Game scene jumping method, electronic equipment and storage medium

By displaying a graphical user interface on the game terminal device, combining the game map interface and the quick selection window, the fast and accurate jump of the game scene is achieved, and the problems of low selection efficiency and poor accuracy in the existing technology are solved.

CN120022598APending Publication Date: 2025-05-23NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411303131.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2021-01-27
Publication Date
2025-05-23

AI Technical Summary

Technical Problem

Existing game interaction methods are inefficient and poorly accurate when selecting target game scenes, especially when the map is small, because scene logos are prone to overlap, making it difficult for players to choose accurately.

Method used

By displaying a graphical user interface on the terminal device, combining the game map interface and a quick selection window, a quick jump of scene logos can be achieved. The specific steps include: responding to the map thumbnail operation, displaying the game map interface and the quick selection window; adding a scene quick jump logo in the quick selection window, and allowing players to quickly select the target scene through the window.

Benefits of technology

It improves the efficiency and accuracy of game scene jumps, reduces difficulties for players in the selection process, and improves user experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game scene jumping method, electronic equipment and a storage medium, and relates to the technical field of games. According to the method, a graphical user interface is displayed through terminal equipment, the graphical user interface at least comprises a game scene and a map thumbnail, and the method comprises the steps that in response to an operation instruction triggered through the map thumbnail, a game map interface and a shortcut selection window are displayed through the graphical user interface, the shortcut selection window comprises at least one scene shortcut jump identifier; in response to a selection instruction triggered through the shortcut selection window, determining a target scene shortcut jump identifier from the at least one scene shortcut jump identifier; and controlling to jump to the game scene corresponding to the target scene quick jump identifier, by applying the embodiment of the invention, the game scene corresponding to the target scene identifier can be quickly and accurately jumped to through the scene quick jump identifier in the quick selection window, and the jump efficiency and the user experience are improved.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a game scene jump method, electronic equipment and storage medium. Background Art

[0002] At present, maps are usually set in most game scenes. A map is usually a thumbnail of the game scene. Generally, some important locations and route information in the game scene are marked on the map. Players can quickly know the current location of the game character they control, the route to the destination, and other information through the map.

[0003] Currently, when a player enters a target game scene through a map, he needs to select a target scene logo in the map to enter.

[0004] However, since the existing selection method is relatively simple, especially when the map is small, multiple scene logos overlap and it is difficult for players to select the target scene logo. Therefore, the existing interaction method has the problems of low interaction efficiency and low accuracy. Summary of the invention

[0005] The purpose of the present application is to provide a game scene jump method, device, electronic device and storage medium to address the deficiencies in the above-mentioned prior art, which can achieve fast and accurate jump of game scenes.

[0006] To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:

[0007] In a first aspect, the present invention provides a method for jumping to a game scene, wherein a graphical user interface is displayed by a terminal device, wherein the graphical user interface includes at least a game scene and a map thumbnail, and the method includes:

[0008] In response to an operation instruction triggered by the map thumbnail, a game map interface and a quick selection window are displayed through a graphical user interface, wherein the game map interface includes at least one scene identifier, the scene identifier configuration responds to the triggering operation control to enter the corresponding game scene, and the quick selection window includes at least one scene quick jump identifier, and the game scene corresponding to the scene quick jump identifier is the same as the game scene corresponding to at least one scene identifier in the game map interface;

[0009] In response to a selection instruction triggered by the quick selection window, determining a target scene quick jump identifier from the at least one scene quick jump identifier;

[0010] Control the jump to the game scene corresponding to the target scene quick jump mark.

[0011] In an optional embodiment, the method further comprises:

[0012] In response to the edit instruction, starting the edit mode of the quick selection window;

[0013] In response to the adding instruction, controlling to add a scene quick jump mark corresponding to the scene mark in the game map interface in the quick selection window;

[0014] In response to the deletion instruction, the scene quick jump mark in the quick selection window is deleted.

[0015] In an optional implementation, in response to the deletion instruction, controlling the deletion of the scene quick jump mark in the quick selection window includes:

[0016] In the editing mode, a delete control of the scene quick jump indicator in the quick selection window is displayed;

[0017] In response to a first operation on the deletion control, the scene quick jump identifier corresponding to the deletion control corresponding to the first operation is deleted, and an edited quick selection window is obtained.

[0018] In an optional implementation, in response to the deletion instruction, controlling the deletion of the scene quick jump mark in the quick selection window includes:

[0019] In the editing mode, in response to a move operation on the scene quick jump identifier, the scene quick jump identifier corresponding to the move operation is moved outside the quick selection window, and the scene quick jump identifier corresponding to the move operation is deleted to obtain an edited quick selection window.

[0020] In an optional implementation, in response to the adding instruction, controlling to add a scene quick jump mark corresponding to the scene mark in the game map interface in the quick selection window includes:

[0021] In the editing mode, in response to an operation of adding a control, an identification list is displayed, wherein the identification list includes: identifications of scenes to be selected corresponding to game scenes in a part of the game map interface included in the current interface, or identifications of scenes to be selected corresponding to all game scenes in the game map interface;

[0022] In response to a selection operation on at least one of the to-be-selected scene identifiers in the identifier list, a scene quick jump identifier corresponding to the selected to-be-selected scene identifier is added to the quick selection window to obtain an edited quick selection window.

[0023] In an optional implementation, in response to the adding instruction, controlling to add a scene quick jump mark corresponding to the scene mark in the game map interface in the quick selection window includes:

[0024] In the editing mode, a quick add control for the scene identifier in the game map interface is displayed;

[0025] In response to a second operation on the quick add control, a scene quick jump identifier corresponding to the quick add control corresponding to the second operation is added to the quick selection window to obtain an edited quick selection window.

[0026] In an optional embodiment, the quick add control for displaying the scene identifier in the game map interface includes: displaying the quick add control for the scene identifier in the game map interface with a preset animation.

[0027] In an optional implementation, in response to the adding instruction, controlling to add a scene quick jump mark corresponding to the scene mark in the game map interface in the quick selection window includes:

[0028] In the editing mode, in response to the moving operation of the scene identifier corresponding to the target game scene in the game map interface, the scene identifier corresponding to the target game scene is moved to the quick selection window, and the scene quick jump identifier corresponding to the target game scene is added to the quick selection window to obtain the edited quick selection window.

[0029] In an optional implementation manner, after obtaining the edited quick selection window, the method further includes:

[0030] If the number of scene quick jump identifiers in the edited quick selection window is greater than a preset number, the preset number of scene quick jump identifiers are displayed in the quick selection window in a preset order; or, the scene quick jump identifiers corresponding to the game scenes in the partial game map interface contained in the current interface are displayed in the quick selection window.

[0031] In an optional implementation, before determining the target scene quick jump identifier from the at least one scene quick jump identifier in response to the selection instruction triggered by the quick selection window, the method includes:

[0032] If the number of scene quick jump identifiers in the edited quick selection window is greater than a preset number, in response to a sliding operation on the quick selection window, the scene quick jump identifiers displayed in the quick selection window are adjusted to control the adjusted quick selection window to include the target scene quick jump identifier.

[0033] In an optional embodiment, the method further comprises:

[0034] In response to an adjustment operation on the current game map interface, the game scene displayed on the game map interface is adjusted.

[0035] In an optional implementation, in response to the adjustment operation on the current game map interface, adjusting the game scene displayed on the game map interface includes:

[0036] In response to a zooming operation on the current game map interface, the game scene displayed in the current game map interface is adjusted; or, in response to a dragging operation on the current game map interface, the game scene displayed in the current game map interface is moved and adjusted.

[0037] In a second aspect, the present invention provides a game scene jump device, which displays a graphical user interface through a terminal device, wherein the graphical user interface includes at least a game scene and a map thumbnail, and the game scene jump device includes:

[0038] A display module, configured to display a game map interface and a quick selection window through a graphical user interface in response to an operation instruction triggered by the map thumbnail, wherein the game map interface includes at least one scene identifier, the scene identifier configuration responds to the triggering operation control to enter the corresponding game scene, and the quick selection window includes at least one scene quick jump identifier, and the game scene corresponding to the scene quick jump identifier is the same as the game scene corresponding to at least one scene identifier in the game map interface;

[0039] a determination module, configured to determine a target scene quick jump identifier from the at least one scene quick jump identifier in response to a selection instruction triggered by the quick selection window;

[0040] A control module is used to control the jump to the game scene corresponding to the target scene quick jump mark.

[0041] In an optional embodiment, the game scene jump device also includes: an editing module, which is used to start the editing mode of the quick selection window in response to an editing instruction; in response to an adding instruction, control the adding of a scene quick jump identifier corresponding to the scene identifier in the game map interface in the quick selection window; in response to a deleting instruction, control the deletion of the scene quick jump identifier in the quick selection window.

[0042] In an optional implementation manner, the editing module is specifically configured to display a delete control of the scene quick jump identifier in the quick selection window in the editing mode;

[0043] In response to a first operation on the deletion control, the scene quick jump identifier corresponding to the deletion control corresponding to the first operation is deleted, and an edited quick selection window is obtained.

[0044] In an optional embodiment, the editing module is specifically used to, in the editing mode, in response to a move operation on the scene quick jump identifier, move the scene quick jump identifier corresponding to the move operation outside the quick selection window, and delete the scene quick jump identifier corresponding to the move operation to obtain the edited quick selection window.

[0045] In an optional implementation, the editing module is specifically used to display an identification list in response to an operation of adding a control in the editing mode, wherein the identification list includes: identifications of scenes to be selected corresponding to game scenes in a part of the game map interface included in the current interface, or identifications of scenes to be selected corresponding to all game scenes in the game map interface;

[0046] In response to a selection operation on at least one of the to-be-selected scene identifiers in the identifier list, a scene quick jump identifier corresponding to the selected to-be-selected scene identifier is added to the quick selection window to obtain an edited quick selection window.

[0047] In an optional embodiment, the editing module is specifically used to display a quick add control of the scene identification in the game map interface in the editing mode;

[0048] In response to a second operation on the quick add control, a scene quick jump identifier corresponding to the quick add control corresponding to the second operation is added to the quick selection window to obtain an edited quick selection window.

[0049] In an optional embodiment, the editing module is specifically used to display a quick add control of the scene identification in the game map interface with a preset animation.

[0050] In an optional embodiment, the editing module is specifically used to, in the editing mode, respond to a move operation on a scene identifier corresponding to a target game scene in a game map interface, move the scene identifier corresponding to the target game scene to the quick selection window, and add a scene quick jump identifier corresponding to the target game scene in the quick selection window to obtain an edited quick selection window.

[0051] In an optional embodiment, the game scene jump device also includes: a display module, which is used to display a preset number of scene quick jump identifiers in the quick selection window in a preset order if the number of scene quick jump identifiers in the edited quick selection window is greater than a preset number; or, to display scene quick jump identifiers corresponding to game scenes in a partial game map interface contained in the current interface in the quick selection window.

[0052] In an optional embodiment, the display module is specifically used to adjust the scene quick jump identifiers displayed in the quick selection window in response to a sliding operation on the quick selection window if the number of scene quick jump identifiers in the edited quick selection window is greater than a preset number, and to control the adjusted quick selection window to include the target scene quick jump identifier.

[0053] In an optional embodiment, the game scene jumping device further includes: an adjustment module, configured to adjust the game scene displayed on the game map interface in response to an adjustment operation on the current game map interface.

[0054] In an optional embodiment, the adjustment module is specifically used to adjust the game scene displayed in the current game map interface in response to a zoom operation on the current game map interface; or, in response to a drag operation on the current game map interface, move and adjust the game scene displayed in the current game map interface.

[0055] In a third aspect, the present invention provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the game scene jumping method as described in any of the aforementioned implementations.

[0056] In a fourth aspect, the present invention provides a storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, executes the steps of the game scene jumping method as described in any of the aforementioned implementation modes.

[0057] The beneficial effects of this application are:

[0058] In the game scene jumping method, device, electronic device and storage medium provided by the embodiments of the present application, a graphical user interface is displayed through a terminal device, and the graphical user interface includes at least a game scene and a map thumbnail. The method includes: in response to an operation instruction triggered by a map thumbnail, a game map interface and a quick selection window are displayed through the graphical user interface, wherein the game map interface includes at least one scene identifier, and the scene identifier configuration responds to the triggering operation control to enter the corresponding game scene, and the quick selection window includes at least one scene quick jump identifier, and the game scene corresponding to the scene quick jump identifier is the same as the game scene corresponding to at least one scene identifier in the game map interface; in response to a selection instruction triggered by the quick selection window, a target scene quick jump identifier is determined from at least one scene quick jump identifier; and control jump to the game scene corresponding to the target scene quick jump identifier. By applying the embodiments of the present application, the scene quick jump identifier in the quick selection window can be used to quickly and accurately jump to the game scene corresponding to the target scene identifier, thereby improving jump efficiency and user experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0059] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0060] Figure 1 A flowchart of a game scene jump method provided in an embodiment of the present application;

[0061] Figure 2 A flowchart of another method for jumping to a game scene provided in an embodiment of the present application;

[0062] Figure 3 A flowchart of another method for jumping to a game scene provided in an embodiment of the present application;

[0063] Figure 4 A flowchart of another method for jumping to a game scene provided in an embodiment of the present application;

[0064] Figure 5 A flowchart of another method for jumping to a game scene provided in an embodiment of the present application;

[0065] Figure 6 A schematic diagram of a graphical user interface provided in an embodiment of the present application;

[0066] Figure 7 A schematic diagram of another graphical user interface provided in an embodiment of the present application;

[0067] Figure 8 A schematic diagram of another graphical user interface provided in an embodiment of the present application;

[0068] Fig. 9 A schematic diagram of functional modules of a game scene jump device provided in an embodiment of the present application;

[0069] Fig.10 A schematic diagram of functional modules of another game scene jump device provided in an embodiment of the present application;

[0070] Fig.11 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0071] In order to make the purpose, technical solution and advantages of the embodiments of the present application clearer, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various different configurations.

[0072] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application for which protection is sought, but merely represents selected embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.

[0073] It should be noted that similar reference numerals and letters denote similar items in the following drawings, and therefore, once an item is defined in one drawing, further definition and explanation thereof is not required in subsequent drawings.

[0074] In one embodiment of the present disclosure, the game scene jump method can be run on a terminal device or a server. The terminal device can be a local terminal device. When the game scene jump method is run on a server, the game scene jump method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0075] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game scene jump method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0076] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0077] In existing game interactions, when a player enters a target game scene through a map, he needs to select a target scene logo in the map to enter. However, when the map is small, multiple game scene logos will overlap. At this time, it will be difficult for the player to select a target game scene logo. Therefore, the existing interaction method has the problems of low interaction efficiency and low accuracy. In view of this, an embodiment of the present application provides a game scene jump method. By using this method, the player can quickly select the target scene logo to jump, thereby improving the interaction efficiency and accuracy.

[0078] Figure 1A flowchart of a method for jumping to a game scene is provided in an embodiment of the present application. The method can be applied to a terminal device, which can display a graphical user interface. The terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above. For example, the local terminal device can be a mobile phone, a tablet, a computer, etc., and the present application does not limit this. In the embodiment of the present application, the graphical user interface can include at least a game scene and a map thumbnail. Among them, the game scene can include but is not limited to: the environment, buildings, machinery, props, non-player characters (NPC), etc. in the game, which may vary according to different game categories; the map thumbnail is also a small map, and the map thumbnail can be often placed in a preset position of the graphical user interface (for example, the upper left corner, upper right corner, etc.). The map thumbnail can assist players in determining their position in the game world. Figure 1 As shown, the method may include:

[0079] S101. In response to an operation instruction triggered by a map thumbnail, a game map interface and a quick selection window are displayed through a graphical user interface.

[0080] Among them, the game map interface can be a partial or complete map of the entire game scene, which may include at least one scene identifier. The scene identifier configuration response triggers the operation control to enter the corresponding game scene. The quick selection window includes at least one scene quick jump identifier. The game scene corresponding to the scene quick jump identifier is the same as the game scene corresponding to at least one scene identifier in the game map interface.

[0081] Optionally, the user can generate operation instructions based on the touch display screen by single-clicking, multi-clicking, long pressing, sliding, etc. at a preset position (for example, the center position, etc.) or any position in the map thumbnail. In response to the operation instructions triggered by the map thumbnail, the game map interface and quick selection window can be displayed through the graphical user interface.

[0082] For the game map interface, the game map interface may include at least one scene identifier, each scene identifier corresponds to a corresponding game scene, and the scene identifier configuration responds to the trigger operation control to enter the corresponding game scene, that is, when the player generates a trigger operation for a scene identifier in the game map interface, the control will enter the game scene corresponding to the scene identifier to achieve jump between scenes. Optionally, the scene identifier can be a scene name of the game scene, and the scene name can include letters, numbers, symbols, etc., which are not limited here. According to the scene identifier, a game scene can be uniquely determined in the game map interface.

[0083] For the quick selection window, it can be displayed in a preset position of the graphical user interface (for example, the upper left corner, the lower right corner, etc.), or it can be suspended in the game map interface. According to the actual application scenario, the player can adjust the suspension position of the quick selection window to facilitate the player's operation, which is not limited here. Among them, the quick selection window can include at least one scene quick jump mark, and different scene quick jump marks can correspond to different game scenes in the game map interface. The game scene corresponding to the scene quick jump mark can be the same as the game scene corresponding to at least one scene mark in the game map interface. It can be understood that the scene quick jump mark is the quick jump instruction corresponding to the scene mark, and triggering the scene quick jump mark can control the entry into the corresponding game scene.

[0084] S102: In response to a selection instruction triggered by the quick selection window, determine a target scene quick jump identifier from at least one scene quick jump identifier.

[0085] It can be understood that the quick selection window includes at least one scene quick jump identifier. Optionally, when jumping, one can act on any scene quick jump identifier in the quick selection window through single-click, multi-click, long press, sliding, etc. based on the touch display screen to generate a selection instruction. In response to the selection instruction triggered by the quick selection window, the target scene quick jump identifier can be determined from at least one scene quick jump identifier.

[0086] S103, controlling the jump to the game scene corresponding to the target scene quick jump mark.

[0087] After determining the target scene quick jump identifier, it can be understood that the target scene quick jump identifier is the quick jump instruction corresponding to the target scene identifier, and then the jump to the game scene corresponding to the target scene quick jump identifier can be controlled to achieve accurate jump. By applying the embodiment of the present application, the scene quick jump identifier in the quick selection window can be used to quickly jump to the game scene corresponding to the target scene identifier, which can improve the jump efficiency and user experience.

[0088] In summary, the game scene jumping method provided by the embodiment of the present application displays a graphical user interface through a terminal device, and the graphical user interface includes at least a game scene and a map thumbnail. The method includes: in response to an operation instruction triggered by a map thumbnail, a game map interface and a quick selection window are displayed through the graphical user interface, wherein the game map interface includes at least one scene identifier, and the scene identifier configuration responds to the triggering operation control to enter the corresponding game scene, and the quick selection window includes at least one scene quick jump identifier, and the game scene corresponding to the scene quick jump identifier is the same as the game scene corresponding to at least one scene identifier in the game map interface; in response to a selection instruction triggered by the quick selection window, a target scene quick jump identifier is determined from at least one scene quick jump identifier; and control jump to the game scene corresponding to the target scene quick jump identifier. By applying the embodiment of the present application, the scene quick jump identifier in the quick selection window can be used to quickly and accurately jump to the game scene corresponding to the target scene identifier, thereby improving jump efficiency and user experience.

[0089] Figure 2 A flowchart of another method for jumping to a game scene provided in an embodiment of the present application is shown below. Figure 2 As shown, the above-mentioned game scene jump method also includes:

[0090] S201. In response to an editing instruction, start an editing mode of a quick selection window.

[0091] In some embodiments, the above-mentioned quick selection window may include an editing control, which may be set at a preset position of the quick selection window (e.g., the upper left corner, the upper right corner, etc.), and the user may act on the editing control by single-clicking, multi-clicking, long pressing, sliding, etc. based on the touch display screen to generate an editing instruction, or the user may act on any scene identifier in the game map interface by single-clicking, multi-clicking, long pressing, sliding, etc. based on the touch display screen to generate an editing instruction, which is not limited here and can be flexibly adjusted according to the actual application scenario. In response to the editing instruction, the editing mode of the quick selection window may be started, that is, the editing mode of the quick selection window may be entered.

[0092] Optionally, in the editing mode of the quick selection window, the user can edit at least one scene quick jump identifier included in the quick selection window. The editing method may include but is not limited to: updating the name of the scene quick jump identifier, deleting an existing scene quick jump identifier, adding a new scene quick jump identifier, etc., which are not limited here.

[0093] S202. In response to an add instruction, control adding a scene quick jump identifier corresponding to the scene identifier in the game map interface in the quick selection window; in response to a delete instruction, control deleting the scene quick jump identifier in the quick selection window.

[0094] It is understandable that after starting the editing mode of the quick selection window, the user can further generate add instructions, delete instructions, etc. through trigger operations in the editing mode. In response to the add instruction, the scene quick jump logo corresponding to the scene logo in the game map interface can be added to the quick selection window. It is understandable that the added scene quick jump logo may be not included in the quick selection window, so that in different application scenarios, the user can customize the scene quick jump logo in the quick selection window to improve applicability.

[0095] In addition, it can also be understood that if there are too many scene quick jump identifiers in the quick selection window in response to multiple addition instructions, which affects user operations, a deletion instruction can be generated by a trigger operation. In response to the deletion instruction, the deletion of the scene quick jump identifiers in the quick selection window can be controlled, so that through the deletion operation, the number of scene quick jump identifiers in the quick selection window can be effectively reduced, so that when the user selects the target scene quick jump identifier from at least one scene quick jump identifier, the selection efficiency can be improved.

[0096] Figure 3 A flowchart of another method for jumping to a game scene provided in an embodiment of the present application is shown below. Figure 3 As shown, in response to the deletion instruction, controlling the deletion of the scene quick jump mark in the quick selection window may include:

[0097] S301. In the editing mode, a delete control of the scene quick jump mark in the quick selection window is displayed.

[0098] Optionally, in editing mode, the delete control of each scene quick jump icon in the quick selection window can be displayed floating at a preset position of each scene quick jump icon (for example, the upper left corner, upper right corner, middle position, etc.). The delete control can be marked with a preset symbol, such as "-", "×", etc., which is not limited here and may vary according to the actual application scenario.

[0099] S302: In response to a first operation on a deletion control, a scene quick jump identifier corresponding to the deletion control corresponding to the first operation is deleted, and an edited quick selection window is obtained.

[0100] Among them, after the deletion control of the scene quick jump identifier in the quick selection window is displayed, the user can generate a first operation for the deletion control based on the touch display screen by single-clicking, multi-clicking, long pressing, etc. In response to the first operation, the scene quick jump identifier corresponding to the deletion control corresponding to the first operation can be deleted, and the edited quick selection window can be obtained, so that any scene quick jump identifier in the quick selection window can be deleted, thereby improving applicability.

[0101] In an optional implementation, in order to diversify the deletion methods of the scene quick jump mark in the quick selection window, the above-mentioned control of deleting the scene quick jump mark in the quick selection window in response to the deletion instruction may include:

[0102] In the editing mode, in response to a move operation on a scene quick jump identifier, the scene quick jump identifier corresponding to the move operation is moved outside the quick selection window, and the scene quick jump identifier corresponding to the move operation is deleted to obtain an edited quick selection window.

[0103] Optionally, the user can act on the scene quick jump mark in the quick selection window by sliding, dragging, shaking, etc. based on the touch display screen to trigger the generation of a moving operation. In response to the moving operation, the target mark can be moved outside the quick selection window, and the target mark displayed in the quick selection window can be deleted. It can be understood that in response to the moving operation, the target mark is moved outside the quick selection window, so that the user can intuitively observe the entire moving process from the quick selection window, thereby improving the user interaction experience.

[0104] Figure 4 A flowchart of another method for jumping to a game scene provided in an embodiment of the present application is shown below. Figure 4 As shown, in response to the adding instruction, controlling to add a scene quick jump mark corresponding to the scene mark in the game map interface in the quick selection window includes:

[0105] S401. In the editing mode, in response to the operation of adding a control, an identification list is displayed, wherein the identification list includes: identifications of scenes to be selected corresponding to the game scenes in the partial game map interface contained in the current interface, or identifications of scenes to be selected corresponding to all the game scenes in the game map interface.

[0106] Optionally, the above-mentioned quick selection window may include an add control, which may be set at a preset position in the quick selection window, for example, at the leftmost or rightmost position of a plurality of scene quick jump identifiers arranged horizontally in the quick selection window, which is not limited here. In the edit mode, the user may act on the add control by single-clicking, multi-clicking, long pressing, sliding, dragging, etc. based on the touch display screen to trigger an operation on the add control, and in response to the operation on the add control, an identifier list may be displayed.

[0107] For the identification list, it may include the identification of the scene to be selected corresponding to all the game scenes in the game map interface. It is understandable that in this case, the player can add any identification of the scene to be selected in the game map interface in the quick selection window to improve the applicability of the game scene jump method; or, the identification list may include the identification of the scene to be selected corresponding to the game scenes in some of the game map interfaces contained in the current interface. It is understandable that in this scenario, the loading speed of the identification list can be effectively improved to avoid long loading time and improve the player's gaming experience. According to the actual application scenario, the player may also be allowed to configure, which is not limited here. Optionally, if there is already a scene identification in the quick selection window, it can be displayed in a preset manner in the identification list, such as gray display, or display as a non-touchable manner, etc., which is not limited here; or, the scene identification already in the quick selection window is not displayed in the identification list.

[0108] S402: In response to a selection operation on at least one scene identifier to be selected in the identifier list, a scene quick jump identifier corresponding to the selected scene identifier to be selected is added to a quick selection window to obtain an edited quick selection window.

[0109] Based on the description of the above embodiment, after the identification list is displayed, at least one scene identification to be selected can be selected from the identification list by single-clicking, multi-clicking, dragging, etc. based on the touch display screen to generate a selection operation. Optionally, batch selection can also be achieved, that is, the user can select multiple (for example, 2, 3, etc.) scene identifications to be selected in the identification list for addition, which can improve the efficiency of adding. In response to the selection operation of at least one scene identification to be selected in the identification list, the scene quick jump identification corresponding to the selected scene identification can be added in the quick selection window. It can be understood that if the above selection is a batch selection, then the addition here can be a batch addition. This application will not be repeated here. Finally, the edited quick selection window can be obtained.

[0110] Optionally, when selecting at least one scene identifier to be selected in the identifier list for adding to the quick selection window, the selection may also be performed by keyword search, which is not limited here, and thus the adding efficiency may be improved.

[0111] Figure 5 A flowchart of another game scene jump method provided in an embodiment of the present application is provided. In an optional implementation manner, in order to further improve the efficiency of adding scene quick jump identifiers, as shown in FIG. Figure 5 As shown, in response to the adding instruction, controlling to add a scene quick jump mark corresponding to the scene mark in the game map interface in the quick selection window includes:

[0112] S501. In the editing mode, a quick add control for the scene identifier in the game map interface is displayed.

[0113] Optionally, the quick add control can be displayed at a preset position of the scene logo corresponding to each game scene (for example, the upper left corner, upper right corner, or surrounding area, etc.), and marked with a preset symbol, such as "+", etc., which is not limited here and can be adjusted according to the actual application scenario.

[0114] S502: In response to a second operation on the quick add control, a scene quick jump identifier corresponding to the quick add control corresponding to the second operation is added to the quick selection window, and an edited quick selection window is obtained.

[0115] Among them, based on the quick add control of the scene identifier displayed in the game map interface, the user can generate a second operation for the quick add control based on the touch display screen by single-clicking, double-clicking, etc. In response to the second operation, the scene quick jump identifier corresponding to the quick add control corresponding to the second operation can be added to the quick selection window. It can be understood that the scene quick jump identifier corresponding to the quick add control is the scene quick jump identifier corresponding to the scene identifier corresponding to the quick add control. After the addition is completed, the edited quick selection window can be obtained.

[0116] It can be understood that by applying the embodiments of the present application, players can, during the game process, use the quick add control of the scene identifier in the game map interface at any time to quickly add the target scene quick jump identifier corresponding to the target scene identifier to the quick selection window, thereby improving the user's gaming experience.

[0117] Among them, it should be noted that, according to the actual application scenario, the game scene jump method can simultaneously include step S401, step S402, step S501 and an implementation scheme of step S502, so that in different application scenarios, the user can choose the corresponding adding method to quickly add the target scene quick jump identifier corresponding to the target scene identifier to the quick selection window.

[0118] In an optional implementation, displaying a quick add control for a scene identifier in a game map interface includes: displaying a quick add control for a scene identifier in a game map interface with a preset animation.

[0119] Optionally, in order to facilitate the user to distinguish the quick add control from other content in the game scene, the quick add control of the scene logo in the game map interface can be displayed with a preset animation. For example, a swing effect, a highlight effect, etc. can be added to the quick add control, but it is not limited thereto.

[0120] In an optional embodiment, in response to the adding instruction, controlling to add a scene quick jump mark corresponding to the scene mark in the game map interface in the quick selection window includes:

[0121] In the editing mode, in response to the moving operation of the scene identifier corresponding to the target game scene in the game map interface, the scene identifier corresponding to the target game scene is moved to the quick selection window, and the scene quick jump identifier corresponding to the target game scene is added to the quick selection window to obtain the edited quick selection window.

[0122] Of course, in the actual operation process, the scene quick jump mark corresponding to the target game scene can also be added in the quick selection window through the mobile operation, so that the adding method is diverse and the user experience is improved. Optionally, a mobile operation for the scene mark corresponding to the target game scene in the game map interface can be generated by sliding, dragging, shaking, etc. based on the touch display screen. In response to the mobile operation, the scene mark corresponding to the target game scene can be moved to the quick selection window, and the scene quick jump mark corresponding to the target game scene can be added in the quick selection window. In this way, the user can intuitively observe the entire moving process and improve the user's game interaction experience. Among them, for the swinging method, for example, when the scene mark corresponding to the control game scene is swung in the direction of the quick selection window in advance, it can be considered that a mobile operation for the scene mark corresponding to the game scene is generated, but the actual operation method is not limited to this.

[0123] In addition, it is understandable that after editing, you can also click the save control to save the edited scene quick jump mark, or save it in real time, which is not limited here. Finally, you can get the edited quick selection window, and perform the scene quick selection jump operation based on the edited quick selection window. For specific content, please refer to the relevant part mentioned above, and this application will not go into details here.

[0124] Based on the description of the above embodiments, the present application can achieve the purpose of adding a scene quick jump mark in the quick selection window through the three operation modes of responding to the operation of adding a control, responding to the second operation of quickly adding a control, or responding to the moving operation of the scene mark corresponding to the target game scene in the game map interface, so as to diversify the adding methods. Of course, according to the actual application scenario, any two operation modes can also be combined.

[0125] In an optional implementation, after obtaining the edited quick selection window, the method further includes:

[0126] If the number of scene quick jump identifiers in the edited quick selection window is greater than the preset number, the preset number of scene quick jump identifiers are displayed in the quick selection window in a preset order; or, the scene quick jump identifiers corresponding to the game scenes in some game map interfaces contained in the current interface are displayed in the quick selection window.

[0127] It is understandable that, generally, in order not to affect other operations of the user and avoid blocking the line of sight, the number of scene quick jump logos that can be displayed in the quick selection window is limited, and it can display a maximum of a preset number of logos. Optionally, the preset number can be 5, 8, 10, etc., which is not limited here. Among them, if the number of scene quick jump logos in the edited quick selection window is greater than the preset number, the preset number of logos can be displayed in the quick selection window in a preset order. Optionally, the preset order can be determined according to the order in which the scene quick jump logos are added, or it can be determined according to the coordinate position of the game scene corresponding to each scene quick jump logo in the game map, which is not limited here.

[0128] In some embodiments, in order to avoid the display of too many scene quick jump logos in the quick selection window affecting user operations, the scene quick jump logos corresponding to the game scenes in the partial game map interface contained in the current interface can be displayed in the quick selection window. On the one hand, the loading efficiency of the quick selection window can be improved, and on the other hand, when the user selects the target scene quick jump logo later, the selection efficiency can be improved.

[0129] In an optional implementation, in response to a selection instruction triggered by the quick selection window, before determining a target scene quick jump identifier from at least one scene quick jump identifier, the method includes:

[0130] If the number of scene quick jump identifiers in the edited quick selection window is greater than a preset number, in response to a sliding operation on the quick selection window, the scene quick jump identifiers displayed in the quick selection window are adjusted to control the adjusted quick selection window to include the target scene quick jump identifier.

[0131] It is understandable that if the number of scene quick jump identifiers in the edited quick selection window is greater than the preset number, that is, the quick selection window cannot display all scene quick jump identifiers to the user at the same time, then it can be displayed in pages. Optionally, the user can slide (for example, slide left, slide right, slide up, slide down, etc.) to any position of the quick selection window interface to generate a sliding operation for the quick selection window. In response to the sliding operation, the scene quick jump identifier displayed in the quick selection window can be adjusted. Of course, it should be noted that the present application does not limit the number of adjustments. According to the actual application scenario, multiple adjustments can be made until the adjusted quick selection window contains the target scene quick jump identifier for the user to select.

[0132] By applying the embodiments of the present application, when a plurality of scene quick jump identifiers are included in the quick selection window, any scene quick jump identifier can still be selected as the target scene quick jump identifier, thereby improving applicability.

[0133] In an optional embodiment, the above method also includes: in response to an adjustment operation on the current game map interface, adjusting the game scene displayed on the game map interface.

[0134] Among them, for the current game map interface, the game scene displayed on the current game map interface can also be adjusted according to the actual application scenario. It can be understood that if adjustments are made, the scene identifiers included in the game map interface will be adaptively adjusted according to the game scene.

[0135] Among them, the adjustment methods include but are not limited to: enlarging or reducing the game scene displayed on the current game map interface, moving and adjusting the game scene displayed on the current game map interface, etc., which are not limited here.

[0136] In an optional implementation, in response to the adjustment operation on the current game map interface, adjusting the game scene displayed on the game map interface includes:

[0137] In response to a zoom operation on the current game map interface, the game scene displayed in the current game map interface is adjusted; or, in response to a drag operation on the current game map interface, the game scene displayed in the current game map interface is moved and adjusted.

[0138] Optionally, the game map interface may include a preset zoom control, which may be set at a fixed position on the game map interface, or may be suspended on the game map interface, which is not limited here. The zoom control may include a zoom-in control and a zoom-out control, which may be used to zoom in or out on the game map interface, thereby achieving the purpose of adjusting the game scene displayed on the current game map interface.

[0139] Of course, the game map interface can also be configured to respond to multi-touch operations to adjust the zoom in or zoom out of the game scene displayed in the current game map interface. For example, the player can zoom in or zoom out the current game map interface by sliding with two fingers, which is not limited here.

[0140] In addition, according to the actual application scenario, the user can also generate a drag operation for the current game map interface by single-clicking, multi-clicking, long pressing, sliding, dragging, etc. based on the touch display screen, and in response to the drag operation, the game scene displayed in the current game map interface can be moved and adjusted. For example, the user can select any map position in the current game map interface by long pressing based on the touch display screen, and then move and adjust the area displayed on the map in the current interface by dragging, which is not limited here.

[0141] Figure 6 A schematic diagram of a graphical user interface provided in an embodiment of the present application, Figure 7 A schematic diagram of another graphical user interface provided in an embodiment of the present application, Figure 8 A schematic diagram of another graphical user interface provided in an embodiment of the present application. Optionally, Figures 6 to 8 As shown, the graphical user interface can display a game map interface and a quick selection window. The game map interface may include at least one scene identifier 110, and the quick selection window may include at least one scene quick jump identifier 121. In the editing mode, the player can display the identifier list by touching the add control 130. In response to the selection operation of at least one scene identifier to be selected in the identifier list, the scene quick jump identifier corresponding to the selected scene identifier can be added in the quick selection window, such as the scene quick jump identifier 122 corresponding to the scene identifier "forbidden forest"; or, the player can add through the quick add controls of each scene identifier displayed in the game map interface, such as the quick add control 140 of the scene identifier "dormitory". Optionally, a second operation for the quick add control 140 can be generated based on the touch display screen by single-clicking, multi-clicking, long pressing, etc. In response to the second operation, the scene quick jump identifier 123 corresponding to "dormitory" can be added in the quick selection window. After adding, optionally, it can be saved by touching the save control 150 to obtain the edited quick selection window; or, it can be added with reference to the aforementioned moving operation method, which will not be repeated in this application.

[0142] In addition, if Figure 8As shown, in the editing mode, a deletion control of the scene quick jump identifier in the quick selection window can be displayed, such as a deletion control 190 for the scene quick jump identifier 121 corresponding to the scene identifier "library". Optionally, a first operation for the deletion control 190 can be generated by acting on the deletion control 190 through a single click, multiple clicks, long press, etc. based on the touch display screen. In response to the first operation, the scene quick jump identifier corresponding to the deletion control 190 corresponding to the first operation can be deleted, that is, the scene quick jump identifier 121 corresponding to the scene identifier "library" can be deleted. Of course, it can also be deleted in other ways. For details, please refer to the above-mentioned method embodiment content, and this application will not go into details here.

[0143] In some embodiments, Figure 8 As shown, the quick selection window may also include a page-up control 170 and a page-down control 160. Optionally, the player may act on the page-up control 170 or the page-down control 160 by clicking on the touch display screen, thereby adjusting the scene quick jump mark displayed in the quick selection window, and controlling the quick selection window after adjustment to include the target scene quick jump mark. Optionally, the game map interface may also include a preset zoom control 180. Referring to the above-mentioned related description, it can be known that the player may touch the preset zoom control 180 to zoom in or out the game map interface, thereby achieving the purpose of adjusting the game scene displayed in the current game map interface.

[0144] Of course, it should be noted that the schematic diagram of the quick selection window is not limited to the above diagram, and can be flexibly adjusted according to the actual application scenario.

[0145] Fig. 9 This is a functional module diagram of a game scene jump device provided in an embodiment of the present application. The device can display a graphical user interface through a terminal device. The graphical user interface includes at least a game scene and a map thumbnail. The basic principle and technical effect of the device are the same as those of the corresponding method embodiment described above. For the sake of brief description, the parts not mentioned in this embodiment can be referred to the corresponding content in the method embodiment. Fig. 9 As shown, the game scene jump device 200 includes:

[0146] The display module 210 is used to display a game map interface and a quick selection window through a graphical user interface in response to an operation instruction triggered by a map thumbnail, wherein the game map interface includes at least one scene identifier, the scene identifier configuration responds to the triggering operation control to enter the corresponding game scene, and the quick selection window includes at least one scene quick jump identifier, and the game scene corresponding to the scene quick jump identifier is the same as the game scene corresponding to the at least one scene identifier in the game map interface;

[0147] A determination module 220, configured to determine a target scene quick jump identifier from at least one scene quick jump identifier in response to a selection instruction triggered by the quick selection window;

[0148] The control module 230 is used to control the jump to the game scene corresponding to the target scene quick jump mark.

[0149] Fig.10 A schematic diagram of the functional modules of another game scene jump device provided in an embodiment of the present application. In an optional implementation, Fig.10 As shown, the game scene jump device 200 also includes: an editing module 240, which is used to start the editing mode of the quick selection window in response to an editing instruction; in response to an adding instruction, control the adding of a scene quick jump mark corresponding to the scene mark in the game map interface in the quick selection window; in response to a deleting instruction, control the deletion of the scene quick jump mark in the quick selection window.

[0150] In an optional embodiment, the editing module 240 is specifically used to display a deletion control for the scene quick jump identifier in the quick selection window in the editing mode; in response to a first operation on the deletion control, the scene quick jump identifier corresponding to the deletion control corresponding to the first operation is deleted, and the edited quick selection window is obtained.

[0151] In an optional embodiment, the editing module 240 is specifically used to, in the editing mode, in response to a move operation on the scene quick jump identifier, move the scene quick jump identifier corresponding to the move operation outside the quick selection window, and delete the scene quick jump identifier corresponding to the move operation to obtain the edited quick selection window.

[0152] In an optional embodiment, the editing module 240 is specifically used to display an identification list in response to an operation of adding a control in the editing mode, wherein the identification list includes: identifications of scenes to be selected corresponding to game scenes in a partial game map interface contained in the current interface, or identifications of scenes to be selected corresponding to all game scenes in the game map interface; in response to a selection operation of at least one scene to be selected in the identification list, a scene quick jump identification corresponding to the selected scene to be selected is added in the quick selection window to obtain an edited quick selection window.

[0153] In an optional embodiment, the editing module 240 is specifically used to display a quick add control for the scene identifier in the game map interface in the editing mode; in response to a second operation on the quick add control, add a scene quick jump identifier corresponding to the quick add control corresponding to the second operation in the quick selection window to obtain the edited quick selection window.

[0154] In an optional embodiment, the editing module 240 is specifically used to display a quick add control of the scene identification in the game map interface with a preset animation.

[0155] In an optional embodiment, the editing module 240 is specifically used to move the scene identifier corresponding to the target game scene to the quick selection window in response to a move operation on the scene identifier corresponding to the target game scene in the game map interface in the editing mode, and add the scene quick jump identifier corresponding to the target game scene in the quick selection window to obtain the edited quick selection window.

[0156] In an optional embodiment, the game scene jump device also includes: a display module, which is used to display a preset number of scene quick jump identifiers in the quick selection window in a preset order if the number of scene quick jump identifiers in the edited quick selection window is greater than a preset number; or, to display in the quick selection window the scene quick jump identifiers corresponding to the game scenes in the partial game map interface contained in the current interface.

[0157] In an optional embodiment, the display module is specifically used to adjust the scene quick jump identifiers displayed in the quick selection window in response to a sliding operation on the quick selection window if the number of scene quick jump identifiers in the edited quick selection window is greater than a preset number, and control the adjusted quick selection window to include the target scene quick jump identifier.

[0158] In an optional embodiment, the game scene jumping device also includes: an adjustment module, which is used to adjust the game scene displayed on the game map interface in response to an adjustment operation on the current game map interface.

[0159] In an optional embodiment, the adjustment module is specifically used to adjust the game scene displayed in the current game map interface in response to a zoom operation on the current game map interface; or, in response to a drag operation on the current game map interface, move and adjust the game scene displayed in the current game map interface.

[0160] The above-mentioned device is used to execute the method provided by the aforementioned embodiment, and its implementation principle and technical effect are similar, which will not be repeated here.

[0161] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASIC), or one or more microprocessors (DSP), or one or more field programmable gate arrays (FPGA). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0162] Fig.11 This is a schematic diagram of an electronic device structure provided in an embodiment of the present application. Fig.11 As shown, the electronic device may include: a processor 510, a storage medium 520 and a bus 530, the storage medium 520 stores machine-readable instructions executable by the processor 510, when the electronic device is running, the processor 510 and the storage medium 520 communicate through the bus 530, and the processor 510 executes the machine-readable instructions to perform the steps of the above method embodiment. The specific implementation method and technical effect are similar and will not be repeated here.

[0163] Optionally, the present application further provides a storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the above method embodiment are executed. The specific implementation method and technical effect are similar and will not be repeated here.

[0164] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0165] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0166] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.

[0167] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the methods of each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.

[0168] It should be noted that, in this article, relational terms such as "first" and "second" are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Moreover, the terms "include", "comprise" or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, article or device. In the absence of further restrictions, the elements defined by the sentence "comprise a ..." do not exclude the existence of other identical elements in the process, method, article or device including the elements.

[0169] The above are only preferred embodiments of the present application and are not intended to limit the present application. For those skilled in the art, the present application may have various changes and variations. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application. It should be noted that similar numbers and letters represent similar items in the following drawings, so once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. The above are only preferred embodiments of the present application and are not intended to limit the present application. For those skilled in the art, the present application may have various changes and variations. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.

Claims

1. A game scene jump method, It is characterized in that The method comprises: A game map interface and a quick selection window corresponding to a game scene are displayed through a graphical user interface, wherein the game map interface includes at least one scene identifier, the scene identifier configuration response triggers an operation control to enter the corresponding game scene, and the quick selection window displays a scene quick jump identifier corresponding to the scene identifier in the game map interface, and the scene quick jump identifier in the quick selection window can be edited in at least one of the following ways: updating the name of the scene quick jump identifier, deleting the existing scene quick jump identifier, and adding a new scene quick jump identifier; In response to a selection instruction triggered by the quick selection window, determining a target scene quick jump identifier from the at least one scene quick jump identifier; Control the jump to the game scene corresponding to the target scene quick jump mark.

2. The method according to claim 1, It is characterized in that The scene identifier is the scene name of the game scene.

3. The method according to claim 1, It is characterized in that The adding of a new scene quick jump identifier includes: In response to the adding instruction, the control adds a scene quick jump mark corresponding to the scene mark in the game map interface in the quick selection window.

4. The method according to claim 1, It is characterized in that The deleting of the existing scene quick jump identifier includes: In response to the deletion instruction, the scene quick jump mark in the quick selection window is deleted.

5. The method according to claim 4, It is characterized in that The step of controlling the deletion of the scene quick jump mark in the quick selection window in response to the deletion instruction includes: In the editing state, a delete control of the scene quick jump mark in the quick selection window is displayed; In response to a first operation on the deletion control, a scene quick jump identifier corresponding to the deletion control corresponding to the first operation is deleted.

6. The method according to claim 4, It is characterized in that The step of controlling the deletion of the scene quick jump mark in the quick selection window in response to the deletion instruction includes: In the editing state, according to the moving operation acting on the scene quick jump mark, the scene quick jump mark is moved outside the quick selection window; Controls deletion of the scene quick jump mark.

7. The method according to claim 3, It is characterized in that In response to the adding instruction, controlling to add a scene quick jump mark corresponding to the scene mark in the game map interface in the quick selection window comprises: In the editing state, in response to an operation of adding a control, an identification list is displayed, wherein the identification list includes at least one of the following: identifications of scenes to be selected corresponding to game scenes in a part of the game map interface included in the current interface, identifications of scenes to be selected corresponding to all game scenes in the game map interface, and identifications of scenes not included in the quick selection window; In response to a selection operation on at least one of the to-be-selected scene identifiers in the identifier list, a scene quick jump identifier corresponding to the selected to-be-selected scene identifier is added to the quick selection window.

8. The method according to claim 7, It is characterized in that When the scene identifier to be selected in the identifier list already exists in the quick selection window, the corresponding scene identifier to be selected in the identifier list is displayed in a preset manner.

9. The method according to claim 3, It is characterized in that In response to the adding instruction, controlling to add a scene quick jump mark corresponding to the scene mark in the game map interface in the quick selection window comprises: In the editing state, a quick add control for the scene logo in the game map interface is displayed; In response to a second operation on the quick add control, a scene quick jump identifier corresponding to the quick add control corresponding to the second operation is added in the quick selection window.

10. The method according to claim 3, It is characterized in that In response to the adding instruction, controlling to add a scene quick jump mark corresponding to the scene mark in the game map interface in the quick selection window comprises: In the editing state, in response to a move operation on a scene identifier corresponding to a target game scene in a game map interface, the scene identifier corresponding to the target game scene is moved to the quick selection window; Add a scene quick jump mark corresponding to the target game scene in the quick selection window.

11. The method according to claim 1, It is characterized in that The method further comprises at least one of the following: In response to a trigger operation on a save control, saving the edited quick selection window; and The edited quick selection window is saved in real time.

12. The method according to claim 1, It is characterized in that The method further comprises: If the number of scene quick jump identifiers in the edited quick selection window is greater than a preset number, the preset number of scene quick jump identifiers are displayed in the quick selection window in a preset order; or, The scene quick jump mark corresponding to the game scene in the partial game map interface contained in the current game map interface is displayed in the quick selection window.

13. The method according to claim 12, It is characterized in that The method further comprises: If the number of scene quick jump identifiers in the edited quick selection window is greater than a preset number, in response to a sliding operation on the quick selection window, the scene quick jump identifiers displayed in the quick selection window are adjusted.

14. The method according to claim 12, It is characterized in that The method further comprises: In response to an adjustment operation on the current game map interface, the game scenes in a portion of the game map interface included in the current game map interface are adjusted.

15. The method according to claim 12, It is characterized in that The step of adjusting the game scene displayed on the game map interface in response to the adjustment operation on the current game map interface includes: In response to a zooming operation on the current game map interface, adjusting the game scene displayed in the current game map interface; or, In response to a drag operation on the current game map interface, the game scene displayed in the current game map interface is moved and adjusted.

16. An electronic device, It is characterized in that include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of the game scene jumping method as described in any one of claims 1-15.

17. A storage medium, It is characterized in that The storage medium stores a computer program, and when the computer program is executed by the processor, the steps of the game scene jump method as described in any one of claims 1-15 are executed.

Citation Information

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