Control method and device in game, electronic equipment and readable storage medium
By providing an information window in the game's graphical user interface, allowing players to adjust the pathfinding state of virtual objects within the window, the problem of players in the prior art requiring complex operations to re-trigger automatic pathfinding is solved, and control efficiency and gaming experience are improved.
Patent Information
- Application Number
- CN202510073376.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-16
- Publication Date
- 2025-05-23
- Estimated Expiration
- 2045-01-16
AI Technical Summary
In existing games, after the player's automatic pathfinding is interrupted, he needs to re-trigger the automatic pathfinding through the complex function entrance, resulting in a large burden of operation memory, inconvenient control, and affecting the player's experience.
Through the graphical user interface, adjust the pathfinding behavior status of the virtual object in the same information window, display the pathfinding window and provide interactive controls, allowing players to adjust the pathfinding status of the virtual object in a window area.
It reduces the operating memory burden of players in adjusting the pathfinding state of virtual objects, improves the control efficiency of pathfinding behavior, improves the player's gaming experience, increases the game's appeal, and reduces the player's churn rate.
Smart Images

Figure CN120022603A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computers, and in particular to a control method, device, electronic device and computer-readable storage medium in a game. Background Art
[0002] Currently, players can trigger automatic pathfinding of their characters through the game map or task bar in the game. During automatic pathfinding, they can passively or actively interrupt automatic pathfinding and perform autonomous exploration through specific game events or preset operation methods. Based on this, after the player interrupts the automatic pathfinding, he needs to re-trigger the automatic pathfinding through the game map or task bar. The function entrances for triggering automatic pathfinding, interrupting automatic pathfinding, and resuming automatic pathfinding are complicated. In the demand scenarios where frequent switching between autonomous exploration and automatic pathfinding functions is required, it causes a great memory burden for the players, and it is not convenient to control the pathfinding status of the character during automatic pathfinding, which will seriously affect the player's operating experience. Summary of the invention
[0003] In view of this, the present application provides a control method, device, electronic device and computer-readable storage medium in a game, which can adjust the behavioral state of a virtual object performing pathfinding behavior in the same information window in a graphical user interface, thereby reducing the operational memory burden of players when controlling virtual objects to perform pathfinding behavior, improving the control efficiency of pathfinding behavior, and enhancing the player's gaming experience, thereby increasing the attractiveness of the game, reducing the player's churn rate, and thus avoiding idling of the game server.
[0004] In a first aspect, an embodiment of the present application provides a control method in a game, the method comprising:
[0005] Displaying a game scene corresponding to a target game account in the game through a graphical user interface, wherein the game scene includes a virtual object controlled by the target game account;
[0006] In response to a trigger instruction for a pathfinding event, displaying a pathfinding window on the graphical user interface, and displaying position information of a second position corresponding to the pathfinding event through the pathfinding window;
[0007] displaying interactive controls via the pathfinding window;
[0008] In response to a triggering operation on the interactive control, a pathfinding state of the virtual object when participating in the pathfinding event is adjusted.
[0009] In a second aspect, an embodiment of the present application provides a control device in a game, the device comprising: a display unit and an adjustment unit;
[0010] The display unit is used to display a game scene corresponding to a target game account in the game through a graphical user interface, wherein the game scene includes a virtual object controlled by the target game account;
[0011] The display unit is further configured to display a pathfinding window on the graphical user interface in response to a trigger instruction for a pathfinding event, and to display location information of a second location corresponding to the pathfinding event through the pathfinding window;
[0012] The display unit is further used to display interactive controls through the pathfinding window;
[0013] The adjustment unit is used to adjust the pathfinding state of the virtual object when participating in the pathfinding event in response to a trigger operation on the interactive control.
[0014] In a third aspect, an embodiment of the present application provides an electronic device, including:
[0015] Processor; and
[0016] The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method of the first aspect is executed.
[0017] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium storing a data processing program, which is executed by a processor to perform the method of the first aspect.
[0018] The control method in the game provided by the present application displays the game scene corresponding to the target game account in the game through a graphical user interface, and the game scene includes a virtual object controlled by the target game account; in response to a trigger instruction for a pathfinding event, a pathfinding window is displayed in the graphical user interface, and the position information of the second position corresponding to the pathfinding event is displayed through the pathfinding window; interactive controls are displayed through the pathfinding window; in response to a trigger operation for the interactive controls, the pathfinding state of the virtual object when participating in the pathfinding event is adjusted.
[0019] It can be seen that, through the above method, by displaying the pathfinding window in the graphical user interface and displaying the interactive controls for adjusting the behavioral state of the virtual object performing the pathfinding behavior in the pathfinding window, the player's operations of adjusting the behavioral state of the virtual object performing the pathfinding behavior can be all within one window area, which reduces the player's operational memory burden when adjusting the pathfinding state of the virtual object participating in the pathfinding event and reduces the player's operating pressure; in addition, since the interactive controls associated with the pathfinding event and the second position and other information are displayed separately through the pathfinding window, the player can intuitively know that the pathfinding event is triggered, which improves the player's efficiency in obtaining pathfinding information, further improves the control efficiency of pathfinding behavior, enhances the player's gaming experience, and thereby increases the attractiveness of the game, reduces the player's churn rate, and avoids game server idling. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the description of the embodiments of the present application will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative labor.
[0021] Figure 1 A schematic diagram of an interface display example of a triggering pathfinding event in the related art;
[0022] Figure 2 It is another example of an interface display schematic diagram of triggering a pathfinding event in the related art;
[0023] Figure 3 A schematic diagram of a game system for implementing a control method in a game provided in an embodiment of the present application;
[0024] Figure 4 A flowchart of an example of a control method in a game provided in an embodiment of the present application;
[0025] Figure 5 A schematic diagram of an interface display example of triggering a pathfinding event through a task publishing system provided in an embodiment of the present application;
[0026] Figure 6 A schematic diagram of an interface display example of triggering a pathfinding event through a map system provided in an embodiment of the present application;
[0027] Figure 7 A schematic diagram of an interface display example of displaying a restoration pathfinding control in a pathfinding window when a pathfinding event is triggered by a map system provided in an embodiment of the present application;
[0028] Figure 8A schematic diagram of an example interface display of a pathfinding event triggered by a pathfinding target recommended by a game system provided in an embodiment of the present application;
[0029] Fig. 9 A schematic diagram of an interface display example of expanding a game map by applying a trigger operation to position information provided in an embodiment of the present application;
[0030] Fig.10 A schematic diagram of another example of an interface display for expanding a game map by applying a trigger operation to position information provided in an embodiment of the present application;
[0031] Fig.11 A schematic diagram of another example of an interface display for expanding a game map by applying a trigger operation to position information provided in an embodiment of the present application;
[0032] Fig.12 A schematic diagram of the structure of a control device in a game provided by an embodiment of the present application;
[0033] Fig.13 A structural block diagram of an electronic device for implementing a control method in a game is provided for an embodiment of the present application. DETAILED DESCRIPTION
[0034] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application, so the present application is not limited by the specific implementation disclosed below.
[0035] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "including", "having" and their variants are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0036] It should be understood that in the embodiments of the present application, "at least one" means one or more, "several" means one or more, and "multiple" means two or more. " / or" is merely a description of the association relationship between associated objects, indicating that there can be three relationships. For example, A and / or B can represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally indicates that the associated objects before and after are in an "or" relationship. "Including A, B, and / or C" means including any one or any two or all three of A, B, and C.
[0037] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A correspondingly", "A corresponding to B", or "B corresponding to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A. B can also be determined according to A and / or other information.
[0038] Before elaborating on the embodiments of the present application in detail, the related technologies will be further introduced first.
[0039] As Figure 1 shown, in Figure 1 (a), a virtual object 10 controlled by a player and a task bar 11 for issuing game tasks are displayed in the graphical user interface. The task information of two game tasks is included in the task bar 11. Among them, Task 1: Patrol in Village X; Task 2: Pick herbs at the bottom of the cliff. When the player clicks on the task information of Task 1 shown in Figure 1 (a), the player can control the virtual object 10 to perform pathfinding, that is, Figure 1 switch the interface shown in Figure 1 (a) to the interface shown in Figure 1 (b). As shown in
[0040] (b), a prompt message "Pathfinding automatically..." is displayed below the virtual object 10 to prompt the player that the virtual object 10 controlled by the player is currently performing automatic pathfinding.
[0040] Based on the graphical user interface shown in Figure 1 (b), if the player needs to perform other more urgent game tasks during the automatic pathfinding process, the automatic pathfinding process needs to be interrupted. At this time, the player can click on any blank position (i.e., the position where no virtual control is displayed) in the graphical user interface. For example, the player can click on position A to respond to the operation at position A, control the virtual object 10 to stop automatic pathfinding, and start controlling the virtual object 10 to move to position A. As shown in Figure 1 (c), when the virtual object 10 stops automatic pathfinding, the prompt message "Pathfinding automatically..." displayed below the virtual object 10 is hidden, and the virtual object 10 is controlled to move to position A.
[0041] based on Figure 1 (c) shows the graphical user interface. If the player wants to go to village X again through automatic path finding, he needs to Figure 1 As shown in (a), click the task information of task 1 in the task bar 11 again.
[0042] Above Figure 1 The control flow of automatic path finding is shown in Figure 1 As shown in (b), when the virtual object 10 is automatically finding its way, only the prompt message "Automatically finding its way..." is displayed. It is easy for the player to forget the current destination of the automatic finding, and the amount of information in the game interface is usually complicated. The feedback method of the virtual object's execution of the finding behavior is not intuitive.
[0043] In addition, after controlling the virtual object 10 to interrupt the execution of the pathfinding behavior, if the pathfinding behavior is to be restored, the player needs to clearly remember that the function entry that triggered the pathfinding behavior is the task bar, and the triggered game task is task 1, which brings a large memory burden to the player. At the same time, as long as the player clicks at any blank position to interrupt the automatic pathfinding, the player is prone to accidental touches, and the method of restoring the automatic pathfinding is relatively complicated, and the operation process of the automatic pathfinding is not simple.
[0044] like Figure 2 As shown in (a), a function entry control 12 of a game map system can be displayed in a graphical user interface. When a player clicks on the function entry control 12 of the map system, the game map can be displayed in full screen (large map) or partially (small map) in the graphical user interface. That is, in response to a click operation on the function entry control 12, the graphical user interface can be changed from Figure 2 (a) shows the switch display as follows Figure 2 (b) shows that Figure 2 (b) shows a graphical user interface showing a small Fig.13 , in a small place Fig.13 An object identifier 14 for representing the position of the virtual object 10 in the game scene is displayed.
[0045] Based on this small Fig.13 , when the player clicks on the small Fig.13 When the position 15 in the image is displayed, the position 15 can be determined as the end position of the path-finding behavior to be performed by the virtual object 10. That is, in response to the click operation, the virtual object 10 can be controlled to start performing the automatic path-finding behavior with the position 15 as the end position. Figure 2 The display status shown in (b) switches to Figure 2 (c) is the display state shown. Figure 2 (c) shows that in the small Fig.13The object identifier 14 is displayed in the figure, moving toward the position 15 along the path indicated by the path identifier composed of multiple dots (key position points), thereby indicating that the virtual object 10 automatically moves toward the position 15 in the game scene.
[0046] Based on this Figure 2 (c) shows the graphical user interface. When the player clicks on the small Fig.13 Click the close control in the upper right corner to close the area. Fig.13 , that is, Figure 2 (d) As shown in the figure, close the small area Fig.13 , displaying a virtual object 10 that is in the process of pathfinding, and a prompt message of “automatically pathfinding…”.
[0047] In the above method, when the player triggers the virtual object pathfinding by marking the map, Fig.13 The player cannot directly view the movement status of the virtual object 10 in the game scene due to the occlusion; and, in general, the location information in the game map is relatively complicated. Fig.13 The display process of moving the object identifier 14 is not intuitive, so this method is not intuitive for the feedback of the virtual object 10 starting to perform path-finding behavior.
[0048] In addition, based on Figure 2 (d) shown in the graphical user interface, if the player uses the above Figure 1 (b) When interrupting pathfinding in the manner mentioned in the introduction, the player needs to clearly remember that the function entry to initiate pathfinding is the minimap, not the taskbar. On the basis that the player clearly remembers the function entry to initiate pathfinding, reopen the minimap. Fig.13 , click position 15 again to resume pathfinding; it can be seen that this creates a huge memory burden on the player, and the operation process of resuming pathfinding is relatively complicated.
[0049] Based on the above-mentioned problems, the embodiments of the present application provide a control method, device, electronic device and computer-readable storage medium in a game.
[0050] The control method in the game provided by the embodiment of the present application can be performed by an electronic device, which can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, or a laptop computer. The server can be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers, or it can be implemented as a single server. When the server is software, it can be implemented as multiple software or software modules (such as software or software modules for providing distributed services), or it can be implemented as a single software or software module. The embodiment of the present application does not specifically limit this.
[0051] In an optional embodiment, when the control method in the game is run on a terminal device, the terminal device stores a game application and a game scene of the game. The terminal device interacts with the player through a graphical user interface. The 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 device, or the graphical user interface may be presented through holographic projection.
[0052] In an optional embodiment, when the control method in the game runs on the server, the method can be implemented and executed based on the cloud game system. The cloud game system refers to a game method based on cloud computing. The cloud game system includes a server and a client device. The running body of the game application and the game screen presentation body are separated, and the storage and operation of the control method in the game are completed on the server. The game screen presentation is completed on the client, and the client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission function close to the player side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, a head-mounted display device, etc., but the terminal device for processing game data is a server in the cloud. When playing the game, the player operates the client to send instructions to the server, and the server controls the running of the game according to the instructions, encodes and compresses the game screen and other data, and returns it to the client through the network. Finally, the client decodes and outputs the game screen.
[0053] It should be noted that in the embodiments of the present application, the execution subject of the control method in the game can be a terminal device or a server, wherein the terminal device can be a local terminal device or a client device in the aforementioned cloud game. The embodiments of the present application do not limit the type of the execution subject.
[0054] For example, in combination with the above introduction, Figure 3 A game system 1000 for implementing a control method in a game provided by an embodiment of the present application is shown. The game system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The terminal 1001 held by the player can be connected to servers of different games through the network. The terminal is any device with computing hardware that can support and execute software application tools corresponding to the game.
[0055] In the above-mentioned game system 1000, the terminal 1001 is used to install and run the game application. In some cases, the game application may not be installed in advance in the terminal 1001, and the player can directly access the game through a client such as a browser. The player uses the registered game account to log in to the game application, and can control the virtual character corresponding to the game account to participate in the game. When the player logs in to the game application, the terminal 1001 will send a login request to the server 1002, and the server 1002 will verify the game account used by the player. At the same time, the server 1002 determines the game mechanism corresponding to the game account according to the login request, and the verification will return a login success notification to the terminal 1001. In the process of the player participating in the game through the game application, the terminal 1001 and the server 1002 interact with each other, and the terminal 1001 sends various information to the server 1002. The server 1002 determines the display data of the terminal 1001 according to the stored game mechanism (such as the control method in the game provided by this application) and the received information, and sends the display data to the terminal 1001, so as to display the display data sent by the server 1002 to the player through the terminal 1001.
[0056] In possible application scenarios, different terminals 1001 may be served by different servers 1002. Therefore, in order to distinguish the servers 1002 corresponding to different game terminals 1001, the first and second methods will be used for description when involved in the embodiments of the present application. In fact, the servers 1002 corresponding to different game terminals 1001 may be the same server 1002. Therefore, without distinguishing between the first and the second, it can be understood that the terminals 1001 corresponding to the virtual characters in the same game scene are served by the same server 1002.
[0057] In addition, when the game system 1000 includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. In addition, the game system 1000 may include multiple databases, multiple databases are coupled to different servers, and game-related information can be continuously stored in the database when different players play multi-player games online.
[0058] It should be noted that Figure 3 The game system diagram shown is only an example. The game system 1000 described in the embodiment of the present application is to more clearly illustrate the technical solution of the embodiment of the present application, and does not constitute a limitation on the technical solution provided in the embodiment of the present application. A person of ordinary skill in the art can know that with the evolution of the game system and the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.
[0059] It should be noted that the operations that appear in the subsequent detailed introduction of the control method in the game provided by the embodiment of the present application can all be regarded as operations performed by the player through fingers or controlling a medium such as a mouse, keyboard, or stylus. The specific medium to be used can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, a tablet computer, a game console, etc., the player can operate on the touch screen through any suitable object or accessory such as a finger or stylus, and the game applied to such a device is generally referred to as a "mobile game". When the terminal device is a non-touch screen terminal device such as a desktop computer or a laptop computer, the player can operate through an external device such as a mouse or keyboard, and the game applied to such a device is generally referred to as a "client game".
[0060] It should be noted that in the embodiments of the present application, there is no restriction on whether the terminal device providing the graphical user interface is placed horizontally or vertically, that is, there is no specific restriction on whether the virtual game is a horizontal screen game or a vertical screen game. In this embodiment, the virtual game is a horizontal screen game, and the terminal device is placed horizontally as an example to introduce the solution. However, it does not mean that the control method in the game provided by this application is not applicable to vertical screen games. The control method in the game provided by this application can be applied to horizontal screen games and vertical screen games, that is, the operation mode set in the virtual game and the corresponding game logic are consistent in horizontal screen games and vertical screen games, and there are only slight differences in the layout of the interface elements in the graphical user interface.
[0061] The technical solution of the present application is described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.
[0062] like Figure 4 As shown, Figure 4 This is a flow chart of an example of a control method in a game provided by an embodiment of the present application. It should be noted that the steps shown can be performed in a logical order different from that shown in the flow chart of the method. The method may include the following steps S110 to S140.
[0063] Step S110: Displaying a game scene corresponding to a target game account in the game through a graphical user interface, wherein the game scene includes a virtual object controlled by the target game account.
[0064] Step S120: In response to a trigger instruction for a pathfinding event, a pathfinding window is displayed on the graphical user interface, and location information of a second location corresponding to the pathfinding event is displayed through the pathfinding window.
[0065] Step S130: displaying interactive controls through the navigation window.
[0066] Step S140: In response to a trigger operation on the interactive control, adjusting the pathfinding state of the virtual object when participating in the pathfinding event.
[0067] The above steps S110 to S140 are described in detail below.
[0068] With respect to the above step S110, in the embodiment of the present application, the terminal displays the game scene corresponding to the target game account participating in the game through a graphical user interface. The graphical user interface is a visual representation and operation interface for players to interact with virtual games, which includes the game scene of the virtual game, control components, social elements, etc., which are used to show the style of the game world and guide user operations.
[0069] In a graphical user interface, multiple interface contents to be displayed are usually presented in layers. Layers refer to a hierarchical display method in a graphical user interface. Different interface contents can be placed on different layers to better control the display and hiding of each interface content. For example, the game scene can be placed on the scene layer, that is, the scene layer is mainly used to render the game world and the objects therein, including characters, environments, dynamic elements, etc.; various UI (User Interface) elements are placed on different UI layers. For example, UI elements can include but are not limited to various operation controls, information panels for displaying various game information (such as chat interfaces, character status panels, etc.), game thumbnail maps, and other elements.
[0070] Among them, the display level of each layer determines the stacking order of the elements in the layer in the graphical user interface, that is, which element is above or below the rest of the elements. Generally speaking, since UI elements are interface elements for players to interact with the game, usually, the display level of the UI layer where UI elements are placed is higher than the display level of the scene layer of the game scene; and the display levels between different UI layers can also be different, for example, the display level of the pop-up (floating window) layer is higher than the display level of the control layer, among which the pop-up layer is usually used to display important temporary information or request players to confirm certain operations, which needs to attract the player's attention. Therefore, the display level of the pop-up layer is higher to ensure that it can cover the content below; the control layer is used to display virtual controls that players can trigger.
[0071] The above-mentioned virtual object is a model that the player who registers the target game account can control to move in the game. The model can be a model used to represent the player's image or a model of a virtual object that constitutes a game scene. The model can be a three-dimensional virtual model or a two-dimensional virtual model, which is not specifically limited in this embodiment. The virtual object includes but is not limited to at least one of a virtual person, a virtual animal, a virtual machine, a virtual building, and a virtual plant.
[0072] With respect to the above step S120, the above triggering instruction for the pathfinding event refers to a processing instruction that causes the pathfinding event in the game to be triggered.
[0073] In the embodiment of the present application, the trigger instruction for the path-finding event may include a first trigger instruction and a second trigger instruction.
[0074] The first trigger instruction is a processing instruction for triggering a pathfinding event generated by a pathfinding operation performed by a player in a target pathfinding system, that is, when a player has a pathfinding requirement, pathfinding is actively triggered by a pathfinding operation; the second trigger instruction is a processing instruction for triggering a pathfinding event automatically generated by the game system when the game data of the target game account meets a specified condition, without the need for the player to perform an operation. The introduction of the first trigger instruction and the second trigger instruction can be found in the following text, and will not be described in detail here.
[0075] The above-mentioned pathfinding window refers to a UI element in the game used to display the relevant pathfinding information when the virtual object participates in the pathfinding event. As described above, the display level of the UI layer where the UI elements are placed is higher than the display level of the scene layer of the game scene, wherein, in each UI layer, the display level of the pop-up layer is relatively high. Preferably, in this embodiment, the display level of the pathfinding window is higher than the display level of the remaining information panels in the graphical user interface; that is, the display level of the pathfinding window is displayed on top, so that no matter under what circumstances the pathfinding event is triggered, the player's attention can be attracted through the pathfinding window, giving the player a more intuitive pathfinding trigger feedback and facilitating the player's operation. In order to avoid being blocked, the display level of the pathfinding window can be higher than the display level of the remaining information panels in the graphical user interface; and when the pathfinding window is not blocked by other UI elements of the graphical user interface, the display level of the pathfinding window can also be equal to or lower than the display level of other UI elements.
[0076] The second position refers to the end position of the currently triggered pathfinding event. The position information of the second position may be the position name and / or position coordinates of the second position. Figure 5 Introduction.
[0077] The purpose of this step S120 is to display a pathfinding window when a trigger instruction for a pathfinding event is received, and the player can quickly know that the pathfinding event has been triggered through the display of the pathfinding window.
[0078] Optionally, the pathfinding window may be displayed in a preset interactive hotspot in a graphical user interface. The preset interactive hotspot refers to a pre-designated specific area that can be used to receive player input operations. For example, the preset interactive hotspot may be the lower right corner or the lower left corner of the graphical user interface, which may be determined based on the actual layout of the game interface of a specific game, and this application does not impose any specific restrictions.
[0079] It can be understood that by displaying the pathfinding window in the preset interactive hot zone, all UI elements related to the pathfinding event can be displayed in the same area, so that players can quickly locate the area through muscle memory, making it easier for players to obtain information related to the pathfinding behavior and reducing the time and effort required to find the pathfinding information.
[0080] For example, Figure 1 and Figure 2 The prompt information of "automatic routing" displayed in the related technology shown usually moves with the player's movement. When the amount of information in the game is large, it is difficult for the player to obtain the information whether the automatic routing event has been triggered. However, if the routing window is displayed in the preset interactive hot zone as disclosed in the present application, the player can quickly know that the routing event has been triggered.
[0081] With respect to the above steps S130 and S140, in this embodiment, the interactive control is a UI element provided with game logic for adjusting the pathfinding state of the virtual object when participating in the pathfinding event. The interactive control is configured to adjust the pathfinding state of the virtual object when participating in the pathfinding event in response to a trigger operation.
[0082] In this embodiment, the pathfinding state of the virtual object participating in the pathfinding event may include but is not limited to: a state where pathfinding has not started, a state where pathfinding has started, a state where pathfinding has been interrupted, a state where pathfinding has been resumed, and a state where pathfinding has been completed.
[0083] Based on this, in this embodiment, the interactive controls may include but are not limited to: a confirm pathfinding control, a stop pathfinding control, and a resume pathfinding control. Among them, the confirm pathfinding control is configured to control the virtual object to start executing the pathfinding behavior matching the pathfinding event in response to the trigger operation; the stop pathfinding control is configured to control the virtual object to interrupt the execution of the above pathfinding behavior in response to the trigger operation; and the resume pathfinding control is configured to control the virtual object that interrupted the execution of the pathfinding behavior in response to the trigger operation to restart the execution of the pathfinding behavior.
[0084] The above-mentioned trigger operations for interactive controls may include but are not limited to: touch operations such as clicking operations, pressing operations, sliding operations, shortcut key operations, voice command operations, air gesture operations and other non-touch operations. There is no specific restriction and it can be set according to actual needs.
[0085] It can be seen from steps S130 to S140 that when the interactive controls are displayed in the path-finding window, the player can quickly locate the path-finding window through muscle memory, thereby applying a trigger operation to the interactive controls. The player can adjust the path-finding state of the virtual object in real time through the interactive controls displayed in the path-finding window without having to remember multiple different adjustment positions, thereby reducing the player's memory burden and improving the efficiency of adjusting the path-finding state of the virtual object.
[0086] For the display timing and specific functions of different interactive controls, please refer to the detailed description below and will not be described in detail here.
[0087] It can be seen that, through the above method, by displaying the pathfinding window in the graphical user interface and displaying the interactive controls for adjusting the behavioral state of the virtual object performing the pathfinding behavior in the pathfinding window, the player's operations of adjusting the behavioral state of the virtual object performing the pathfinding behavior can be all within one window area, which reduces the player's operational memory burden when adjusting the pathfinding state of the virtual object participating in the pathfinding event and reduces the player's operating pressure; in addition, since the interactive controls associated with the pathfinding event and the second position and other information are displayed separately through the pathfinding window, the player can intuitively know that the pathfinding event is triggered, which improves the player's efficiency in obtaining pathfinding information, further improves the control efficiency of pathfinding behavior, enhances the player's gaming experience, and thereby increases the attractiveness of the game, reduces the player's churn rate, and avoids idling of the game server.
[0088] Next, some specific implementation methods of the control method in the game provided by this application are further introduced.
[0089] In some optional implementations, as described above, the trigger instruction for the pathfinding event may include a first trigger instruction and a second trigger instruction. The first trigger instruction is a processing instruction for actively triggering the pathfinding event through the player's operation; the second trigger instruction is a processing instruction for the pathfinding event triggered by the game system according to the game data of the target game account.
[0090] Below, the relevant embodiments of triggering a path-finding event in response to a first trigger instruction and the relevant embodiments of triggering a path-finding event in response to a second trigger instruction are respectively introduced in detail.
[0091] First, a related embodiment of triggering a path-finding event in response to a first trigger instruction is introduced.
[0092] In some optional implementations, the above step S120 can be specifically implemented through the following steps S121 to S122.
[0093] Step S121: In response to a pathfinding operation in a target pathfinding system, determining the second position and generating the first trigger instruction.
[0094] Step S122: In response to the first trigger instruction, a pathfinding window is displayed on the graphical user interface.
[0095] In this embodiment, the above-mentioned target path-finding system may include but is not limited to: a map system, a task issuing system, an item or non-player character tracking system, a social interaction system, etc.
[0096] The map system refers to a game system that provides players with the layout and structure of the game world, displays the player's current position and direction, displays key locations in the game, and other information. Players can trigger pathfinding events based on the small map or large map provided by the map system;
[0097] The task publishing system refers to a system for providing game objectives for players. Usually, a task bar can be displayed in the game interface, in which the game tasks published by the task publishing system are displayed. Players can trigger pathfinding events based on the game tasks displayed in the task bar.
[0098] Item or NPC tracking system refers to a system that displays the location of specific items or specific NPCs in the game on the game map, through which players can trigger pathfinding events to track specific items or specific NPCs;
[0099] The social interaction system refers to a system in which a virtual object controlled by a player interacts socially with a non-player object or a virtual object controlled by other players in the game (such as real-time conversation interaction, message posting interaction). In this social interaction system, relevant pathfinding events can be triggered based on social interactions with non-player characters or other players. For example, when the interactive information posted by a non-player character or other players includes the location information of a certain scene location, the player can trigger a pathfinding event by clicking on the location information.
[0100] It is understandable that the method of triggering a pathfinding event in the item or non-player character tracking system is basically the same as the method of triggering a pathfinding event in the map system mentioned above, and the following will only introduce the triggering of a pathfinding event in the map system as an example.
[0101] The above-mentioned pathfinding operation refers to the operation performed by the player in the target pathfinding system that can trigger the pathfinding event. It can be understood that in different target pathfinding systems, the corresponding pathfinding operations are different. Below, the target pathfinding system is taken as the map system and the task release system as examples for introduction.
[0102] In some optional embodiments, when the above-mentioned target pathfinding system is a task publishing system, the above-mentioned pathfinding operation may include a task selection operation in the task publishing system; based on this, the above-mentioned step S121 "determining the second position in response to the pathfinding operation in the target pathfinding system" can be specifically implemented through the following steps S121a-1 to S121a-2.
[0103] Step S121a-1: Displaying game task information of at least one game task through the graphical user interface, wherein the game task information includes a task location of the game task.
[0104] Step S121a-2: In response to the task selection operation, determine a target game task in the at least one game task, and determine the task position corresponding to the target game task as the second position.
[0105] Displaying the game task information of at least one game task through the graphical user interface can be understood as displaying the task information of each game task preset in the game in a task bar area preset in the graphical user interface.
[0106] Usually, the task information of the game task includes but is not limited to: task name, task type, task location, task reward, time limit, etc. Please refer to Figure 5 ,exist Figure 5 In the graphical user interface shown in (a), a task bar 11 is displayed, and task information of task 1 and task 2 are displayed in the task bar 11; task 1 is: patrolling in village X; that is, according to the task information of task 1, it can be known that the task location of task 1 is village X, and the task type is patrolling task; task 2 is: picking herbs at the bottom of the cliff; that is, according to the task information of task 2, it can be known that the task location of task 2 is at the bottom of the cliff, and the task type is picking herbs.
[0107] The task selection operation is an operation of determining a target game task from among the displayed game tasks.
[0108] The task selection operation may include but is not limited to: a click operation, a slide operation, a press operation, a shortcut key operation, an air gesture operation, a voice command operation, etc. for a certain game task information.
[0109] The following is an exemplary introduction to determining a target game task among the at least one game task in response to a task selection operation, and determining a task position corresponding to the target game task as the second position.
[0110] For example, in a client game, the task selection operation may be a pressing operation on a preset shortcut key, such as: Figure 5 The preset shortcut key corresponding to Task 1 shown in (a) is the number key "1" on the physical keyboard, and the preset shortcut key corresponding to Task 2 is the number key "2" on the physical keyboard. When the player presses the number key "1", Task 1 is determined as the target game task, and the task location "Village X" of Task 1 is determined as the above-mentioned second location; when the player presses the number key "2", Task 2 is determined as the target game task, and the task location "bottom of the cliff" of Task 2 is determined as the above-mentioned second location.
[0111] Alternatively, in a client game, the player can move the selection mark in the graphical user interface by sliding the mouse. When the selection mark is aligned with Task 1, the player can click the left mouse button. In response to the operation of clicking the left mouse button, Task 1 is determined as the target game task, and the task location "Village X" of Task 1 is determined as the above-mentioned second location.
[0112] Alternatively, in a mobile game, the player can use a finger to perform a click operation, a slide operation, or a press operation on the task information of Task 1, and Task 1 can be determined as the target game task, and the task location "X Village" of Task 1 can be determined as the second location.
[0113] Alternatively, in some optional implementations, when the target pathfinding system is a map system, the pathfinding operation may include a location marking operation in the map system. Based on this, in the above step S121, "determining the second location in response to the pathfinding operation in the target pathfinding system" may be specifically implemented through the following steps S121b-1 to S121b-2.
[0114] Step S121b-1: Display at least part of the game map of the game through a graphical user interface.
[0115] Step S121b-2: In response to a location marking operation performed on the game map, the location marked by the location marking operation is determined as a second location.
[0116] In this embodiment, the game map is a thumbnail map of the game scene, which briefly presents the terrain elements of the game virtual scene (such as waters, plains, mountains, routes, etc.), rather than presenting the appearance of the virtual model in the virtual scene as it is. Icons can also be used to indicate the locations of virtual objects (such as virtual objects controlled by the target game account, non-player objects, and virtual objects controlled by other game accounts) in the thumbnail map, interactive locations provided in the game scene (such as mission points, teleportation points, copy locations, mark points, etc.), etc.
[0117] Optionally, the game map can be placed separately in a UI layer, and the display level of the UI layer where the game map is placed is higher than the display level of the above-mentioned scene layer, but lower than the display level of the above-mentioned pathfinding window.
[0118] In the game, at least part of the game map may be permanently displayed in the graphical user interface; or, in some games, in response to a map display instruction, at least part of the game map of the game may be displayed through the graphical user interface.
[0119] Among them, when the game map is permanently displayed in the graphical user interface, the game map is usually a partial game map, such as a partial game map within a specified range centered on a virtual object. Based on the permanently displayed game map, the player can observe the surrounding environment of the virtual object at any time. As the virtual object moves, the map range presented by the game map will also be continuously refreshed and changed with the movement of the virtual object, so as to ensure that the game map always follows the virtual object and presents the surrounding environment of the virtual object.
[0120] The map display instruction is an instruction for triggering the display of the entire game map of the game. Optionally, in response to the map display instruction, the game map can be displayed in full screen in the graphical user interface provided by the terminal device, that is, covering the game scene; or the entire game map can be displayed in a window form. When the entire game map is displayed in a window form, only part of the game scene can be blocked, such as Figure 2 (b) shows the game Fig.13 Displayed in the graphical user interface in the form of a window.
[0121] In this embodiment, the map display instruction can be implemented in the following manner: providing a map system entry control in a graphical user interface; generating the map display instruction in response to a trigger operation on the map system entry control. The trigger operation on the map system entry control may include but is not limited to: a click operation, a slide operation, a press operation, a shortcut key operation, a voice command operation, etc., which is not specifically limited in this embodiment.
[0122] After displaying the game map, the player may perform a location marking operation on the game map, and in response to the location marking operation on the game map, determine the location marked by the location marking operation as the second location.
[0123] The location marking operation may include but is not limited to: a click operation, a press operation, a slide operation, etc. on a location in the game map. That is, when the player performs a click operation in the game map, the location corresponding to the location point clicked by the click operation is determined as the second location corresponding to the pathfinding event.
[0124] In some optional implementations, when the trigger instruction for the path-finding event is the first trigger instruction, the control method in the game provided by the present application further includes the following step S150.
[0125] Step S150: According to the first trigger instruction, the virtual object is controlled to start executing a pathfinding behavior matching the pathfinding event between the current first position and the second position.
[0126] That is, in this embodiment, in response to the first trigger instruction, in addition to displaying the above-mentioned path-finding window in the graphical user interface, the virtual object is also controlled to perform path-finding behavior.
[0127] The pathfinding behavior refers to the behavior of the virtual object moving from the current first position to the second position according to the preset pathfinding strategy when participating in the above pathfinding event.
[0128] It is understandable that in the game, different pathfinding strategies can be set for different pathfinding events, and when the pathfinding strategies are different, the pathfinding behaviors performed by the virtual object are also different, for example, participating in a pathfinding event by performing a pathfinding behavior of sprinting, participating in a pathfinding event by performing a pathfinding behavior of dancing, etc. Therefore, in response to the above-mentioned first trigger instruction, the virtual object is controlled to perform a pathfinding behavior that matches the pathfinding event.
[0129] In some optional implementations, as described above, the interactive control includes a stop pathfinding control; based on this, the above step S130 can be specifically implemented through the following step S131.
[0130] Step S131a: When the virtual object starts to perform the pathfinding behavior, the stop pathfinding control is displayed through the pathfinding window.
[0131] That is, in response to the first trigger instruction, when the virtual object is controlled to start performing the pathfinding behavior, a stop pathfinding control is displayed in the pathfinding window.
[0132] When the stop pathfinding control is displayed in the pathfinding window, the player can know through the stop pathfinding control that the virtual object is currently automatically pathfinding. For the introduction of the stop pathfinding control, please refer to the previous description, which will not be repeated here.
[0133] Based on step S131a, when the stop pathfinding control is displayed in the pathfinding window, step S140 described above can be specifically implemented through the following step S141a.
[0134] Step S141a: In response to a trigger operation for terminating the pathfinding control, controlling the virtual object to interrupt the execution of the pathfinding behavior.
[0135] That is, in response to the triggering operation for the abort pathfinding control, the pathfinding state of the virtual object can be adjusted from the state of automatic pathfinding to the state of interrupted pathfinding; wherein interrupted pathfinding means that the virtual object stops moving toward the second position.
[0136] Optionally, in some games, in addition to the player applying a trigger operation to the abort pathfinding control to cause the virtual object to interrupt automatic pathfinding, the virtual character may passively interrupt the execution of the above-mentioned pathfinding behavior when the virtual object encounters an enemy virtual object and passively fights it, encounters an obstacle and is unable to move forward, or triggers a higher-priority game task. This is not described in detail in this embodiment.
[0137] Furthermore, the above-mentioned interactive control may also include a navigation recovery control. Based on this, after executing the above-mentioned step S141a, the following steps S160 to S170 may also be executed.
[0138] Step S160: When controlling the virtual object to interrupt the execution of the pathfinding behavior, the terminate pathfinding control in the pathfinding window is switched to be displayed as the resume pathfinding control.
[0139] Step S170: In response to a trigger operation for restoring the pathfinding control, controlling the virtual object to perform the pathfinding behavior between the current third position and the second position.
[0140] It is understandable that in the game, when a virtual object interrupts the execution of the above-mentioned pathfinding behavior to perform other game tasks, there is a need to restore the last unfinished pathfinding event. Therefore, when the virtual object interrupts the execution of the above-mentioned pathfinding behavior, a restore pathfinding control can be displayed in the pathfinding window.
[0141] By switching the abort pathfinding control in the pathfinding window to display the switching process of the resume pathfinding control, the player can intuitively know that the virtual object has currently interrupted the automatic pathfinding, and can control the virtual object to re-execute the above pathfinding behavior through the resume pathfinding control.
[0142] The above-mentioned triggering operation for restoring the pathfinding control may include but is not limited to: a click operation, a press operation, a slide operation, a shortcut key operation, etc. for the restoration of the pathfinding control, without specific restrictions.
[0143] The third position refers to the position of the virtual object when it performs the remaining game tasks after interrupting the pathfinding behavior. For example, the virtual object performs pathfinding between position A and position B, and pathfinding is interrupted at position C, and the virtual object moves from position C to position D, and talks with a non-player object at position D. At this time, if the player clicks the restore pathfinding control, position D can be determined as the third position, and the virtual object can be controlled to continue to perform pathfinding between position D and position B.
[0144] Next, combine Figure 5 As well as a specific example of triggering a pathfinding event through a task publishing system, the control method in the game provided by this application is introduced in detail.
[0145] like Figure 5 As shown, in Figure 5 In the graphical user interface shown in (a), a virtual object 10 and a task bar 11 are displayed. When a player clicks on the task information of task 1 in the task bar 11, a path-finding event can be triggered in response to the click operation, in which the virtual object 10 automatically finds a path between the current position and the task position "Village X" corresponding to task 1. That is, in response to the click operation, the graphical user interface can be changed from Figure 5 (a) shows the switch display as follows Figure 5 As shown in (b), Figure 5 The graphical user interface shown in (b) displays a pathfinding window 18, in which the location information 21 of the task location and a stop pathfinding control 19 are displayed; wherein the location information includes the location name "X Village" of the task location and the location coordinates (200, 300) of the task location.
[0146] based on Figure 5 (b) shows a graphical user interface. If the player clicks the stop pathfinding control 19, in response to the click, Figure 5 As shown in (c), the stop pathfinding control 19 in the pathfinding window 18 is switched to a resume pathfinding control 22, and at this time, the virtual object 10 can be controlled to interrupt the pathfinding behavior to "X Village".
[0147] based on Figure 5 (c) shows a graphical user interface. If the player clicks the restore pathfinding control 22, the virtual object 10 can be controlled to resume the pathfinding behavior and Figure 5 The graphical user interface shown in (c) switches to display Figure 5 (b) shows the graphical user interface, i.e., the resume navigation control 22 in the navigation window 18 is switched to the abort navigation control 19.
[0148] Next, combine Figure 6 , Figure 7 As well as a specific example of triggering a pathfinding event through a map system, the control method in the game provided by this application is introduced in detail.
[0149] exist Figure 6 In the specific example shown, the click operation on the location point 15 is taken as a specific example of the place marking operation described above.
[0150] like Figure 6 As shown, in Figure 6 In the graphical user interface shown in (a), a virtual object 10, a task bar 11, and a map system entry control 12 are displayed. If the player clicks the map system entry control 12, in response to the click operation, Figure 6 The interface shown in (a) switches to Figure 6 (b) shows the interface. Figure 6 (b) shows the graphical user interface of the game. Fig.13 , in the game Fig.13 The position point 15 and the object identifier 14 corresponding to the virtual object 10 are displayed; wherein the position point 15 corresponds to the aforementioned Figure 5 The object identifier 14 is used to indicate the position of the virtual object 10 in the game scene.
[0151] When the player applies a click operation to the above-mentioned position point 15, in response to the click operation, a path finding event with the scene position corresponding to the position point 15 as the path finding target can be triggered. Figure 6 (b) The interface shown switches to Figure 6 (c) shows the interface. Figure 6 In the graphical user interface shown in (c), you can Fig.13 The key position point 17 to which the virtual object 10 is to be moved is displayed, and a positioning mark 16 is displayed at the position point 15, through which it can be intuitively known that the scene position corresponding to the position point 15 is the end position of the path finding event;
[0152] In addition, Figure 6 (c) The graphical user interface shows a pathfinding window 18, which is displayed at a higher level than the game map. Fig.13 The display level, at this time, even if the game Fig.13 The process of the virtual object 10 starting to find the path is blocked, but the player can still quickly and intuitively know through the path-finding window 18 that the virtual object 10 has started to perform the path-finding behavior.
[0153] At this time, if the player targets the game Fig.13 Click the close control in the upper right corner to close the game. Fig.13 , close the game Fig.13 You can cancel the game later Fig.13 The occlusion of the game scene, that is, in response to a click operation for closing the control, can Figure 6 The graphical user interface shown in (c) switches to display as follows Figure 6 The graphical user interface shown in (d).
[0154] Further, such as Figure 7 (a) shows the game location. Fig.13 After clicking on position 15, Figure 7The graphical user interface shown in (a) displays a pathfinding window 18, in which a pathfinding stop control 19 is displayed. If the player clicks on the pathfinding stop control 19, the game can be stopped without closing the game. Fig.13 In the case of, controlling the virtual object 10 to interrupt the pathfinding behavior, and Figure 7 As shown in (b), the stop pathfinding control 19 displayed in the pathfinding window 18 is switched to the resume pathfinding control 22.
[0155] based on Figure 7 (b) shows a graphical user interface. If the player clicks on the restore pathfinding control 22, the game can be resumed without closing the game. Fig.13 In the case of Figure 7 The restore pathfinding control 22 in the pathfinding window 18 shown in (b) switches to display Figure 7 (a) Abort pathfinding control 19 in the pathfinding window 18 shown.
[0156] It can be seen that in Figure 6 as well as Figure 7 In the specific example shown, the display of the pathfinding window 18 is not affected by the game Fig.13 The display area of the game can be displayed in Fig.13 In the case of a key control virtual object 10 interrupting the pathfinding behavior or resuming the pathfinding behavior; even if the game is closed Fig.13 In this case, the player can also control the virtual object 10 to resume the pathfinding behavior with one click, without the need to Figure 2 The related technology shown repeatedly opens the game map for punctuation, simplifies the operation steps for players to adjust the path-finding state of virtual objects, and improves the adjustment efficiency.
[0157] Next, the interactive method of the path-finding behavior triggered in response to the second trigger instruction is introduced.
[0158] In some optional implementations, when the trigger instruction is the second trigger instruction, the above step S120 can be specifically implemented through the following steps S123 to S124.
[0159] Step S123: In response to the game data of the target game account satisfying a specified condition, determining the second position and generating the second trigger instruction.
[0160] Step S124: In response to the second trigger instruction, display a pathfinding window on the graphical user interface.
[0161] In this embodiment, the above-mentioned game data satisfying the specified conditions may include but is not limited to at least one of the following: the virtual object enters a specific scene area, the virtual object's exploration progress of the game map reaches a preset exploration progress, the virtual object's level reaches a preset level, the plot progress of the game plot reaches a preset plot progress, etc. This embodiment does not specifically limit this.
[0162] In an optional specific embodiment, when the game data of the target game account meets the specified conditions, the historical path-finding data of the remaining game accounts are obtained, and the target position that meets the preset conditions in the historical path-finding data is determined, and the target position is determined as the above-mentioned second position.
[0163] Among them, the above-mentioned target locations that meet the preset conditions may include but are not limited to: the locations where other game accounts trigger pathfinding the most times, the locations where other game accounts recommend the most times, the locations with a higher drop rate of rare items, etc., which can be set according to actual needs.
[0164] Among them, the location that other game accounts trigger the most pathfinding times may be because the location is not easy to find, so most players use the automatic pathfinding function to find the location. When the game data of the target game account meets the specified conditions, it can be recommended to the player to use the automatic pathfinding function to find the location; the location that other game accounts recommend the most times may be because the location is chosen by more players, that is, the current popular or emerging exploration point. Therefore, when the game data of the target game account meets the specified conditions, the popular or emerging exploration point is recommended to the player; the location with a higher drop rate of rare items may be because most players have obtained relatively rare items at this location. Therefore, when the game data of the target game account meets the specified conditions, the location with a higher drop rate of rare items is recommended to the player.
[0165] That is, in this optional embodiment, the game system can actively provide pathfinding recommendations to the players of the target game account based on the pathfinding data of multiple players. In this case, the second position is the pathfinding target position recommended by the game system to the player. That is, in the embodiment of the present application, in addition to the player actively triggering the determination of the pathfinding target, the game system can also recommend the pathfinding target to the player, enriching the player's gaming experience.
[0166] In some optional implementations, the above-mentioned interactive control may include a path-finding confirmation control; when the path-finding window is displayed in response to the above-mentioned second trigger instruction, the above-mentioned step S130 can be specifically implemented through the following step S131b.
[0167] Step S131b: According to the second trigger instruction, the confirmation pathfinding control is displayed in the pathfinding window.
[0168] Correspondingly, the above step S140 can be specifically implemented through the following step S141b.
[0169] Step S141b: In response to the triggering operation for the confirmation pathfinding control, the virtual object is controlled to start executing the pathfinding behavior matching the pathfinding game event between the current first position and the second position.
[0170] That is, when the game system recommends a second position to the target game account, a pathfinding event with the second position as the end position is triggered, and a pathfinding window is displayed. The recommended second position and a confirmation pathfinding control are displayed in the pathfinding window. When the player applies a trigger operation to the confirmation pathfinding control, it indicates that the player accepts the recommendation of the game system and controls the virtual object to perform pathfinding behavior between the first position and the second position.
[0171] In other words, in response to a trigger operation for confirming the pathfinding control, the pathfinding state of the virtual object is adjusted from a not-yet-started state to an automatically pathfinding state.
[0172] Correspondingly, in an optional implementation manner, after executing the above-mentioned step S131b and step S141b, the following steps S190 to S1120 may also be executed.
[0173] Step S190: When the virtual object starts to perform the pathfinding behavior, the confirmation pathfinding control in the pathfinding window is switched to be displayed as an abort pathfinding control.
[0174] Step S1100: In response to a trigger operation for the terminate pathfinding control, controlling the virtual object to interrupt the execution of the pathfinding behavior.
[0175] Step S1110: When controlling the virtual object to interrupt the execution of the pathfinding behavior, the stop pathfinding control in the pathfinding window is switched to be displayed as the resume pathfinding control.
[0176] Step S1120: In response to a trigger operation for restoring the pathfinding control, controlling the virtual object to perform the pathfinding behavior between the current third position and the second position.
[0177] In the above step S190, "switching the confirmation pathfinding control in the pathfinding window to an abort pathfinding control" can be understood as: hiding the confirmation pathfinding control, and displaying the abort pathfinding control at the display position of the confirmation pathfinding control; through this switching process, the player can intuitively feel that the pathfinding state of the virtual object has changed, and it is adjusted from the state of never starting pathfinding to the state of starting pathfinding, thereby improving the player's visual experience.
[0178] In the above step S1110, "switching the display of the abort pathfinding control in the pathfinding window to the resume pathfinding control" can be understood as: hiding the abort pathfinding control, and displaying the resume pathfinding control at the display position of the abort pathfinding control; through this switching process, the player can intuitively feel that the pathfinding state of the virtual object has changed, and it has been adjusted from the pathfinding state to the pathfinding interrupted state, thereby improving the player's visual experience.
[0179] For the introduction of other similar concepts in the above steps S190 to S1120, please refer to the previous introduction and will not be repeated here.
[0180] That is, through the above-mentioned steps S131b, S141b, and S190 to S1120, players can experience a smooth and natural pathfinding experience. In the complete control process of "trigger pathfinding-stop pathfinding-resume pathfinding", the player's operation area remains consistent, and all operations are performed in the pathfinding panel. There is no need to remember more operation methods, which greatly reduces the operating pressure.
[0181] Next, combine Figure 8 And a specific embodiment, a detailed introduction to the path-finding events for path-finding recommendations of the game system.
[0182] like Figure 8 As shown, in Figure 8 In the graphical user interface shown in (a), a virtual object 10, a task bar 11, and a function entry control 12 of the map system are displayed; it is assumed that the virtual object 10 is currently located at the entrance position leading to "Village X", and the location of the preset "Village X" in the game is relatively secret, and most players will trigger an automatic path-finding event to "Village X" at the entrance position. In this case, when the game system detects that the virtual object 10 is located at the entrance position, it can obtain the path-finding data in the game accounts of other players, and when it is detected that most game accounts have triggered an automatic path-finding event to "Village X", the "Village X" can be recommended to the target game account as a path-finding target, so that the player of the target game account can find the path to "Village X".
[0183] That is, as described above, when the game system recommends "X Village" to the target game account as the pathfinding target, Figure 8 The graphical user interface shown in (a) switches to display Figure 8 (b) shows the graphical user interface. Figure 8In the graphical user interface shown in (b), a pathfinding window 18 is displayed, and a confirmation pathfinding control 25 and location information 21 are displayed in the pathfinding window 18. The location information 21 includes the location name "X Village" and the location coordinates (200, 300). When the pathfinding window 18 is displayed, the player can conveniently click the confirmation pathfinding control 25 to trigger the virtual object 10 to perform the pathfinding behavior to "X Village".
[0184] In addition, in response to a click operation on the confirmation pathfinding control 25, the confirmation pathfinding control 25 displayed in the pathfinding window 18 can be switched to be a stop pathfinding control, that is, Figure 8 The graphical user interface shown in (b) switches to display Figure 8 (c) shows a graphical user interface, Figure 8 In the path-finding window 18 shown in (c), a stop path-finding control 19 is displayed.
[0185] Based on this Figure 8 (c) shows a graphical user interface. If the player clicks the stop pathfinding control 19, the virtual object 10 can be controlled to stop the automatic pathfinding behavior to "X village" and the stop pathfinding control 19 displayed in the pathfinding window 18 can be switched to a resume pathfinding control. That is, the graphical user interface is changed from the following example: Figure 8 (c) The state switching display is Figure 8 (d) shows the state, Figure 8 In the graphical user interface shown in (d), a restore pathfinding control 22 is displayed in the pathfinding window 18.
[0186] Based on this Figure 8 In the graphical user interface shown in (d), after the virtual object 10 suspends the pathfinding behavior, the player can control the virtual object 10 to perform other game tasks (such as autonomous exploration, dialogue with non-player characters, etc.). When the player wants to control the virtual object 10 to re-execute the automatic pathfinding behavior to "X village", the player can apply a click operation to the resume pathfinding control 22. In response to the click operation, the virtual object 10 can be controlled to start the automatic pathfinding behavior to "X village" from the location where the other game tasks are performed, and the resume pathfinding control 22 displayed in the pathfinding window 18 is switched to the suspend pathfinding control, that is, the virtual object 10 can be controlled to perform the automatic pathfinding behavior to "X village" from the location where the other game tasks are performed. Figure 8 The path-finding window 18 shown in (c) will not be described in detail.
[0187] That is, when the game system recommends the second position to the player, the player can implement the complete pathfinding control process through the pathfinding window 18: "trigger pathfinding-stop pathfinding-resume pathfinding". When the player's operation area is all in the pathfinding window 18, the player does not need to remember the remaining operation methods, which greatly reduces the operating pressure.
[0188] Further, in some optional implementations, when the game system recommends a second location to the player to trigger a path-finding event, the control method in the game provided by the present application may also include the following step S1130.
[0189] Step S1130: According to the second trigger instruction, a first timing mark is displayed in the path-finding window; the first timing mark is used to indicate the remaining display time of the path-finding window including the confirmation path-finding control.
[0190] It is understandable that in the game, even if the game system recommends a second location to the player, the player may not currently want to perform automatic pathfinding to the second location, but instead wants to actively explore or perform other game behaviors. In this case, the display of the pathfinding window will block the game scene and occupy the space of the graphical user interface. Therefore, in this embodiment, the display duration of the pathfinding window containing the confirmation pathfinding control can be set. When the display duration of the pathfinding window reaches the set display duration, the pathfinding window containing the confirmation pathfinding control is cancelled, thereby achieving the purpose of saving occupied space. In addition, the display of the pathfinding window can be kept matching the player's intention, thereby improving the player's gaming experience.
[0191] As described above, in the present application, in response to the second trigger instruction, in addition to displaying the confirmation pathfinding control in the pathfinding window, a first timing mark may also be displayed in the pathfinding window, and the first timing mark is used to indicate the remaining display time of the pathfinding window containing the confirmation pathfinding control. The remaining display time is the difference between the preset display time and the displayed time for the pathfinding window containing the confirmation pathfinding control, that is, the display time of the pathfinding window is reminded to the player in the form of a countdown.
[0192] In this embodiment, the style of the first timing mark may include but is not limited to at least one of the following: digital countdown, linear progress bar mark, circular progress circle mark, hourglass or clock icon, text description, color coding, etc., which is not specifically limited in this embodiment.
[0193] Based on step S1130, the control method in the game provided by the present application may further include the following step S1140.
[0194] Step S1140: When no trigger operation for the confirmation pathfinding control is received and the remaining display time indicated by the first timing identifier is 0, cancel the display of the pathfinding window including the confirmation pathfinding control.
[0195] The above-mentioned cancellation of display means that the path-finding window containing the confirmation path-finding control is made invisible in the graphical user interface. The path-finding window can be deleted in the UI layer or simply hidden. This embodiment does not specifically limit this.
[0196] like Figure 8 As shown in (b), a first timing mark 27 is displayed in the navigation window 18, and the first timing mark 27 is a linear progress bar mark; as the remaining display time of the navigation window 18 shortens, the fill pattern in the first timing mark 27 is gradually cleared from right to left. When the fill pattern in the first timing mark 27 is cleared, it indicates that the remaining display time of the navigation window is 0. When the remaining display time is 0, the navigation window 18 is cancelled.
[0197] Furthermore, whether the player actively triggers a pathfinding event through a target pathfinding channel, or the game system passively triggers a pathfinding event by recommending a pathfinding target to the player, the control method in the game provided by the present application may also include the following steps S1150 to S1180.
[0198] Step S1150: When the virtual object starts to perform the pathfinding behavior, the first state information of the virtual object is displayed in the pathfinding window; the first state information is used to prompt that the virtual object is performing the pathfinding behavior.
[0199] In this embodiment, the information style of the first status information may include but is not limited to: text description style and / or icon style. Figure 5 As shown in (b), when the virtual object 10 starts to perform the pathfinding behavior, the text description information "Going to" is displayed in the pathfinding window 18. At this time, the player can accurately know that the virtual object 10 is currently performing the pathfinding behavior through the text description information; in addition, the abort pathfinding control 19 can be regarded as the first state information of the icon style; it can be understood that the abort pathfinding control 19 will only be displayed when the virtual object 10 is currently performing the pathfinding behavior. Therefore, the player can indirectly know that the virtual object 10 is currently performing the pathfinding behavior through the abort pathfinding control 19.
[0200] Step S1160: When controlling the virtual object to interrupt the path-finding behavior, the first state information is switched to be displayed as the second state information; the second state information is used to prompt the virtual object that the path-finding behavior is currently interrupted.
[0201] Please refer to the description of the first status information, the information style of the second status information may include but is not limited to: text description style and / or icon style. Figure 5As shown in (c), when the virtual object 10 interrupts the pathfinding behavior to "Village X", the pathfinding window 18 displays a text description information "Continue to Go", and the text description information can remind the player that the virtual object 10 is currently interrupting the pathfinding behavior, and the player can decide whether to continue to go to "Village X" through the restore pathfinding control 22; in addition, the restore pathfinding control 22 can be regarded as the second state information of the icon style; it can be understood that the restore pathfinding control 22 will only be displayed when the virtual object 10 interrupts the pathfinding behavior, so the player can indirectly know that the virtual object 10 has currently interrupted the pathfinding behavior through the restore pathfinding control 22.
[0202] Step S1170: When the virtual object is controlled to interrupt the execution of the pathfinding behavior, a second timing mark is displayed in the pathfinding window; the second timing mark is used to indicate the remaining display time of the pathfinding window containing the pathfinding recovery control.
[0203] It is understandable that when a virtual object interrupts the execution of a pathfinding behavior, there is a certain probability that it no longer wants to re-execute the pathfinding behavior. In this case, the display of the pathfinding window will block the game scene and occupy the space of the graphical user interface. Therefore, in this embodiment, the display duration of the pathfinding window containing the pathfinding recovery control can be set. When the display duration of the pathfinding window reaches the set display duration, the pathfinding window containing the pathfinding recovery control is cancelled, thereby achieving the purpose of saving occupied space. In addition, this method can keep the display of the pathfinding window in line with the player's intention, thereby improving the player's gaming experience.
[0204] In this embodiment, the style of the second timing mark may include but is not limited to at least one of the following: digital countdown, linear progress bar mark, circular progress circle mark, hourglass or clock icon, text description, color coding, etc., which is not specifically limited in this embodiment.
[0205] Step S1180: When no trigger operation for restoring the pathfinding control is received and the remaining display time indicated by the second timing identifier is 0, cancel the display of the pathfinding window including the pathfinding restoration control.
[0206] The above-mentioned cancellation of display means that the path-finding window containing the path-finding recovery control is made invisible in the graphical user interface. The path-finding window can be deleted in the UI layer or simply hidden. This embodiment does not specifically limit this.
[0207] like Figure 5As shown in (c), a second timing mark 24 is displayed in the navigation window 18, and the second timing mark 24 is a linear progress bar mark; as the remaining display time of the navigation window 18 is shortened, the fill pattern in the second timing mark 24 is gradually cleared from right to left. When the fill pattern in the second timing mark 24 is cleared, it indicates that the remaining display time of the navigation window 18 is 0. When the remaining display time is 0, the navigation window 18 is cancelled.
[0208] Or, if Figure 8 As shown in (d), when the game system triggers a pathfinding event to recommend a pathfinding target to the virtual object 10, the second timing mark 24 can also be displayed in the pathfinding window 18 when the virtual object 10 interrupts the pathfinding behavior. The introduction of the second timing mark 24 can refer to the above description, which will not be repeated here.
[0209] Furthermore, the control method in the game provided by the present application may also include the following step S1190.
[0210] Step S1190: In response to a location information triggering operation for a second location displayed in the navigation window, a game map including at least a portion of the second location is displayed in a graphical user interface, and a positioning marker is displayed at the second location in the game map.
[0211] The purpose of step S1190 is to provide a convenient operation method for expanding the game map after the pathfinding event is triggered, specifically: the location information of the second position displayed in the pathfinding window is used as a quick entry for expanding the game map, and when the player applies a trigger operation to the location information of the second position, at least a portion of the game map including the second position can be displayed. Whether to display the entire range of the game map or a portion of the game map can be determined according to the actual situation of the game, and this embodiment does not specifically limit it.
[0212] The above-mentioned display of the positioning mark at the second position in the game map can assist the player to quickly find the pathfinding target corresponding to the currently triggered pathfinding event in the game map, so as to determine the relative position between the current position of the virtual object and the pathfinding target, assist the player to specify subsequent game strategies, and improve the player's visual experience.
[0213] For example, Fig. 9 As shown in (a), when the virtual object 10 is performing a pathfinding behavior to "Village X" and a pathfinding stop control 19 is displayed in the pathfinding window 18, if the player clicks on the location information 21 displayed in the pathfinding window 18, a game map including the location information 21 can be displayed in the graphical user interface, that is, Fig. 9 The graphical user interface shown in (a) switches to display Fig. 9(b) shows a graphical user interface, Fig. 9 (b) shows the game location in the graphical user interface Fig.13 , and in this game Fig.13 The position point 15 corresponding to the position information 21 is included, and a positioning mark 16 is displayed at the position point 15 .
[0214] based on Fig. 9 (b) shows the graphical user interface. When the player clicks on the game area Fig.13 Click the close control in the upper right corner to close the game map. I will not go into details about this.
[0215] For example, Fig.10 As shown in (a), when the virtual object 10 is currently in the process of interrupting the pathfinding behavior to "Village X" and the pathfinding window 18 displays a pathfinding recovery control 22, if the player clicks the location information 21 displayed in the pathfinding window 18, the game map containing the location information 21 can be displayed in the graphical user interface, that is, Fig.10 The graphical user interface shown in (a) switches to display Fig.10 (b) shows a graphical user interface, Fig.10 (b) shows the game location in the graphical user interface Fig.13 , and in this game Fig.13 The position point 15 corresponding to the position information 21 is included in the game, and a positioning mark 16 is displayed at the position point 15, while the path finding window 18 does not change, and the display level of the path finding window 18 is higher than the game location. Fig.13 Display level of .
[0216] based on Fig.10 (b) shows the graphical user interface. When the player clicks on the game area Fig.13 Click the close control in the upper right corner to close the game. Fig.13 For this, no further explanation will be given and you may refer to the similar description in the previous text.
[0217] Further, for example, Fig.11 As shown in (a), when the game system recommends a pathfinding target to the player to trigger a pathfinding event, so as to display a pathfinding window 18 including a pathfinding confirmation control 25 in the graphical user interface, before the player confirms to start the pathfinding, the player can still click on the location information 21 to quickly expand the game map, that is, in response to the click operation on the location information 21, the game map can be expanded. Fig.11 The graphical user interface shown in (a) switches to display Fig.11 (b) shows a graphical user interface, Fig.11 (b) shows the game location in the graphical user interface Fig.13 , and in this game Fig.13 The position point 15 corresponding to the position information 21 is included in the game, and a positioning mark 16 is displayed at the position point 15, while the path finding window 18 does not change, and the display level of the path finding window 18 is higher than the game location. Fig.13 Display level of .
[0218] based on Fig.11 (b) shows the graphical user interface. When the player clicks on the game area Fig.13 Click the close control in the upper right corner to close the game. Fig.13 For this, no further explanation will be given and you may refer to the similar description in the previous text.
[0219] visible, Fig.11 In the specific example shown, even if the virtual object controlled by the player has not started pathfinding, the player can quickly enter the game map through the position information to view the relative position relationship between the current position of the virtual object and "X village" in the game map, so as to decide whether to control the virtual object to start pathfinding. In this way, it provides a quick way for the player to view auxiliary information when deciding whether to perform pathfinding, thereby improving the player's gaming experience.
[0220] So far, the method provided in this embodiment has been explained. By displaying a pathfinding window in the graphical user interface, the pathfinding window separately displays interactive controls associated with the pathfinding event and information such as the second position, so that the player can intuitively know that the pathfinding event is triggered, thereby improving the player's efficiency in obtaining pathfinding information; in addition, the interactive controls for adjusting the behavioral state of the virtual object performing the pathfinding behavior are displayed in the pathfinding window, so that the player's operations of adjusting the behavioral state of the virtual object performing the pathfinding behavior can be all within one window area, which reduces the player's operational memory burden when adjusting the pathfinding state of the virtual object participating in the pathfinding event and reduces the player's operating pressure, thereby improving the control efficiency of the pathfinding behavior, enhancing the player's gaming experience, and further increasing the attractiveness of the game, reducing the player's churn rate, and thus avoiding idling of the game server.
[0221] It should be noted that the above is similar to Figure 1 , Figure 2 , Figures 5 to 11 The size, appearance, layout, display text and other information of each element in the schematic diagram are exemplary and are not intended to limit the actual graphical user interface.
[0222] It should be noted that in each drawing, the same pattern represents the same element. Therefore, each pattern is labeled when it first appears, and when it appears in subsequent drawings, although it is not labeled, the description in the previous drawings can be referred to.
[0223] Corresponding to the control method in the game provided in the embodiment of the present application, the embodiment of the present application also provides a control device 2000 in the game, such as Fig.12 As shown, the device 2000 includes: a display unit 2001 and an adjustment unit 2002;
[0224] A display unit 2001 is used to display a game scene corresponding to a target game account in the game through a graphical user interface, wherein the game scene includes a virtual object controlled by the target game account;
[0225] The display unit 2001 is further configured to display a pathfinding window on the graphical user interface in response to a trigger instruction for a pathfinding event, and to display location information of a second location corresponding to the pathfinding event through the pathfinding window;
[0226] The display unit 2001 is also used to display the interactive controls through the pathfinding window;
[0227] The adjustment unit 2002 is used to adjust the pathfinding state of the virtual object when participating in the pathfinding event in response to the trigger operation on the interactive control.
[0228] Optionally, the wayfinding window is displayed at a higher level than other information panels in the graphical user interface.
[0229] Optionally, the display unit 2001 is specifically used to display a navigation window in a preset interactive hot zone in the graphical user interface.
[0230] Optionally, the trigger instruction for the pathfinding event includes a first trigger instruction;
[0231] The display unit 2001 is specifically used to determine the second position and generate a first trigger instruction in response to a pathfinding operation in the target pathfinding system; and display a pathfinding window in the graphical user interface in response to the first trigger instruction.
[0232] Optionally, the target pathfinding system includes a map system in the game; the pathfinding operation includes a location marking operation in the map system;
[0233] The display unit 2001 is further specifically used to display at least a portion of a game map of the game through a graphical user interface; in response to a location marking operation performed on the game map, determine a location marked by the location marking operation as a second location.
[0234] Optionally, the display unit 2001 is further specifically configured to display at least a portion of the game map of the game through a graphical user interface in response to a map display instruction.
[0235] Optionally, the target pathfinding system includes a task publishing system in the game; the pathfinding operation includes a task selection operation in the task publishing system; the display unit 2001 is further specifically used to display game task information of at least one game task through a graphical user interface, the game task information including a task location of the game task; in response to the task selection operation, determine a target game task in at least one game task, and determine the task location corresponding to the target game task as the second location.
[0236] Optionally, the adjustment unit 2002 is specifically used to control the virtual object to start executing a pathfinding behavior matching the pathfinding event between the current first position and the second position according to the first trigger instruction.
[0237] Optionally, the interactive control includes a stop pathfinding control; the display unit 2001 is further specifically used to display the stop pathfinding control through the pathfinding window when the virtual object starts to perform the pathfinding behavior.
[0238] Optionally, the adjustment unit 2002 is specifically configured to control the virtual object to interrupt the execution of the pathfinding behavior in response to a trigger operation for terminating the pathfinding control.
[0239] Optionally, the trigger instruction for the pathfinding event includes a second trigger instruction; in response to the trigger instruction for the pathfinding event, the display unit 2001 is further specifically used to determine the second position and generate a second trigger instruction in response to the game data of the target game account satisfying specified conditions; in response to the second trigger instruction, a pathfinding window is displayed in the graphical user interface.
[0240] Optionally, the display unit 2001 is further specifically used to obtain a target position that meets a preset condition in the historical path-finding data of other game accounts; and determine the target position as the second position.
[0241] Optionally, the interactive control includes a confirmation pathfinding control; the display unit 2001 is further specifically used to display the confirmation pathfinding control in the pathfinding window according to the second trigger instruction.
[0242] Optionally, the adjustment unit 2002 is specifically used to control the virtual object to start executing a pathfinding behavior matching the pathfinding game event between the current first position and the second position in response to a trigger operation for confirming the pathfinding control.
[0243] Optionally, the display unit 2001 is also used to display a first timing mark in the path-finding window according to the second trigger instruction; the first timing mark is used to indicate the remaining display time of the path-finding window containing the confirmation path-finding control.
[0244] Optionally, the display unit 2001 is further used to cancel the display of the path-finding window including the path-finding confirmation control when no trigger operation for the path-finding confirmation control is received and the remaining display time indicated by the first timing identifier is 0.
[0245] Optionally, the display unit 2001 is also used to switch the confirmation pathfinding control in the pathfinding window to an abort pathfinding control when the virtual object starts to perform the pathfinding behavior.
[0246] Optionally, the adjustment unit 2002 is further configured to control the virtual object to interrupt the execution of the pathfinding behavior in response to a trigger operation for terminating the pathfinding control.
[0247] Optionally, the interactive control includes a resume pathfinding control; the display unit 2001 is also used to switch the abort pathfinding control in the pathfinding window to a resume pathfinding control when the virtual object is controlled to interrupt the pathfinding behavior.
[0248] Optionally, the adjustment unit 2002 is further configured to control the virtual object to perform pathfinding behavior between the current third position and the second position in response to a trigger operation for restoring the pathfinding control.
[0249] Optionally, the display unit 2001 is also used to display first state information of the virtual object in the pathfinding window when the virtual object starts to perform the pathfinding behavior; the first state information is used to prompt that the virtual object is performing the pathfinding behavior.
[0250] Optionally, the display unit 2001 is further used to switch the first state information to the second state information when controlling the virtual object to interrupt the path-finding behavior; the second state information is used to prompt the virtual object that the path-finding behavior is currently interrupted.
[0251] Optionally, the display unit 2001 is also used to display a second timing mark in the pathfinding window when the virtual object is controlled to interrupt the pathfinding behavior; the second timing mark is used to indicate the remaining display time of the pathfinding window containing the pathfinding recovery control.
[0252] Optionally, the display unit 2001 is further used to cancel the display of the path-finding window including the path-finding recovery control when no trigger operation for the path-finding recovery control is received and the remaining display time indicated by the second timing identifier is 0.
[0253] Optionally, the display unit 2001 is also used to display at least a portion of the game map including the second location in the graphical user interface in response to a location information trigger operation for the second location displayed in the navigation window, and to display a positioning marker at the second location in the game map.
[0254] Corresponding to the control method in a game provided in the embodiment of the present application, the embodiment of the present application also provides an electronic device 3000 for implementing the control method in the game, such as Fig.13 As shown, the electronic device 3000 includes: a processor 3001; and a memory 3002, which is used to store the program of the control method in the game. After the device is powered on and runs the program of the control method in the game through the processor, any method embodiment of the control method in the game is executed, for example, the following steps can be executed:
[0255] Displaying a game scene corresponding to a target game account in the game through a graphical user interface, wherein the game scene includes a virtual object controlled by the target game account;
[0256] In response to a trigger instruction for a pathfinding event, displaying a pathfinding window on the graphical user interface, and displaying position information of a second position corresponding to the pathfinding event through the pathfinding window;
[0257] displaying interactive controls via the pathfinding window;
[0258] In response to a triggering operation on the interactive control, a pathfinding state of the virtual object when participating in the pathfinding event is adjusted.
[0259] Corresponding to the control method in the game provided in the embodiment of the present application, the embodiment of the present application further provides a computer-readable storage medium storing a program of the control method in the game, the program is run by a processor to execute any method embodiment of the control method in the above-mentioned game, for example, the following steps may be executed:
[0260] Displaying a game scene corresponding to a target game account in the game through a graphical user interface, wherein the game scene includes a virtual object controlled by the target game account;
[0261] In response to a trigger instruction for a pathfinding event, displaying a pathfinding window on the graphical user interface, and displaying position information of a second position corresponding to the pathfinding event through the pathfinding window;
[0262] displaying interactive controls via the pathfinding window;
[0263] In response to a triggering operation on the interactive control, a pathfinding state of the virtual object when participating in the pathfinding event is adjusted.
[0264] It should be noted that for the detailed description of the device, electronic device and computer-readable storage medium provided in the embodiments of the present application, reference can be made to the relevant description of the control method embodiment in the game provided in the embodiments of the present application, which will not be repeated here.
[0265] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.
[0266] In a typical configuration, an electronic device includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.
[0267] The memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. The memory is an example of a computer-readable medium.
[0268] 1. Computer-readable media includes permanent and non-permanent, removable and non-removable media that can be used to store information by any method or technology. Information can be computer-readable operations, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined in this article, computer-readable media does not include non-transitory media such as modulated data signals and carrier waves.
[0269] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as methods, systems or computer program products. Therefore, the present application can take the form of a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware. Moreover, the present application can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0270] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.
Claims
1. A control method in a game, characterized in that: The method comprises: Displaying a game scene corresponding to a target game account in the game through a graphical user interface, wherein the game scene includes a virtual object controlled by the target game account; In response to a trigger instruction for a pathfinding event, displaying a pathfinding window on the graphical user interface, and displaying position information of a second position corresponding to the pathfinding event through the pathfinding window; displaying interactive controls via the pathfinding window; In response to a triggering operation on the interactive control, a pathfinding state of the virtual object when participating in the pathfinding event is adjusted.
2. The method according to claim 1, characterized in that: The display level of the navigation window is higher than the display level of other information panels in the graphical user interface.
3. The method according to claim 1, characterized in that The displaying of the pathfinding window in the graphical user interface comprises: The navigation window is displayed in a preset interactive hot zone in the graphical user interface.
4. The method according to any one of claims 1 to 3, characterized in that: The trigger instruction for the pathfinding event includes a first trigger instruction; and in response to the trigger instruction for the pathfinding event, displaying a pathfinding window on the graphical user interface includes: In response to a pathfinding operation in a target pathfinding system, determining the second position and generating the first trigger instruction; In response to the first trigger instruction, a pathfinding window is displayed on the graphical user interface.
5. The method according to claim 4, characterized in that The target path-finding system includes a map system in the game; the path-finding operation includes a location marking operation in the map system; The determining of the second position in response to a pathfinding operation in a target pathfinding system comprises: displaying at least a portion of a game map of the game via the graphical user interface; In response to the location marking operation applied to the game map, a location marked by the location marking operation is determined as the second location.
6. The method according to claim 5, characterized in that The displaying at least a portion of the game map of the game through the graphical user interface comprises: In response to a map display instruction, at least a portion of a game map of the game is displayed through the graphical user interface.
7. The method according to claim 4, characterized in that The target path-finding system includes a task issuing system in the game; the path-finding operation includes a task selection operation in the task issuing system; The determining of the second position in response to a pathfinding operation in a target pathfinding system comprises: Displaying game task information of at least one game task through the graphical user interface, wherein the game task information includes a task location of the game task; In response to the task selection operation, a target game task among the at least one game task is determined, and a task position corresponding to the target game task is determined as the second position.
8. The method according to claim 4, characterized in that The method further comprises: According to the first trigger instruction, the virtual object is controlled to start executing a pathfinding behavior matching the pathfinding event between the current first position and the second position.
9. The method according to claim 8, characterized in that The interactive control includes a stop pathfinding control; and the displaying of the interactive control through the pathfinding window includes: When the virtual object starts to perform the pathfinding behavior, the stop pathfinding control is displayed through the pathfinding window.
10. The method according to claim 8, characterized in that The adjusting the pathfinding state of the virtual object when participating in the pathfinding game event in response to the triggering operation on the interactive control includes: In response to a trigger operation on the stop pathfinding control, the virtual object is controlled to interrupt the execution of the pathfinding behavior.
11. The method according to any one of claims 1 to 3, characterized in that: The trigger instruction for the pathfinding event includes a second trigger instruction; and in response to the trigger instruction for the pathfinding event, displaying a pathfinding window on the graphical user interface includes: In response to the game data of the target game account satisfying a specified condition, determining the second position and generating the second trigger instruction; In response to the second trigger instruction, a pathfinding window is displayed on the graphical user interface.
12. The method according to claim 11, characterized in that The determining the second position comprises: Get the target location that meets the preset conditions in the historical path-finding data of other game accounts; The target position is determined as the second position.
13. The method according to claim 11, characterized in that The interactive control includes a confirmation pathfinding control; and the displaying of the interactive control through the pathfinding window includes: According to the second trigger instruction, the confirmation navigation control is displayed in the navigation window.
14. The method according to claim 13, characterized in that The adjusting the pathfinding state of the virtual object when participating in the pathfinding game event in response to the triggering operation on the interactive control includes: In response to the triggering operation for the confirmation pathfinding control, the virtual object is controlled to start executing the pathfinding behavior matching the pathfinding game event between the current first position and the second position.
15. The method according to claim 13, characterized in that The method further comprises: According to the second trigger instruction, a first timing mark is displayed in the path-finding window; the first timing mark is used to indicate the remaining display time of the path-finding window including the confirmation path-finding control.
16. The method according to claim 15, characterized in that The method further comprises: When no trigger operation for the confirmation pathfinding control is received and the remaining display time indicated by the first timing identifier is 0, the pathfinding window including the confirmation pathfinding control is canceled.
17. The method according to claim 13, characterized in that The method further comprises: When the virtual object starts to perform the pathfinding behavior, the confirmation pathfinding control in the pathfinding window is switched to an abort pathfinding control.
18. The method according to claim 17, characterized in that The method further comprises: In response to a trigger operation on the stop pathfinding control, the virtual object is controlled to interrupt the execution of the pathfinding behavior.
19. The method according to claim 10 or 18, characterized in that The interactive control includes a restoration pathfinding control; and the method further includes: When controlling the virtual object to interrupt the execution of the pathfinding behavior, the stop pathfinding control in the pathfinding window is switched and displayed as the resume pathfinding control.
20. The method according to claim 19, characterized in that The method further comprises: In response to a trigger operation for the restoration pathfinding control, the virtual object is controlled to perform the pathfinding behavior between the current third position and the second position.
21. The method according to claim 10 or 18, characterized in that The method further comprises: When the virtual object starts to perform the pathfinding behavior, first state information of the virtual object is displayed in the pathfinding window; the first state information is used to prompt that the virtual object is performing the pathfinding behavior.
22. The method according to claim 20, characterized in that The method further comprises: When controlling the virtual object to interrupt the path-finding behavior, the first state information is switched to be displayed as the second state information; the second state information is used to prompt the virtual object to currently interrupt the path-finding behavior.
23. The method according to claim 10 or 18, characterized in that The method further comprises: When controlling the virtual object to interrupt the execution of the pathfinding behavior, a second timing mark is displayed in the pathfinding window; the second timing mark is used to indicate the remaining display time of the pathfinding window containing the pathfinding recovery control.
24. The method according to claim 23, characterized in that The method further comprises: When no trigger operation for the restoration pathfinding control is received and the remaining display time indicated by the second timing identifier is 0, the pathfinding window including the restoration pathfinding control is canceled from being displayed.
25. The method according to claim 1, characterized in that The method further comprises: In response to a location information triggering operation for the second location displayed in the navigation window, a game map including at least a portion of the second location is displayed in the graphical user interface, and a positioning mark is displayed at the second location in the game map.
26. A control device in a game, characterized in that: The device comprises: a display unit and an adjustment unit; The display unit is used to display a game scene corresponding to a target game account in the game through a graphical user interface, wherein the game scene includes a virtual object controlled by the target game account; The display unit is further configured to display a pathfinding window on the graphical user interface in response to a trigger instruction for a pathfinding event, and to display location information of a second location corresponding to the pathfinding event through the pathfinding window; The display unit is further used to display interactive controls through the pathfinding window; The adjustment unit is used to adjust the pathfinding state of the virtual object when participating in the pathfinding event in response to a trigger operation on the interactive control.
27. An electronic device, characterized in that: include: processor; as well as The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method according to any one of claims 1 to 25 is executed.
28. A computer-readable storage medium, characterized in that: A data processing program is stored, and the program is run by a processor to execute the method according to any one of claims 1 to 25.
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