] Calculate the shortest path between the first map area and the second map area according to the position information of the first map area and the second map area in the game map;
[0196] Generate a path mark connecting the first map area and the second map area in the game loading interface, including:
[0197] A path marker is generated along the shortest path connecting the first map area and the second map area.
[0198] Optionally, the first area mark is located on the triggered map area, and the path mark connects the first area mark on the triggered map area.
[0199] Optionally, the first area mark includes sequence information representing a triggering sequence of the map areas.
[0200] Optionally, the first operation includes a line drawing operation through the map area;
[0201] In response to a first operation on a game loading interface, generating an operation mark associated with a map area in the game loading interface includes:
[0202] In response to a line stroke operation through a map area, an operation marker is generated in the game loading interface.
[0203] Optionally, the operation mark includes a trajectory mark representing an operation trajectory of the scribing operation;
[0204] In response to a line drawing operation through a map area, an operation mark is generated in the game loading interface, including:
[0205] In response to a line-drawing operation passing through a map area, a track mark representing an operation track of the line-drawing operation is generated in a game loading interface.
[0206] Optionally, the operation mark further includes a second area mark indicating that the line drawing operation passes through the map area;
[0207] In response to a line drawing operation passing through a map area, a track mark representing an operation track of the line drawing operation is generated in a game loading interface, including:
[0208] In response to a line drawing operation passing through a third map area, a track mark and a second area mark representing that the line drawing operation passes through the third map area are generated in the game loading interface, and the third map area is any one of the multiple map areas.
[0209] Optionally, the second area mark is located on the track mark.
[0210] Optionally, the second area mark includes sequence information representing the order in which the drawing operation passes through the map area.
[0211] Optionally, map areas with different regional function information are displayed as different regional states in the game loading interface;
[0212] The game loading interface also displays indicator marks representing the regional status corresponding to the functional information of each area.
[0213] Optionally, a guide mark is generated in the game scene according to the operation mark, including:
[0214] Generating a first guidance mark in the game scene according to the first operation mark, the first operation mark being an operation mark associated with a fourth map area generated in the game loading interface, the fourth map area being any one of a plurality of map areas, and the first guidance mark being used to guide the controlled virtual character to move to the sub-game scene corresponding to the fourth map area;
[0215] In response to the controlled virtual character moving to the sub-game scene corresponding to the fourth map area, a second guidance mark is generated in the game scene according to the second operation mark, the second operation mark is an operation mark associated with the fifth map area generated in the game loading interface, the fifth map area is a map area in the multiple map areas whose mark order is only after the fourth map area, and the second guidance mark is used to guide the controlled virtual character to move to the sub-game scene corresponding to the fifth map area.
[0216] Optionally, in response to the completion of game loading, a game scene corresponding to the game map is provided in the graphical user interface, and a guide mark is generated in the game scene according to the operation mark, including:
[0217] A game scene and a scene map corresponding to the game scene are provided in a graphical user interface, and a guide mark is generated in the scene map according to the operation mark. The scene map is a thumbnail of the game scene.
[0218] Optionally, the game loading interface further displays a first control, and the first operation includes a trigger operation acting on the first control; in response to the first operation acting on the game loading interface, generating an operation mark associated with the map area in the game loading interface includes:
[0219] In response to a triggering operation on the first control, generating a route mark through the map area in the game loading interface;
[0220] In response to the completion of game loading, a game scene corresponding to the game map is provided in the graphical user interface, and a guide mark is generated in the game scene according to the operation mark, including:
[0221] In response to the completion of game loading, a game scene is provided in the graphical user interface, and a guidance mark is generated in the game scene according to the route mark.
[0222] The display 1103 is used to display a graphical user interface.
[0223] A fourth embodiment of the present application provides a computer-readable storage medium, where the computer-readable storage medium includes computer instructions. When the computer instructions are executed by a processor, they are used to implement the methods described in the embodiments of the present application.
[0224] It should be noted that the relational terms such as "first" and "second" in this article are only used to distinguish one entity or operation from another entity or operation, and do not require or imply any actual relationship or order between these entities or operations. In addition, the words "include", "have", "include" and "includes" and other similar forms are the same in meaning, and the end of any one or more items after any of the above words is open-ended, and any of the above nouns does not mean that the one or more items have been exhaustively listed or are limited to the one or more items listed.
[0225] As used herein, unless expressly stated otherwise, the term "or" includes all possible combinations, except those that are not feasible. For example, if it is expressed that a database may include A or B, then unless otherwise specifically stated or not feasible, it may include database A, or B, or A and B. As a second example, if it is expressed that a database may include A, B, or C, then unless otherwise specifically stated or not feasible, the database may include database A, or B, or C, or A and B, or A and C, or B and C, or A, B, and C.
[0226] It is worth noting that the above embodiments can be implemented by hardware or software (program code), or a combination of hardware and software. If implemented by software, it can be stored in the above-mentioned computer-readable medium. When the software is executed by a processor, it can execute the above-mentioned disclosed method. The computing unit and other functional units described in the present disclosure can be implemented by hardware or software, or a combination of hardware and software. Those of ordinary skill in the art will also understand that the above-mentioned multiple modules / units can be combined into one module / unit, and each of the above-mentioned modules / units can be further divided into multiple sub-modules / sub-units.
[0227] In the above detailed description, the embodiments have been described with reference to many specific details, which may vary from implementation to implementation. Certain adaptations and modifications may be made to the embodiments. For those skilled in the art, other embodiments may be readily apparent from the specific embodiments disclosed in the present application. This specification and examples are for exemplary purposes only, and the true scope and essence of the present application are described by the claims. The sequence of steps shown in the diagrams is also for the purpose of explanation only and is not intended to be limited to any particular steps or sequence. Therefore, those skilled in the art will appreciate that these steps may be performed in different orders when implementing the same method.
[0228] In the drawings and detailed description of the present application, exemplary embodiments are disclosed. However, many variations and modifications may be made to these embodiments. Accordingly, although specific terms are used, these terms are only general and descriptive and not for the purpose of limitation.
Claims
1. A game interaction method, characterized in that: Providing a graphical user interface through a terminal device, the method comprising: In response to game loading, providing a game loading interface in the graphical user interface, wherein the game loading interface displays a game map and regional function information of a plurality of map areas in the game map, wherein the map area is a local area in the game map; In response to a first operation performed on the game loading interface, generating an operation mark associated with the map area in the game loading interface; In response to the completion of game loading, a game scene corresponding to the game map is provided in the graphical user interface, and a guidance mark is generated in the game scene according to the operation mark, and the guidance mark is used to guide the controlled virtual character to move to the sub-game scene corresponding to the map area.
2. The method according to claim 1, characterized in that The first operation includes a trigger operation acting on the map area; The step of generating an operation mark associated with the map area in the game loading interface in response to a first operation performed on the game loading interface includes: In response to a trigger operation acting on the map area, the operation mark is generated in the game loading interface.
3. The method according to claim 2, characterized in that The operation mark includes a first area mark indicating that the map area is triggered; The generating the operation mark in the game loading interface in response to the trigger operation acting on the map area includes: In response to a trigger operation acting on a first map area, a first area mark indicating that the first map area is triggered is generated in the game loading interface, and the first map area is any one of the multiple map areas.
4. The method according to claim 3, characterized in that The operation mark also includes path marks that sequentially connect the triggered map areas according to the triggering order of the triggered map areas; After the step of generating, in the game loading interface, a first area mark indicating that the first map area is triggered in response to the triggering operation acting on the first map area, the method further includes: In response to a trigger operation on a second map area, generating, in the game loading interface, a first area mark indicating that the second map area is triggered, wherein the second map area is a map area in the plurality of map areas whose triggering order is only after the first map area; A path mark connecting the first map area and the second map area is generated in the game loading interface.
5. The method according to claim 4, characterized in that Before the step of generating a path mark connecting the first map area and the second map area in the game loading interface, the method further includes: Calculating the shortest path between the first map area and the second map area according to the position information of the first map area and the second map area in the game map; The generating a path mark connecting the first map area and the second map area in the game loading interface includes: The path mark connecting the first map area and the second map area is generated along the shortest path.
6. The method according to claim 4, characterized in that The first area mark is located on the triggered map area, and the path mark connects the first area mark on the triggered map area.
7. The method according to claim 2, characterized in that: The first area mark includes sequence information representing a triggering sequence of the map areas.
8. The method according to claim 1, characterized in that: The first operation includes a line drawing operation passing through the map area; The step of generating an operation mark associated with the map area in the game loading interface in response to a first operation performed on the game loading interface includes: In response to a line drawing operation passing through the map area, the operation mark is generated in the game loading interface.
9. The method according to claim 8, characterized in that The operation mark includes a track mark representing the operation track of the scribing operation; The step of generating the operation mark in the game loading interface in response to the line drawing operation through the map area includes: In response to a line-drawing operation passing through the map area, a track mark representing an operation track of the line-drawing operation is generated in the game loading interface.
10. The method according to claim 9, characterized in that The operation mark further includes a second area mark indicating that the line drawing operation passes through the map area; The step of generating the track mark representing the operation track of the line drawing operation in the game loading interface in response to the line drawing operation passing through the map area includes: In response to a line drawing operation passing through a third map area, the track mark and the second area mark representing that the line drawing operation passes through the third map area are generated in the game loading interface, and the third map area is any one of the multiple map areas.
11. The method according to claim 10, characterized in that The second area mark is located on the track mark.
12. The method according to claim 10, characterized in that The second area mark includes sequence information indicating the order in which the line drawing operation passes through the map area.
13. The method according to claim 1, characterized in that The map areas with different area function information are displayed as different area states in the game loading interface; The game loading interface also displays an indicator mark representing the state of the area corresponding to each area function information.
14. The method according to claim 1, characterized in that Generating a guidance mark in the game scene according to the operation mark includes: generating a first guidance mark in the game scene according to a first operation mark, wherein the first operation mark is an operation mark associated with a fourth map area generated in the game loading interface, the fourth map area being any one of the multiple map areas, and the first guidance mark is used to guide the controlled virtual character to move to the sub-game scene corresponding to the fourth map area; In response to the controlled virtual character moving to the sub-game scene corresponding to the fourth map area, a second guidance mark is generated in the game scene according to a second operation mark, the second operation mark is an operation mark associated with the fifth map area generated in the game loading interface, the fifth map area is a map area among the multiple map areas whose mark order is only located after the fourth map area, and the second guidance mark is used to guide the controlled virtual character to move to the sub-game scene corresponding to the fifth map area.
15. The method according to claim 1, characterized in that In response to the completion of game loading, providing a game scene corresponding to the game map in the graphical user interface, and generating a guide mark in the game scene according to the operation mark, includes: The game scene and a scene map corresponding to the game scene are provided in the graphical user interface, and the guidance mark is generated in the scene map according to the operation mark, and the scene map is a thumbnail of the game scene.
16. The method according to claim 1, characterized in that The game loading interface further displays a first control, and the first operation includes a trigger operation acting on the first control; the step of generating an operation mark associated with the map area in the game loading interface in response to the first operation acting on the game loading interface includes: In response to a triggering operation on the first control, generating a route mark passing through the map area in the game loading interface; In response to the completion of game loading, providing a game scene corresponding to the game map in the graphical user interface, and generating a guide mark in the game scene according to the operation mark, includes: In response to the completion of game loading, the game scene is provided in the graphical user interface, and the guidance mark is generated in the game scene according to the route mark.
17. A game interactive device, characterized in that: Providing a graphical user interface through a terminal device, the device includes: a loading interface providing unit, an operation mark generating unit, and a guide mark generating unit; The loading interface providing unit is used to provide a game loading interface in the graphical user interface in response to game loading, wherein the game loading interface displays a game map and regional function information of multiple map areas in the game map, wherein the map area is a local area in the game map; The operation mark generating unit is used to generate an operation mark associated with the map area in the game loading interface in response to a first operation performed on the game loading interface; The guidance mark generating unit is used to respond to the completion of game loading, provide a game scene corresponding to the game map in the graphical user interface, and generate a guidance mark in the game scene according to the operation mark, wherein the guidance mark is used to guide the controlled virtual character to move to the sub-game scene corresponding to the map area.
18. A terminal device, characterized in that: include: Memory, processor, and display; The memory is used to store one or more computer instructions; The processor is configured to execute the one or more computer instructions to implement the method according to any one of claims 1 to 16; The display is used to provide a graphical user interface.
19. A computer-readable storage medium having one or more computer instructions stored thereon, characterized in that: When the instruction is executed by a processor, the method according to any one of claims 1 to 16 is performed.
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