A game interaction method, device, and terminal equipment
By displaying map and area function information on the game loading screen, and allowing players to generate operation markers and guidance icons during the loading phase, the problem of players being unable to plan game sessions in advance is solved, improving the efficiency of game sessions and reducing redundant rendering overhead.
Patent Information
- Application Number
- CN202510207698.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-24
- Publication Date
- 2026-01-30
- Estimated Expiration
- 2045-02-24
AI Technical Summary
Players cannot plan their game in advance during the game loading phase, which reduces the efficiency of completing the game and increases the data overhead of the computer repeatedly rendering the same game screen.
The game loading screen displays the game map and its regional functional information, allowing players to generate operation markers through interactive operations during the loading phase, and generating guide markers in the game scene after loading is complete to guide the controlled virtual character to move to the corresponding map area.
By planning game sessions in advance during the loading phase, the time spent by players planning after entering the game is reduced, thus improving the efficiency of game completion and reducing the data overhead of repeated computer rendering.
Smart Images

Figure CN119925920B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and more particularly to a game interaction method, apparatus, terminal device, and computer-readable storage medium. Background Technology
[0002] Before entering a game, there is usually a game loading phase, which allows 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] Currently, during the game loading phase, a loading screen is displayed on the terminal device's screen. This screen primarily displays advertising images (such as promotional images of the game to be loaded) and player matchmaking information. Players cannot use the loading time to plan their game in advance; they must plan within the game itself. This often reduces the efficiency of completing a game and, consequently, increases the data overhead of the computer repeatedly rendering the same game screen.
[0004] There is currently no effective solution to the above problems. Summary of the Invention
[0005] This application provides a game interaction method, device, terminal equipment, and computer-readable storage medium to at least solve the technical problem in the prior art where players cannot make plans for the game in advance during the game loading phase, resulting in reduced game completion efficiency and increased data overhead for the computer to repeatedly render the same game screen.
[0006] In a first aspect, embodiments of this application provide a game interaction method that provides a graphical user interface through a terminal device. The method includes: responding to game loading by providing a game loading interface in the graphical user interface, the game loading interface displaying a game map and regional functional information of multiple map regions in the game map, wherein the map regions are local areas in the game map; responding to a first operation applied to the game loading interface by generating an operation marker associated with the map region in the game loading interface; and responding to game loading completion by providing a game scene corresponding to the game map in the graphical user interface, and generating a guidance marker in the game scene according to the operation marker, the guidance marker being used to guide the controlled virtual character to move to the sub-game scene corresponding to the map region.
[0007] Secondly, embodiments of this application provide a game interaction device that provides a graphical user interface via a terminal device. The device includes: a loading interface providing unit, an operation mark generation unit, and a guidance mark generation unit. The loading interface providing unit provides a game loading interface in the graphical user interface in response to game loading. The game loading interface displays a game map and regional functional information of multiple map regions within the game map, where each map region is a local area within the game map. The operation mark generation unit generates operation marks associated with the map regions in the game loading interface in response to a first operation performed on the game loading interface. The guidance mark generation unit provides a game scene corresponding to the game map in the graphical user interface in response to game loading completion, and generates guidance marks in the game scene based on the operation marks. The guidance marks guide the controlled virtual character to move to a sub-game scene corresponding to the map region.
[0008] Thirdly, embodiments of this application provide a terminal device, including: 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-described method; and the display is used to display a graphical user interface.
[0009] Fourthly, embodiments of this application provide a computer-readable storage medium storing one or more computer instructions that, when executed by a processor, perform the above-described method.
[0010] Compared with existing technologies, the game interaction method provided in this application includes: responding to game loading by providing a game loading interface in a graphical user interface, the game loading interface displaying a game map and regional functional information of multiple map regions within the game map, the map regions being local areas within the game map; responding to a first operation applied to the game loading interface by generating an operation marker associated with the map region in the game loading interface; and responding to game loading completion by providing a game scene corresponding to the game map in the graphical user interface, and generating a guidance marker in the game scene based on the operation marker, the guidance marker being used to guide the controlled virtual character to move to the sub-game scene corresponding to the map region. First, this method, by displaying the game map and regional functional information of the map regions in the game loading interface, allows players to understand the layout of the game map and the functions of each map region in advance during the game loading phase; second, this method increases the interactivity of the game loading interface, allowing players to perform interactive operations and generate operation markers associated with the map regions, enabling players to plan their game based on the game map in advance during the game loading phase; third, by generating a guidance marker corresponding to the operation marker in the game scene after game loading is completed, this method ensures that the marker generated in the game loading interface takes effect during the game, further realizing the player's game planning during the game loading phase. In summary, this method allows players to plan their game sessions in advance during the game loading phase, reducing the time spent planning after entering the game and improving game completion efficiency. Therefore, the method provided in this application solves the technical problem in existing technologies where players cannot utilize the waiting time during the game loading phase to plan their game sessions in advance, leading to reduced game completion efficiency and increased data overhead from the computer repeatedly rendering the same game screen. Attached Figure Description
[0011] Figure 1 This is an application system diagram of a game interaction method provided in an embodiment of this application;
[0012] Figure 2 This is an application system diagram of another game interaction method provided in the embodiments of this application;
[0013] Figure 3 This is a flowchart of the game interaction method provided in the first embodiment of this application;
[0014] Figure 4 This is a schematic diagram of a game loading interface provided in the first embodiment of this application;
[0015] Figure 5(a) is a first schematic diagram of an interactive method for generating operation markers provided in the first embodiment of this application;
[0016] Figure 5(b) is a second schematic diagram of an interactive method for generating operation markers provided in the first embodiment of this application;
[0017] Figure 5(c) is a third schematic diagram of an interactive method for generating operation markers provided in the first embodiment of this application;
[0018] Figure 5(d) is a fourth schematic diagram of an interactive method for generating operation markers provided in the first embodiment of this application;
[0019] Figure 5(e) is a fifth schematic diagram of an interactive method for generating operation markers provided in the first embodiment of this application;
[0020] Figure 5(f) is a sixth schematic diagram of an interactive method for generating operation markers provided in the first embodiment of this application;
[0021] Figure 5(g) is a seventh schematic diagram of an interactive method for generating operation markers provided in the first embodiment of this application;
[0022] Figure 5(h) is an eighth schematic diagram of an interactive method for generating operation markers provided in the first embodiment of this application;
[0023] Figure 5(i) is a ninth schematic diagram of an interactive method for generating operation markers provided in the first embodiment of this application;
[0024] Figure 5(j) is a tenth schematic diagram of an interactive method for generating operation markers provided in the first embodiment of this application;
[0025] Figure 5(k) is an eleventh schematic diagram of an interactive method for generating operation markers provided in the first embodiment of this application;
[0026] Figure 5(l) is a twelfth schematic diagram of an interactive method for generating operation markers provided in the first embodiment of this application;
[0027] Figure 5(m) is a thirteenth schematic diagram of an interactive method for generating operation markers provided in the first embodiment of this application;
[0028] Figure 6(a) is a first schematic diagram of another interactive method for generating operation markers provided in the first embodiment of this application;
[0029] Figure 6(b) is a second schematic diagram of another interactive method for generating operation markers provided in the first embodiment of this application;
[0030] Figure 6(c) is a third schematic diagram of another interactive method for generating operation markers provided in the first embodiment of this application;
[0031] Figure 6(d) is a fourth schematic diagram of another interactive method for generating operation markers provided in the first embodiment of this application;
[0032] Figure 6(e) is a fifth schematic diagram of another interactive method for generating operation markers provided in the first embodiment of this application;
[0033] Figure 6(f) is a sixth schematic diagram of another interactive method for generating operation markers provided in the first embodiment of this application;
[0034] Figure 7(a) is a first schematic diagram of the game interaction method provided in the first embodiment of this application;
[0035] Figure 7(b) is a second schematic diagram of the game interaction method provided in the first embodiment of this application;
[0036] Figure 7(c) is a third schematic diagram of the game interaction method provided in the first embodiment of this application;
[0037] Figure 8 This is a schematic diagram of the generation guide identifier provided in the first embodiment of this application;
[0038] Figure 9 This is a schematic diagram of yet another game loading interface provided in the first embodiment of this application;
[0039] Figure 10 This is a schematic diagram of the interactive device for the game provided in the second embodiment of this application;
[0040] Figure 11 This is a schematic diagram of the structure of the terminal device provided in the third embodiment of this application. Detailed Implementation
[0041] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application. Therefore, this application is not limited to the specific embodiments disclosed below.
[0042] Before entering a game, there is usually a loading phase to allow the game program to initialize necessary resources, load maps, character models, sound effects, and other related data. This phase is crucial for game operation, ensuring all players start on an equal footing and preventing lag or stuttering caused by incomplete resource loading. The length of the loading phase depends on various factors, including the complexity of the game, the hardware performance of the terminal device (such as processor speed, memory capacity, and graphics card performance), and network connection speed. For large-scale multiplayer online games or high-definition games, loading times can be longer, especially with lower-performance devices or poor network conditions.
[0043] Currently, game loading screens typically display a loading interface on the device's screen. These interfaces primarily feature static or dynamic advertisements, such as promotional images of the game, character models, or related event information. Additionally, they may display player matchmaking information, such as the number of currently matched players, wait time, or matchmaking progress. However, while this design provides some visual feedback, it doesn't fully utilize the loading time. Players are passively waiting on the loading screen, unable to plan or strategize for the upcoming game.
[0044] Due to the limitations of the current loading screen, players cannot understand the specific details of the game (such as map layout and virtual resource distribution) during the loading phase. They can only plan and deploy their strategies after the game has officially started. This not only reduces the efficiency of completing the game but may also put players in a passive state in the early stages of the game, affecting the overall gaming experience. In addition, because players need to repeatedly adjust their strategies during the game, the computer repeatedly renders the same scene, 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, leading to problems such as sluggish game performance or device overheating.
[0045] In view of this, this application provides a game interaction method. First, this method displays the game map and regional functional information of each map area in the game loading interface, allowing players to understand the layout of the game map and the functions of each map area in advance during the game loading phase. Second, this method increases the interactivity of the game loading interface, allowing players to perform interactive operations and generate operation markers associated with map areas, enabling players to plan their game based on the game map in advance during the game loading phase. Third, this method generates corresponding guidance icons in the game scene after the game loading is complete, ensuring that the icons generated in the game loading interface are effective in-game, further realizing players' game planning during the game loading phase. In summary, this method enables players to plan their game in advance during the game loading phase, reducing the time spent planning after entering the game, improving the efficiency of game completion, and solving the aforementioned problems.
[0046] The interaction method, apparatus, terminal device, and computer-readable storage medium of the game described in this application will be further described in detail below with reference to specific embodiments and accompanying drawings.
[0047] Figure 1 This is an application system diagram of a game interaction method provided in an embodiment of this application. For example... Figure 1As shown, the system includes a client 101 and a server 102. The client 101 can be any device such as a smartphone, tablet, laptop, desktop computer, or personal digital assistant (PDA). The server 102 can be a processing module within the client 101, a processing device electrically connected to the client 101, or a server communicatively connected to the client 101. The server 102 deploys the game interaction method provided in this application, enabling players to plan their game strategy in advance based on the loading interface displayed on the client 101 screen during the game loading phase.
[0048] Figure 2 This is an application system diagram of another game interaction method provided in an embodiment of this application. For example... Figure 2 As shown, the system includes multiple game terminals 201 and a game server 202 communicatively connected to them. The game terminals 201 can be any device such as a smartphone, tablet, laptop, desktop computer, or personal digital assistant (PDA). The game server 202 can be a standalone server, a server cluster consisting of multiple servers, or a cloud server. The game server 202 deploys the game application and the game interaction method provided in this application. When multiple players participate in the game using multiple game terminals 201, the game server 202 provides each player with an interaction method for the game loading phase based on the method provided in this application.
[0049] The first embodiment of this application provides a game interaction method.
[0050] This method can be applied to any game genre, such as strategy games, role-playing games, action games, shooting games, multiplayer online tactical battle royale games, open-world games, etc., without any specific restrictions.
[0051] This method provides a graphical user interface (GUI) through a terminal device. The GUI is displayed on the terminal device's screen and is a user interface that uses graphics to communicate with electronic devices. It allows users to interact with electronic devices through icons and visual indicators. The content provided in the GUI is related to the current stage of the game. For example, when the game is in the loading stage, the GUI may provide the game loading screen; when the game is in progress, the GUI may provide the main game screen.
[0052] Figure 3This is a flowchart of the game interaction method provided in this embodiment. The following is in conjunction with... Figure 3 The game interaction method provided in this embodiment will be described in detail. The embodiments described below are used to explain the technical solutions of this application and are not intended to limit 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 the game map and regional function information of multiple map regions in the game map. The map regions are local areas in the game map.
[0055] Game loading refers to the process of transferring game data and resources from storage media (such as hard drives, optical discs, or cloud servers) to the memory of a computer or game console so that the game can run smoothly. This process usually occurs when the game starts, at the beginning of a match, or when switching scenes or levels during gameplay.
[0056] Game loading takes time and typically involves a loading screen to display the current progress to the player. Common elements displayed on this loading screen include a progress bar (the most intuitive way to show loading progress, usually presented as a percentage or graphically, allowing players to clearly understand how much longer they need to wait) and dynamic background images (showcasing beautiful graphics, animations, or trailers to attract players' attention and create atmosphere). In this embodiment, the game map and its various regional functional information are displayed on the loading screen to provide players with interactive conditions for planning their gameplay before entering a match.
[0057] In this embodiment, the game map displayed in the game loading interface can be the game map used in a live game or a simplified version of the game map used in a live game. For example, the game map used in a live game is a 3D map, and the game map displayed in the game loading interface can be either a 3D map or a 2D map corresponding to the 3D map. It should be noted that both the 3D map used in a live game and the 2D map corresponding to the 3D map are usually stored within the game package. When the game is launched and loading begins, the map can be retrieved from the game package and displayed in the graphical user interface. Optionally, providing a game map in the game loading interface allows players to plan their game strategy in advance during the loading wait time. For this purpose, a 2D map can be displayed in the game loading interface, satisfying the player's need to understand the game map and make game plans, while also reducing memory consumption caused by map rendering during the game loading phase.
[0058] In this embodiment, the game loading screen displays not only the game map but also regional functional information of local areas within the game map. In this embodiment, local areas of the game map are defined as map regions. Regional functional information indicates the function of a map region; for example, it may indicate that a certain map region is a spawn point, a certain map region is a withdrawal point, a certain map region is a high-resource area, and a certain map region is a low-resource area, etc. It should be noted that the functions of each map region are preset during the game development phase. The regional functional information displayed on the game loading screen is generated based on the preset functions of each map region and then displayed on the game loading screen to show players the preset functions of each map region. Regional functional information can be displayed on the game loading screen in various ways. For example, it can be displayed in text form, such as displaying "Withdrawal Point" in a preset withdrawal area. Alternatively, it can be displayed in the form of a region status, such as displaying a preset high-resource area in purple.
[0059] In one optional implementation, regional functional information is represented in the form of regional states. Map regions with different regional functional information are displayed with different regional states in the game loading screen. Regional states can be the color state of the map region, the shape state of the map region, or a combination of multiple states; no specific limitations are imposed here. For example, spawn points can be displayed in yellow, extraction points in green, high-value resource areas in purple, and low-value resource areas in blue. Of course, the regional state of the spawn point can also be displayed as a yellow circle, which may include a spawn icon. The regional state of the extraction point can also be displayed as a green hexagon, which may also include a withdrawal icon.
[0060] Furthermore, in order to enable players to establish a correspondence between the displayed area status and the area's functions, this correspondence can also be displayed in the game loading screen. Specifically, the game loading screen also displays indicators representing the area status corresponding to the functional information of each area.
[0061] Figure 4 This is a schematic diagram of a game loading interface provided in this embodiment. For example... Figure 4As shown, the graphical user interface provides a game loading screen 41, which displays a game map 411. The game area 411 includes map areas 412, 413, 414, and 415, each displaying a different area status. Map area 412 is displayed in yellow, map area 413 in green, map area 414 in purple, and map area 415 in blue. The game loading screen 41 also displays indicator icons 416 representing the area status corresponding to the area's functional information. Players can learn from the indicator icons 416 that yellow represents the spawn point, green represents the extraction point, purple represents a high-value resource area, and blue represents a low-value resource area. Thus, they can further understand that map area 412 is the spawn point, map area 413 is the extraction point, map area 414 is a high-value resource area, and map area 415 is a low-value resource area.
[0062] Step S320: In response to the first operation applied to the game loading screen, generate an operation marker for the associated map area in the game loading screen.
[0063] The first operation can be understood as an interactive operation performed by the player on the game loading screen using a mouse, finger, etc., and the specific operation type is not limited here. In this embodiment, in response to the player's first operation on the game loading screen, an operation marker is generated in the game loading screen, and this operation marker is associated with at least one map area. Optionally, the operation marker is located on a certain map area, or passes through one or more 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 screen.
[0064] In one optional implementation, the first operation includes a triggering operation applied to the map area. This triggering operation can be any type of operation, such as a click, double-click, drag, or press, without any specific restrictions. Based on this, in response to the first operation applied to the game loading screen, an operation marker associated with the map area is generated in the game loading screen. Specifically, this can include: in response to the triggering operation applied to the map area, generating an operation marker in the game loading screen.
[0065] For example, the first operation is a click operation on a map area. Specifically, in response to the player's click operation on map area A, an operation marker associated with map area A is generated in the game loading screen.
[0066] In an alternative implementation, when the first operation is a triggering operation applied to a map area, the operation marker includes a first area marker indicating that the map area has been triggered.
[0067] The first region marker can be understood as a marker generated in response to a triggering operation applied to a certain map region, used to indicate that the map region was the triggered region. The first region marker can be represented in any form, such as text or graphics, without any specific restrictions.
[0068] Based on this, in response to a trigger operation applied to a map area, an operation marker is generated in the game loading screen. Specifically, this may include: in response to a trigger operation applied to a first map area, generating a first area marker in the game loading screen indicating that the first map area has been triggered. The first map area can be any one of multiple map areas. For example, the game map includes multiple map areas. Based on area function information, the player performs a click operation on a high-value resource area (the first map area). In response to the click operation applied to the high-value resource area, a first area marker is generated to indicate that the high-value resource area has been triggered (or selected by the player). For example, a circular icon is generated to indicate that the high-value resource area has been triggered.
[0069] The game map comprises multiple map areas. Players can sequentially perform trigger operations on multiple map areas, thereby generating a first area marker for each triggered map area. In an optional implementation, to show the player the trigger order of the multiple map areas, the first area marker contains sequence information representing the trigger order of the map areas. This sequence information can be represented in numerical text form or graphical form, without any specific limitation. Optionally, the first area marker includes numerical text representing the trigger order of the map areas. For example, if the player first performs a click operation on map area A, in response to the click operation on map area A, a first area marker for map area A is generated, which includes the numerical text "1" to indicate that map area A is the first triggered map area; if the player then performs a click operation on map area B, in response to the click operation on map area B, a first area marker for map area B is generated, which includes the numerical 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 finishes loading.
[0070] In an optional implementation, when the first operation is a trigger operation applied to a map area, the operation marker also includes path markers that sequentially connect the triggered map areas according to the triggering order of the triggered map areas.
[0071] Path markers can be understood as markers generated in response to a triggering operation applied to at least two map regions, sequentially connecting the at least two triggered map regions. Path markers are primarily represented by lines, which can be any form, such as straight lines, curves, solid lines, or dashed lines, without any specific restrictions.
[0072] Based on this, in response to the triggered operation acting on the map area, an operation marker is generated in the game loading interface, which may specifically include the following steps S321 to S323:
[0073] Step S321: In response to the trigger operation applied to the first map area, generate a first area marker in the game loading interface to indicate that the first map area has been triggered. The first map area can be any one of multiple map areas.
[0074] Step S322: In response to the trigger operation applied to the second map area, a first area marker representing that the second map area has been triggered is generated in the game loading interface. The second map area is a map area whose trigger order is only after the first map area among multiple map areas.
[0075] Step S323: Generate path markers connecting the first map region and the second map region in the game loading interface.
[0076] For example, the game map includes multiple map areas. Based on the area function information, the player first performs a click operation on map area A (first map area). In response to the click operation on map area A, a first area marker for map area A is generated. Then, the player performs a click operation on map area B (second map area). In response to the click operation on map area B, a first area marker for map area B is generated. A path marker connecting map area A and map area B is generated, which is a line connecting map area A and map area B.
[0077] Path markers can also be understood as markers automatically generated in response to player actions on at least two map areas, representing the movement path between at least two map areas. The movement path can be a preset path between the two map areas, or a path calculated based on the current game map and the player's action markers, satisfying certain preset conditions (e.g., shortest distance, most game resources, etc.). Therefore, in an optional implementation, before generating the path markers connecting the first and second map areas in the game loading interface, the method provided in this embodiment may further include: calculating the shortest path between the first and second map areas based on their position information on the game map; and then generating path markers connecting the first and second map areas along the shortest path.
[0078] There are various methods for calculating the shortest path, such as the A* algorithm, Dijkstra's algorithm, and Jump Point Search (JPS). These methods can all be applied in this embodiment to calculate the shortest path between the first map region and the second map region. The specific calculation method is not limited here. After calculating the shortest path between the first and second map regions, path markers connecting the first and second map regions can be generated along the shortest path.
[0079] In one optional implementation, the first region marker is located on the triggered map region. Optionally, the first region marker is located at any position on the triggered map region; alternatively, the first region marker is located at the center of the triggered map region; alternatively, the first region marker is located at the trigger point when the map region is triggered. A path marker connects the first region marker on the triggered map region; that is, the path marker is a line connecting the first region marker on the first map region and the first region marker on the second map region.
[0080] The following example illustrates the interactive method for generating operation markers. Figure 5 is a schematic diagram of an interactive method for generating operation markers provided in this embodiment.
[0081] As shown in Figure 5(a), the graphical user interface provides a game loading interface 501, which displays a game map 510 and regional functional information of the map areas included in the game map 510. The regional functional information is represented by the regional status. Specifically, the game map 510 includes map areas 511 (yellow), 512 (green), 513 (green), 514 (purple), 515 (purple), and 516 (blue), which are displayed with different regional statuses (taking regional color status as an example). Among them, map area 511 is the spawn point, map areas 512 and 513 are extraction points, map areas 514 and 515 are high-value resource areas, and map area 516 is a low-value resource area.
[0082] As shown in Figure 5(b), the player clicks on map area 516.
[0083] As shown in Figure 5(c), in response to a click operation applied to map area 516, a first area marker 521 is generated for map area 516. The first area marker 521 includes the numeric text "1" to indicate that map area 516 is the first map area to be triggered.
[0084] As shown in Figure 5(d), a path marker 531 is generated between map region 511 and map region 516. Since map region 511 is the spawn point, regardless of whether the player performs a trigger operation on map region 511, map region 511 is a necessary area for the player character in the game. Therefore, map region 511 can be understood as an automatically triggered map region.
[0085] As shown in Figure 5(e), the player clicks on map area 514.
[0086] As shown in Figure 5(f), in response to a click operation applied to map area 514, a first area marker 522 is generated for map area 514. The first area marker 522 includes the numeric text "2" to indicate that map area 514 is the second map area to be triggered.
[0087] As shown in Figure 5(g), path marker 532 is generated between map region 516 and map region 514.
[0088] As shown in Figure 5(h), the player clicks on map area 515.
[0089] As shown in Figure 5(i), in response to a click operation applied to map area 515, a first area marker 523 is generated for map area 515. The first area marker 523 includes the numeric text "3" to indicate that map area 515 is the third map area to be triggered.
[0090] As shown in Figure 5(j), path marker 533 is generated between map region 514 and map region 515.
[0091] As shown in Figure 5(k), the player clicks on map area 513.
[0092] As shown in Figure 5(l), in response to a click operation applied to map area 513, a first area marker 524 is generated for map area 513. The first area marker 524 includes the numeric text "4" to indicate that map area 513 is the fourth map area to be triggered.
[0093] As shown in Figure 5(m), path marker 534 is generated between map region 515 and map region 513.
[0094] Through the above steps, first area markers for multiple map regions were generated, and path markers between each pair of map regions were also generated sequentially, fully recording the player's game planning during the game loading phase.
[0095] In another alternative implementation, the first operation includes a line-drawing operation across a map area. This line-drawing operation can be performed on a graphical user interface using a finger, mouse, stylus, etc., and must traverse at least one map area. Based on this, in response to the first operation applied to the game loading screen, an operation marker associated with the map area is generated in the game loading screen. Specifically, this may include generating an operation marker in response to the line-drawing operation across the map area.
[0096] In one alternative implementation, when the first operation is a line-drawing operation that traverses a map area, the operation marker includes a trajectory marker representing the operation trajectory of the line-drawing operation.
[0097] Track markers can be understood as markers generated along the trajectory of a drawn line after a line is drawn across a map area. Track markers are mainly represented by lines, which can be any form such as straight lines, curves, solid lines, dashed lines, etc., without any specific restrictions.
[0098] Based on this, in response to a line-drawing operation that traverses a map area, an operation marker is generated in the game loading screen. Specifically, this may include: in response to a line-drawing operation that traverses a map area, a trajectory marker representing the trajectory of the line-drawing operation is generated in the game loading screen. For example, the game map includes multiple map areas. Based on area function information, the player draws a line starting from the spawn point, passing through map area A, and ending at map area B. In response to this line-drawing operation, a trajectory marker from the spawn point to map area A and then to map area B is generated in the game loading screen.
[0099] Optionally, the trajectory markers are generated as the player performs a line-drawing operation. When the line-drawing operation passes through a map area, the generated trajectory markers are locked and displayed. When the line-drawing operation ends without passing through any map area, the generated trajectory markers are canceled and displayed.
[0100] In an alternative implementation, when the first operation is a line-drawing operation that passes through a map area, the operation marker also includes a second area marker representing the map area through which the line-drawing operation passes.
[0101] The second region marker can be understood as a marker generated in response to a line-drawing operation that passes through a certain map region, used to indicate that the map region is the area traversed by the line-drawing operation. The second region marker can be represented in any form, such as text or graphics, without any specific restrictions.
[0102] Based on this, in response to a line-drawing operation that passes through a map area, a trajectory marker representing the operation's path is generated in the game loading screen. Specifically, this may include: in response to a line-drawing operation that passes through a third map area, generating a trajectory marker in the game loading screen, and a second area marker representing that the line-drawing operation passed through the third map area. The third map area can be any one of multiple map areas. For example, the game map includes multiple map areas. Based on area function information, the player performs a line-drawing operation starting from the spawn point and passing through a high-value resource area (the third map area). In response to the line-drawing operation passing through the high-value resource area, a trajectory marker is generated along the operation path, and a second area marker is generated to represent that the high-value resource area is the map area passed through by the line (or can be understood as being selected by the player). For example, a triangle is generated to indicate that the high-value resource area was passed through by the line.
[0103] In one optional implementation, the second region marker is located on the trajectory marker, specifically on the sub-trajectory marker that passes through the map region. For example, the trajectory marker passes through map region A, generating a second region marker corresponding to map region A, and the second region marker is located on the sub-trajectory marker that passes through map region A.
[0104] The game map comprises multiple map regions. Players can perform line-drawing operations sequentially through these regions, generating trajectory markers and second region markers for each region traversed. In one optional implementation, to demonstrate the order in which the line-drawing operation passes through the map regions, the second region markers contain sequence information indicating the order in which the line-drawing operation passes through the map regions. This sequence information can be represented in numeric text form or graphical form, without limitation. Optionally, the second region markers include numeric text indicating the order in which the line-drawing operation passes through the map regions. For example, if a player draws a line from their spawn point to map region A, passing through map region A, a second region marker for map region A is generated. This second region marker includes the numeric text "1," indicating that map region A is the first map region traversed by the line. The player then draws a line to map region B, passing through map region B, generating a second region marker for map region B. This second region marker includes the numeric text "2," indicating that map region B is the second map region traversed by the line, and so on, until the player stops drawing lines or the game finishes loading.
[0105] The following examples illustrate the interactive method for generating operation markers. Figure 6 is a schematic diagram of another interactive method for generating operation markers provided in this embodiment.
[0106] As shown in Figure 6(a), the graphical user interface provides a game loading interface 601, which displays a game map 610 and regional functional information of the map areas included in the game map 610. The regional functional information is represented by the regional status. Specifically, the game map 610 includes map areas 611 (yellow), 612 (green), 613 (green), 614 (purple), 615 (purple), and 616 (blue), which are displayed in different regional statuses (taking regional color status as an example). Among them, map area 611 is the spawn point, map areas 612 and 613 are extraction points, map areas 614 and 615 are high-value resource areas, and map area 616 is a low-value resource area.
[0107] As shown in Figure 6(b), the player performs a line drawing operation from map area 611 to map area 616, and a trajectory marker 620 is generated along with the line drawing operation.
[0108] As shown in Figure 6(c), in response to the line drawing operation passing through map region 616, a second region mark 631 is generated for map region 616. The second region mark 631 includes the numeric text "1" to indicate that map region 616 is the first map region passed through by the line.
[0109] As shown in Figure 6(d), in response to the line drawing operation passing through map region 614, a second region mark 632 is generated for map region 614. The second region mark 632 includes the numeric text "2" to indicate that map region 614 is the second map region that has been drawn through.
[0110] As shown in Figure 6(e), in response to the line drawing operation passing through map region 615, a second region mark 633 is generated for map region 615. The second region mark 633 includes the numeric text "3" to indicate that map region 615 is the third map region that has been drawn through.
[0111] As shown in Figure 6(f), in response to the line drawing operation passing through map region 613, a second region mark 634 is generated for map region 613. The second region mark 634 includes the numeric text "4" to indicate that map region 613 is the fourth map region passed through by the line.
[0112] Through the above steps, line markers that pass through multiple map areas are generated, and second area markers are also generated for each map area that the line passes through, which fully records the player's layout process for the game during the game loading phase.
[0113] In step S330, in response to the completion of game loading, the game scene corresponding to the game map is provided in the graphical user interface, and a guide marker is generated in the game scene according to the operation mark. The guide marker is used to guide the controlled virtual character to move to the sub-game scene corresponding to the map area.
[0114] Once the game has loaded, the game will officially begin. The graphical user interface (GUI) will display the game scene, which corresponds to the game map displayed on the loading screen during the loading phase. The GUI will also display one or more virtual characters, including at least the controlled virtual character controlled by the current terminal device. The GUI will also display other functional components (such as attribute lists, teammate lists, skill inventory, etc.) and other operation controls (such as movement controls, skill controls), the specifics of which may vary depending on the game's design and are not limited here.
[0115] In this embodiment, after officially entering the game, corresponding guidance markers will be generated in the game scene according to the operation markers to guide the controlled virtual character to move to the sub-game scene corresponding to the marked map area.
[0116] The guidance marker can be represented in several ways. For example, based on the first area marker corresponding to map area A, an arrow icon pointing to the sub-game scene corresponding to map area A is generated. This arrow icon serves as the guidance marker. The arrow's direction is updated in real-time as the controlled virtual character's position changes, allowing the controlled virtual character to move in the direction the arrow points to reach the sub-game scene corresponding to map area A. Alternatively, based on the trajectory markers passing through map area B, a guide line is generated. This guide line serves as the guidance marker, with one end indicating the controlled virtual character's location and the other end indicating the sub-game scene corresponding to map area B. The controlled virtual character can then move along the guide line to reach the sub-game scene corresponding to map area B.
[0117] The following examples illustrate the interaction method of the game. Figure 7 is a schematic diagram of the interaction method of the game provided in this embodiment.
[0118] As shown in Figure 7(a), in response to game loading, a game loading interface 701 is provided in the graphical user interface. The game loading interface 701 displays the game map 710 and the regional functional information of the map areas included in the game map 710. The regional functional information is represented by the regional status. Specifically, the game map 710 includes map areas 711 (yellow), 712 (green), 713 (green), 714 (purple), 715 (purple), and 716 (blue) which are displayed with different regional statuses (taking regional color status as an example). Among them, map area 711 is the spawn point, map areas 712 and 713 are extraction points, map areas 714 and 715 are high-value resource areas, and map area 716 is a low-value resource area.
[0119] As shown in Figure 7(b), the player performs a line-drawing operation from map area 711 to map area 716, then to map area 714, then to map area 715, and then to map area 713, generating trajectory markers 720 along with the line-drawing operation.
[0120] As shown in Figure 7(c), in response to game loading completion, a game scene 702 is provided in the graphical user interface. Game scene 702 includes a controlled virtual character 730 and a guide marker 740 generated based on trajectory markers 720. In this figure, the guide marker 740 is represented by an arrow icon, with the arrow pointing in the direction indicated by the trajectory markers 720. The controlled virtual character 730 follows the guide marker 740, sequentially reaching the sub-game scene corresponding to map area 716 (assumed to be sub-game scene A), the sub-game scene corresponding to map area 714, the sub-game scene corresponding to map area 715, and the sub-game scene corresponding to map area 713. Besides the guidance method shown in Figure 7, those skilled in the art can also use other guidance methods in the prior art, such as displaying guide markers at the edge of the graphical user interface based on the relative position of the marked area and the controlled virtual character. The information in the guide markers may include direction and distance.
[0121] In one optional implementation, guidance markers for sub-game scenes corresponding to each map region are generated sequentially according to the marked order of each map region. Specifically, generating guidance markers in the game scene based on operation markers may include the following steps S331 to S332:
[0122] Step S331: Generate a first guidance marker in the game scene according to the first operation marker. The first operation marker is an operation marker associated with the fourth map area generated in the game loading interface. The fourth map area is any one of multiple map areas. The first guidance marker 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 whose mark order is only after the fourth map area among multiple map areas. 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 markers generated in the game scene reflect the player's planning of the game based on the game loading screen during the loading phase. For example, during the loading phase, the player marks map area A, map area B, and map area C sequentially on the loading screen. Once the game has finished loading, guidance markers will be generated first based on the operation markers corresponding to map area A. These markers guide the controlled virtual character to move to sub-game scene A, corresponding to map area A. After the controlled virtual character reaches sub-game scene A, guidance markers will be generated based on the operation markers corresponding to map area B. These markers guide the controlled virtual character to move to sub-game scene B, corresponding to map area B. Finally, after the controlled virtual character reaches sub-game scene B, guidance markers will be generated based on the operation markers corresponding to map area C. These markers guide the controlled virtual character to move to sub-game scene C, corresponding to map area C.
[0125] In one alternative implementation, after the game loads, the graphical user interface (GUI) may provide a scene map in addition to the game scene. The scene map can be understood as a minimap, a thumbnail of the game scene, displayed in a corner area of the GUI. This thumbnail can be compared with the game scene during the loading phase. Figure 1 Similarly, the game map can be larger and more complex than the game map during the game loading phase, depending on the game settings, and is not limited here. Based on this, in an optional implementation, guidance markers can also be generated in the scene map to allow players to observe guidance over a larger area. Specifically, in response to the game loading completion, the game scene corresponding to the game map is provided in the graphical user interface, and guidance markers are generated in the game scene based on operation markers. This can include: providing the game scene and its corresponding scene map in the graphical user interface, and generating guidance markers in the scene map based on operation markers; the scene map is a thumbnail of the game scene.
[0126] Figure 8 This is a schematic diagram of the generation guide identifier provided in this embodiment.
[0127] like Figure 8As shown, in response to the game loading completion, a game scene 801 and a scene map 802 located in the upper left corner of the graphical user interface are provided. The scene map 802 is a thumbnail of the game scene 801, displaying a larger scene area. The game scene 801 includes a controlled virtual character 803 and guide markers 804 generated based on trajectory markers. The scene map 802 synchronously displays the guide markers 804 generated based on the trajectory markers. Based on the scene map 802, the player can observe that the controlled virtual character 803 follows the guide markers 804 and can reach extraction point B. For the sake of simplicity in the graphical user interface, in addition to... Figure 8 In addition to displaying the guide markers in both the game scene and the scene map, you can also display the guide markers only in the scene map.
[0128] In another optional implementation, the game loading screen also displays a first control, which is a trigger control that the player uses to automatically generate markers. The first operation includes trigger operations applied to the first control, which can be any type of operation such as clicking, pressing, dragging, or double-clicking. Based on this, in response to the first operation applied to the game loading screen, operation markers for associated map areas are generated in the game loading screen. Specifically, this can include generating route markers traversing map areas in response to the trigger operation applied to the first control. In this embodiment, the markers automatically generated in the game loading screen in response to the player's trigger operation on the first control are defined as route markers. Route markers are primarily represented by lines, which can be straight lines, curves, solid lines, dashed lines, etc., without specific limitations.
[0129] For example, the first control is a "Recommended Route" control, which, in response to the player clicking the "Recommended Route" control, generates an optimal route marker passing through at least one map area in the game loading screen. Alternatively, the first control is a "Random Route" control, which, in response to the player clicking the "Random Route" control, generates a random route marker passing through at least one map area in the game loading screen.
[0130] Figure 9 This is a schematic diagram of yet another game loading interface provided in this embodiment. For example... Figure 9As shown, the graphical user interface provides a game loading screen 91, which displays a game map 911. The game area 911 includes map areas 912, 913, 914, and 915, each displaying a different area status. Map area 912 is displayed in yellow, map area 913 in green, map area 914 in purple, and map area 915 in blue. The game loading screen 91 also displays indicator icons 916 representing the area status corresponding to the functional information of each area. Players can learn from the indicator icons 916 that yellow represents the spawn point, green represents the extraction point, purple represents a high-value resource area, and blue represents a low-value resource area. Therefore, they can further identify that map area 912 is the spawn point, map area 913 is the extraction point, map area 914 is a high-value resource area, and map area 915 is a low-value resource area. The game loading screen 91 also displays a "Recommended Route" control 917 and a "Random Route" control 918, used to provide optimal or random route markers.
[0131] Based on this, in response to the completion of game loading, the game scene corresponding to the game map is provided in the graphical user interface, and guidance markers are generated in the game scene according to the operation markers. Specifically, it may also include: in response to the completion of game loading, providing the game scene in the graphical user interface, and generating guidance markers in the game scene according to the route markers.
[0132] The first embodiment described above provides a game interaction method. First, by displaying the game map and regional functional information of each map area in the game loading interface, this method allows players to understand the layout of the game map and the functions of each map area in advance during the game loading phase. Second, this method increases the interactivity of the game loading interface, allowing players to perform interactive operations and generate operation markers associated with map areas, enabling players to plan their game based on the game map in advance during the game loading phase. Third, after the game loads, this method generates corresponding guidance icons in the game scene, ensuring that the icons generated in the game loading interface are effective within the game, further realizing player planning of the game during the game loading phase. In summary, this method allows players to plan their game in advance during the game loading phase, reducing the time spent planning after entering the game and improving the efficiency of game completion.
[0133] It should be noted that the examples in the first embodiment are only for explaining the methods described in this application and are not intended to limit actual use. The game interaction methods provided in this application include, but are not limited to, the methods described in the first embodiment.
[0134] The second embodiment of this application provides a game interaction device that provides a graphical user interface through a terminal device. Figure 10 This is a schematic diagram of the interactive device for the game provided in this embodiment.
[0135] like Figure 10 As shown, the interactive device for the game 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 provides unit 1001 to respond to game loading and provides 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 areas are local areas in the game map.
[0137] Optionally, map regions with different regional functional information will be displayed as different regional states in the game loading screen;
[0138] The game loading screen also displays indicators representing the status of each area, indicating the functional information of each area.
[0139] The operation marker generation unit 1002 is used to generate operation markers for associated map areas in response to the first operation applied to the game loading interface.
[0140] Optionally, the first operation includes triggering operations that act on a map area;
[0141] In response to the first action performed on the game loading screen, generate an action marker for the associated map area in the game loading screen, including:
[0142] In response to a triggered action on the map area, an action marker is generated in the game loading screen.
[0143] Optionally, the operation markers include a first area marker indicating that a map area has been triggered;
[0144] In response to trigger actions applied to a map area, generate action markers in the game loading screen, including:
[0145] In response to a trigger operation applied to the first map region, a first region marker representing the trigger operation is generated in the game loading screen. The first map region can be any one of multiple map regions.
[0146] Optionally, the operation markers may also include path markers that connect the triggered map regions sequentially according to their triggering order;
[0147] After the step of generating a first area marker in the game loading screen representing that the first map area has been triggered in response to a trigger operation acting on the first map area, it is also used for:
[0148] In response to a trigger operation applied to the second map region, a first region marker representing the triggering of the second map region is generated in the game loading screen. The second map region is a map region whose triggering order is only after the first map region among multiple map regions.
[0149] Generate path markers connecting the first and second map areas in the game loading screen.
[0150] Optionally, before the step of generating path markers connecting the first and second map regions in the game loading screen, it is also used for:
[0151] Calculate the shortest path between the first map region and the second map region based on their location information in the game map.
[0152] Generate path markers connecting the first and second map regions in the game loading screen, including:
[0153] Generate path markers connecting the first and second map regions along the shortest path.
[0154] Optionally, the first area marker is located on the triggered map area, and the path marker connects to the first area marker on the triggered map area.
[0155] Optionally, the first area marker contains sequence information that characterizes the triggering order of the map area.
[0156] Optionally, the first operation includes drawing lines across a map area;
[0157] In response to the first action performed on the game loading screen, generate an action marker for the associated map area in the game loading screen, including:
[0158] In response to line-drawing operations across map areas, an operation marker is generated in the game loading screen.
[0159] Optionally, the operation markers include trajectory markers that characterize the operation trajectory of the line drawing operation;
[0160] In response to line drawing operations across map areas, generate operation markers on the game loading screen, including:
[0161] In response to a line-drawing operation that passes through a map area, a trajectory marker representing the trajectory of the line-drawing operation is generated in the game loading screen.
[0162] Optionally, the operation markers may also include a second area marker representing the map area through which the line-drawing operation passes;
[0163] In response to a line-drawing operation across a map area, a trajectory marker representing the line-drawing operation's path is generated in the game loading screen, including:
[0164] In response to a line-drawing operation that passes through a third map region, a trajectory marker is generated in the game loading screen, as well as a second region marker representing the line-drawing operation passing through the third map region. The third map region can be any one of multiple map regions.
[0165] Optionally, the second region marker is located on the track marker.
[0166] Optionally, the second area marker contains sequence information representing the order in which the line-drawing operation passes through the map area.
[0167] The guidance identifier generation unit 1003 is used to respond to the completion of game loading, provide the game scene corresponding to the game map in the graphical user interface, and generate guidance identifiers in the game scene according to the operation marks. The guidance identifiers are used to guide the controlled virtual character to move to the sub-game scene corresponding to the map area.
[0168] Optionally, guide markers are generated in the game scene based on the operation markers, including:
[0169] A first guidance marker is generated in the game scene based on the first operation marker. The first operation marker is an operation marker associated with the fourth map area generated in the game loading interface. The fourth map area can be any one of multiple map areas. The first guidance marker is 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 whose mark order is only after the fourth map area among multiple map areas. 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 game loading completion, the game scene corresponding to the game map is provided in the graphical user interface, and guidance markers are generated in the game scene based on operation markers, including:
[0172] The graphical user interface provides game scenes and corresponding scene maps, and generates guide icons in the scene map based on operation markers. The scene map is a thumbnail of the game scene.
[0173] Optionally, the game loading screen also displays a first control, and the first operation includes a trigger operation applied to the first control; in response to the first operation applied to the game loading screen, an operation marker for the associated map area is generated in the game loading screen, including:
[0174] In response to the trigger operation applied to the first control, generate route markers for the map area in the game loading screen;
[0175] Upon completion of game loading, the game scene corresponding to the game map is provided in the graphical user interface, and guidance markers are generated in the game scene based on operation markers, including:
[0176] In response to the game loading completion, the game scene is provided in the graphical user interface, and directional signs are generated in the game scene based on the route markings.
[0177] The third embodiment of this application provides a terminal device. Figure 11 This is a schematic diagram of the terminal device provided in this embodiment.
[0178] like Figure 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 methods 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 screen is provided in the graphical user interface. The game loading screen displays the game map and regional function information of multiple map areas in the game map. The map areas are local areas in the game map.
[0182] In response to the first operation performed on the game loading screen, generate an operation marker for the associated map area in the game loading screen;
[0183] Upon completion of game loading, the game scene corresponding to the game map is provided in the graphical user interface, and a guide marker is generated in the game scene based on the operation markers. The guide marker 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 triggering operations that act on a map area;
[0185] In response to the first action performed on the game loading screen, generate an action marker for the associated map area in the game loading screen, including:
[0186] In response to a triggered action on the map area, an action marker is generated in the game loading screen.
[0187] Optionally, the operation markers include a first area marker indicating that a map area has been triggered;
[0188] In response to trigger actions applied to a map area, generate action markers in the game loading screen, including:
[0189] In response to a trigger operation applied to the first map region, a first region marker representing the trigger operation is generated in the game loading screen. The first map region can be any one of multiple map regions.
[0190] Optionally, the operation markers may also include path markers that connect the triggered map regions sequentially according to their triggering order;
[0191] After responding to a trigger action acting on the first map region and generating a first region marker in the game loading screen indicating that the first map region has been triggered, the following steps are also performed:
[0192] In response to a trigger operation applied to the second map region, a first region marker representing the triggering of the second map region is generated in the game loading screen. The second map region is a map region whose triggering order is only after the first map region among multiple map regions.
[0193] Generate path markers connecting the first and second map areas in the game loading screen.
[0194] Optionally, before generating the path markers connecting the first and second map regions in the game loading screen, the following is also performed:
[0195] Calculate the shortest path between the first map region and the second map region based on their location information in the game map.
[0196] Generate path markers connecting the first and second map regions in the game loading screen, including:
[0197] Generate path markers connecting the first and second map regions along the shortest path.
[0198] Optionally, the first area marker is located on the triggered map area, and the path marker connects to the first area marker on the triggered map area.
[0199] Optionally, the first area marker contains sequence information that characterizes the triggering order of the map area.
[0200] Optionally, the first operation includes drawing lines across a map area;
[0201] In response to the first action performed on the game loading screen, generate an action marker for the associated map area in the game loading screen, including:
[0202] In response to line-drawing operations across map areas, an operation marker is generated in the game loading screen.
[0203] Optionally, the operation markers include trajectory markers that characterize the operation trajectory of the line drawing operation;
[0204] In response to line drawing operations across map areas, generate operation markers on the game loading screen, including:
[0205] In response to a line-drawing operation that passes through a map area, a trajectory marker representing the trajectory of the line-drawing operation is generated in the game loading screen.
[0206] Optionally, the operation markers may also include a second area marker representing the map area through which the line-drawing operation passes;
[0207] In response to a line-drawing operation across a map area, a trajectory marker representing the line-drawing operation's path is generated in the game loading screen, including:
[0208] In response to a line-drawing operation that passes through a third map region, a trajectory marker is generated in the game loading screen, as well as a second region marker representing the line-drawing operation passing through the third map region. The third map region can be any one of multiple map regions.
[0209] Optionally, the second region marker is located on the track marker.
[0210] Optionally, the second area marker contains sequence information representing the order in which the line-drawing operation passes through the map area.
[0211] Optionally, map regions with different regional functional information will be displayed as different regional states in the game loading screen;
[0212] The game loading screen also displays indicators representing the status of each area, indicating the functional information of each area.
[0213] Optionally, guide markers are generated in the game scene based on the operation markers, including:
[0214] A first guidance marker is generated in the game scene based on the first operation marker. The first operation marker is an operation marker associated with the fourth map area generated in the game loading interface. The fourth map area can be any one of multiple map areas. The first guidance marker is 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 whose mark order is only after the fourth map area among multiple map areas. 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 game loading completion, the game scene corresponding to the game map is provided in the graphical user interface, and guidance markers are generated in the game scene based on operation markers, including:
[0217] The graphical user interface provides game scenes and corresponding scene maps, and generates guide icons in the scene map based on operation markers. The scene map is a thumbnail of the game scene.
[0218] Optionally, the game loading screen also displays a first control, and the first operation includes a trigger operation applied to the first control; in response to the first operation applied to the game loading screen, an operation marker for the associated map area is generated in the game loading screen, including:
[0219] In response to the trigger operation applied to the first control, generate route markers for the map area in the game loading screen;
[0220] Upon completion of game loading, the game scene corresponding to the game map is provided in the graphical user interface, and guidance markers are generated in the game scene based on operation markers, including:
[0221] In response to the game loading completion, the game scene is provided in the graphical user interface, and directional signs are generated in the game scene based on the route markings.
[0222] The display 1103 is used to display a graphical user interface.
[0223] The fourth embodiment of this application provides a computer-readable storage medium, which includes computer instructions that, when executed by a processor, are used to implement the methods described in the embodiments of this application.
[0224] It should be noted that the relational terms such as "first" and "second" used in this document are only used to distinguish one entity or operation from another, and do not require or imply any actual relationship or order between these entities or operations. Furthermore, "including," "having," "containing," and other similar terms are synonymous, and the conclusion of any one or more items following any of the foregoing words is open-ended; none of the foregoing terms indicates that the one or more items have been exhaustively listed, or are limited to only one or more of the listed items.
[0225] When used herein, unless otherwise expressly stated, the term "or" includes all possible combinations except those that are impractical. For example, if expressed as a database may include A or B, then unless otherwise specified or impractical, it may include database A, or B, or A and B. As a second example, if expressed as a database may include A, B, or C, then unless otherwise specified or impractical, the database may include database A, or B, or C, or A and B, or A and C, or B and C, or A and 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-described computer-readable medium. When executed by a processor, the software can perform the methods disclosed above. The computing units and other functional units described in this disclosure can be implemented by hardware or software, or a combination of hardware and software. Those skilled in the art will also understand that the above-described multiple modules / units can be combined into one module / unit, and each of the above-described modules / units can be further divided into multiple sub-modules / sub-units.
[0227] In the foregoing detailed description, embodiments have been described with reference to numerous specific details, which may vary depending on the implementation. Certain adaptations and modifications can be made to the embodiments. Other implementations will be readily apparent to those skilled in the art from the specific embodiments disclosed herein. This specification and examples are for illustrative purposes only, and the true scope and essence of this application are defined by the claims. The sequence of steps shown in the figures is also for illustrative purposes only and is not intended to limit to any particular step or order. Therefore, those skilled in the art will recognize that these steps can be performed in different orders when implementing the same method.
[0228] Exemplary embodiments are disclosed in the figures and detailed description of this application. However, many variations and modifications can be made to these embodiments. Accordingly, although specific terms are used, they are only general and descriptive and not for limiting purposes.
Claims
1. An interactive method of a game, characterized by, The method comprises the following steps: 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 region function information of a plurality of map regions in the game map, the map regions are local regions in the game map; In response to a first operation acting on the game loading interface, an operation mark associated with the map regions is generated in the game loading interface; In response to game loading completion, 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, the guide mark is used to guide a controlled virtual character to move to a sub-game scene corresponding to the map region; The operation mark comprises a first region mark representing that the map region is triggered, and a path mark connected with the triggered map regions in turn according to a trigger sequence of the triggered map regions; the path mark comprises a mark of a moving path between the map regions, the moving path comprises a preset moving path or a moving path satisfying a preset condition, and the preset condition comprises shortest distance or most game resources; The operation mark associated with the map regions is generated in the game loading interface in response to the first operation acting on the game loading interface, comprising: In response to a trigger operation acting on a first map region, the first region mark representing that the first map region is triggered is generated in the game loading interface, the first map region is any one of the plurality of map regions; In response to a trigger operation acting on a second map region, the first region mark representing that the second map region is triggered is generated in the game loading interface, the second map region is one of the plurality of map regions, and the trigger sequence of the second map region is only after the first map region; The path mark connecting the first map region and the second map region is generated in the game loading interface.
2. The method of claim 1, wherein, The first operation comprises a trigger operation acting on the map region; The operation mark associated with the map regions is generated in the game loading interface in response to the first operation acting on the game loading interface, comprising: In response to a trigger operation acting on the map region, the operation mark is generated in the game loading interface.
3. The method of claim 1, wherein, Before the step of generating the path mark connecting the first map region and the second map region in the game loading interface, the method further comprises: According to position information of the first map region and the second map region in the game map, a shortest path between the first map region and the second map region is calculated; The path mark connecting the first map region and the second map region is generated in the game loading interface, comprising: The path mark connecting the first map region and the second map region is generated along the shortest path.
4. The method of claim 1, wherein, The first region mark is located on the triggered map region, and the path mark connects the first region mark on the triggered map region.
5. The method of claim 1, wherein, The first region mark comprises sequence information representing a triggering sequence of the map region.
6. The method of claim 1, wherein, The first operation comprises a marking operation through the map region. The response to the first operation on the game loading interface generates an operation mark associated with the map region in the game loading interface, comprising: In response to the marking operation through the map region, the operation mark is generated in the game loading interface.
7. The method of claim 6, wherein, The operation mark comprises a track mark representing an operation track of the marking operation; The response to the marking operation through the map region generates the operation mark in the game loading interface, comprising: In response to the marking operation through the map region, the track mark representing the operation track of the marking operation is generated in the game loading interface.
8. The method of claim 7, wherein, The operation mark further comprises a second region mark representing the marking operation through the map region; The response to the marking operation through the map region generates the track mark representing the operation track of the marking operation in the game loading interface, comprising: In response to the marking operation through the third map region, the track mark and the second region mark representing the marking operation through the third map region are generated in the game loading interface, the third map region being any one of the plurality of map regions.
9. The method of claim 8, wherein, The second region mark is located on the track mark.
10. The method of claim 8, wherein, The second region mark comprises sequence information representing a passing sequence of the marking operation through the map region.
11. The method of claim 1, wherein, The map regions with different region function information are displayed as different region states in the game loading interface; The game loading interface further displays an indication mark representing the region state corresponding to each region function information.
12. The method of claim 1, wherein, The generation of the guide mark in the game scene according to the operation mark comprises: A first guide mark is generated in the game scene according to a first operation mark, the first operation mark being an operation mark associated with a fourth map region generated in the game loading interface, the fourth map region being any one of the plurality of map regions, the first guide mark being used to guide the controlled virtual character to move to a sub-game scene corresponding to the fourth map region; In response to the movement of the controlled virtual character to the sub-game scene corresponding to the fourth map region, a second guide mark is generated in the game scene according to a second operation mark, the second operation mark being an operation mark associated with a fifth map region generated in the game loading interface, the fifth map region being one of the plurality of map regions with a mark sequence only after the fourth map region, the second guide mark being used to guide the controlled virtual character to move to a sub-game scene corresponding to the fifth map region.
13. The method of claim 1, wherein, The response to the game loading completion provides a game scene corresponding to the game map in the graphical user interface, and generates a guide mark in the game scene according to the operation mark, comprising: The game scene and a scene map corresponding to the game scene are provided in the graphical user interface, and the guide mark is generated in the scene map according to the operation mark. The scene map is a thumbnail of the game scene.
14. The method of claim 1, wherein, The game loading interface further displays a first control, and the first operation includes a trigger operation acting on the first control; and the operation mark associated with the map region is generated in the game loading interface in response to the first operation acting on the game loading interface, including: In response to the trigger operation acting on the first control, a route mark passing through the map region is generated in the game loading interface; The game scene corresponding to the game map is provided in the graphical user interface in response to the game loading being completed, and the guide mark is generated in the game scene according to the operation mark. The game scene is provided in the graphical user interface in response to the game loading being completed, and the guide mark is generated in the game scene according to the route mark.
15. An interactive device for a game, characterized in that A graphical user interface is provided by a terminal device, and the apparatus includes a loading interface providing unit, an operation mark generating unit, and a guide mark generating unit; The loading interface providing unit provides a game loading interface in the graphical user interface in response to game loading, and the game loading interface displays a game map and region function information of a plurality of map regions in the game map. The map region is a local region in the game map. The operation mark generating unit generates an operation mark associated with the map region in the game loading interface in response to a first operation acting on the game loading interface. The guide mark generating unit provides a game scene corresponding to the game map in the graphical user interface in response to the game loading being completed, and generates a guide mark in the game scene according to the operation mark. The guide mark is used to guide a controlled virtual character to move to a sub-game scene corresponding to the map region. The operation mark includes a first region mark representing the map region being triggered and a path mark connecting the triggered map regions in sequence according to a trigger sequence of the triggered map regions. The path mark includes a mark of a movement path between the map regions. The movement path includes a pre-set movement path or a movement path satisfying a pre-set condition. The pre-set condition includes the shortest distance or the most game resources. The operation mark associated with the map region is generated in the game loading interface in response to the first operation acting on the game loading interface, including: In response to a trigger operation acting on the first map region, the first region mark representing the first map region being triggered is generated in the game loading interface. The first map region is any one of the plurality of map regions. In response to a trigger operation on a second map area, a first area mark representing that the second map area is triggered is generated in the game loading interface, the second map area being one of the map areas whose trigger sequence 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.
16. A terminal device, comprising: Comprise: a memory, a processor, and a display; the memory is configured 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 1-14; the display is configured to provide a graphical user interface.
17. A computer readable storage medium having stored thereon one or more computer instructions, wherein, The instructions are executed by the processor to implement the method according to any one of claims 1-14.
Citation Information
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