Control method, device, electronic equipment and readable storage medium in game
By introducing a pathfinding window and interactive controls into the game interface, the problem of cumbersome pathfinding operations for players in the game was solved, control efficiency and experience were improved, and churn rate was reduced.
Patent Information
- Application Number
- CN202510073376.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-16
- Publication Date
- 2025-12-12
- Estimated Expiration
- 2045-01-16
AI Technical Summary
When players frequently switch between auto-pathfinding and autonomous exploration in the game, the memory burden of operation is heavy, the pathfinding status is inconvenient to control, and the game experience is affected.
Interactive controls are displayed through a pathfinding window in the graphical user interface, allowing players to adjust the pathfinding state of virtual objects within a window area, including starting, interrupting, and resuming pathfinding behavior.
It reduces the burden of player memory for operations, improves the control efficiency of pathfinding behavior and game experience, reduces churn rate, and avoids game server idleness.
Smart Images

Figure CN120022603B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the field of computers, in particular to a control method and device in a game, an electronic device and a computer readable storage medium. BACKGROUND
[0002] Currently, a player can trigger automatic pathfinding of a character in a game through a game map or a task bar; during the automatic pathfinding, the automatic pathfinding can be interrupted passively or actively through a specific game event or a preset operation mode to perform autonomous exploration behavior. Based on this, when the player interrupts the automatic pathfinding, the player needs to trigger the automatic pathfinding again through the game map or the task bar. The function entrances for triggering the automatic pathfinding, interrupting the automatic pathfinding and resuming the automatic pathfinding are complicated, which causes great memory burden on the player in a demand scenario where the autonomous exploration and the automatic pathfinding need to be frequently switched, and the control of the pathfinding state of the character during the automatic pathfinding is inconvenient, which seriously affects the operation experience of the player. SUMMARY
[0003] Therefore, the present application provides a control method and device in a game, an electronic device and a computer readable storage medium, which can adjust the behavior state of a virtual object performing a pathfinding behavior in the same information window in a graphical user interface, reduce the operation memory burden of the player in controlling the virtual object to perform the pathfinding behavior, improve the control efficiency of the pathfinding behavior, improve the game experience of the player, thereby improving the game attraction, reducing the player churn rate, and avoiding the idle of a 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, the game scene including a virtual object controlled by the target game account;
[0006] in response to a trigger instruction for a pathfinding event, displaying a pathfinding window in the graphical user interface, and displaying position information of a second position corresponding to the pathfinding event through the pathfinding window;
[0007] displaying an interactive control through the pathfinding window;
[0008] in response to a trigger operation on the interactive control, adjusting a pathfinding state of the virtual object when participating in the pathfinding event.
[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 the target game account in the game through a graphical user interface. The game scene includes virtual objects controlled by the target game account.
[0011] The display unit is also configured to respond to a trigger command for a pathfinding event by displaying a pathfinding window in the graphical user interface and displaying location information of the second location corresponding to the pathfinding event through the pathfinding window;
[0012] The display unit is also 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] Thirdly, embodiments of this application provide an electronic device, including:
[0015] Processor; and
[0016] The memory is used to store data processing programs, which, when the electronic device is powered on and run by the processor, execute the method as described in the first aspect.
[0017] Fourthly, embodiments of this application provide a computer-readable storage medium storing a data processing program that is executed by a processor to perform the method as described in the first aspect.
[0018] The game control method provided in this application displays a game scene corresponding to a target game account through a graphical user interface. The game scene includes virtual objects controlled by the target game account. In response to a trigger command for a pathfinding event, a pathfinding window is displayed in the graphical user interface, and the location 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 on the interactive controls, the pathfinding state of the virtual objects when participating in the pathfinding event is adjusted.
[0019] It can be seen that, by the above manner, the player can adjust the operation of the virtual object to execute the behavior state of the pathfinding behavior in one window area, reducing the operation memory burden of the player when adjusting the pathfinding state of the virtual object to participate in the pathfinding event, and reducing the operation pressure of the player. In addition, since the interactive control associated with the pathfinding event and the second position and the like information are separately displayed in the pathfinding window, the player can intuitively know that the pathfinding event is triggered, improving the acquisition efficiency of the pathfinding information of the player, further improving the control efficiency of the pathfinding behavior, improving the game experience of the player, and thus improving the game attraction and reducing the loss rate of the player, thereby avoiding the idle of the game server. BRIEF DESCRIPTION OF DRAWINGS
[0020] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings needed to be used in the description of the embodiments of the present application. Obviously, the drawings in the following description are only some embodiments of the present application, and other drawings can be obtained by those skilled in the art without creative labor.
[0021] Figure 1 An example interface display schematic diagram for triggering a pathfinding event in the related art;
[0022] Figure 2 Another example interface display schematic diagram for triggering a pathfinding event in the related art;
[0023] Figure 3 An example game system schematic diagram for implementing the control method in the game provided by the embodiments of the present application;
[0024] Figure 4 An example flowchart of the control method in the game provided by the embodiments of the present application;
[0025] Figure 5 An example interface display schematic diagram for triggering a pathfinding event by a task publishing system provided by the embodiments of the present application;
[0026] Figure 6 An example interface display schematic diagram for triggering a pathfinding event by a map system provided by the embodiments of the present application;
[0027] Figure 7 An example interface display schematic diagram for displaying a recovery pathfinding control in a pathfinding window when triggering a pathfinding event by a map system provided by the embodiments of the present application;
[0028] Figure 8An example interface display schematic diagram provided by the game system recommendation path-finding target triggering path-finding event of the embodiment of the present application;
[0029] Figure 9 An example interface display schematic diagram provided by the game map unfolding by applying a triggering operation to the position information of the embodiment of the present application;
[0030] Figure 10 Another example interface display schematic diagram provided by the game map unfolding by applying a triggering operation to the position information of the embodiment of the present application;
[0031] Figure 11 Another example interface display schematic diagram provided by the game map unfolding by applying a triggering operation to the position information of the embodiment of the present application;
[0032] Figure 12 A structural schematic diagram of the control device in the game provided by the embodiment of the present application;
[0033] Figure 13 An electronic device structural block diagram for implementing the control method in the game provided by the embodiment of the present application. DETAILED DESCRIPTION
[0034] In the following description, a lot of specific details are set forth in order to facilitate a thorough understanding of the present application. However, the present application can be practiced in many different ways from those described herein, and it is therefore contemplated that the present application can be practiced in other ways not specifically described herein, and that the scope of the present application is not limited to the specific embodiments described herein. It will be apparent to those skilled in the art that various modifications and variations can be made to the present application without departing from the spirit or scope of the application. Thus, it is intended that the present application cover modifications and variations of this application provided they come within the scope of the appended claims and their equivalents.
[0035] It should be noted that the terms "first", "second", "third", and the like in the claims, the specification and the drawings of the present application are used to distinguish like objects and are not necessarily used to describe a particular sequential or chronological order. Use of the terms first, second, third, etc. as used by the applicants, does not constitute a description of any particular sequential or chronological order, nor is used to imply that these are the only two, three, four, or more groupings that can be made by applicants. In addition, the terms "comprising", "having", "including", and the like, as used in the specification, are used to indicate the inclusion of one or more elements, steps, or units, and are not meant to exclude the presence or addition of one or more other elements, steps, or units. In addition, the terms "comprising", "having", "including", and the like, as used in the specification, are used to indicate the inclusion of one or more elements, steps, or units, and are not meant to exclude the presence or addition of one or more other elements, steps, or units.
[0036] It should be understood that in the embodiments of this application, "at least one" refers to one or more, "several" refers to one or more, and "more than" refers to two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship. "Contains A, B, and / or C" means containing any one, two, or three of A, B, and C.
[0037] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.
[0038] Before detailing the implementation methods of this application, the relevant technologies will be further introduced first.
[0039] like Figure 1 As shown, in Figure 1 As shown in (a), the graphical user interface displays a virtual object 10 controlled by the player and a task bar 11 for issuing game tasks. The task bar 11 includes task information for two game tasks: Task 1: Patrol X Village; Task 2: Gather herbs at the bottom of the cliff. When the player clicks on the task bar... Figure 1 When the task information of task 1 shown in (a) is available, the virtual object 10 can be controlled to perform pathfinding, that is... Figure 1 The interface shown in (a) is switched to display as follows: Figure 1 The interface shown in (b) is as follows: Figure 1 As shown in (b), a prompt message “Auto-pathfinding…” is displayed below the virtual object 10 to inform the player that the virtual object 10 they are controlling is currently automatically pathfinding.
[0040] Based on this Figure 1 (b) As shown in the graphical user interface, if the player needs to perform other more urgent game tasks during the auto-pathfinding process, the auto-pathfinding process needs to be interrupted. In this case, the player can click on any blank area in the graphical user interface (i.e., the area where no virtual controls are displayed), for example, clicking on location A. In response to this click on location A, the virtual object 10 will stop auto-pathfinding and begin moving to location A. Figure 1 As shown in (c), when the virtual object 10 stops automatic pathfinding, the "Automatic pathfinding..." prompt message 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) the graphical user interface, if the player wants to go to village X again by automatic routing, the player needs to click the task information of task 1 in the task bar 11 again as shown in Figure 1 (a).
[0042] The above Figure 1 The control flow of automatic routing as shown in Figure 1 (b), when the virtual object 10 automatically routes, only the prompt information of “automatic routing in progress” is displayed, the player is easy to forget the current destination of automatic routing, and the amount of information in the game interface is usually complex, and the feedback mode of the feedback virtual object executing the routing behavior is not intuitive.
[0043] In addition, after the player controls the virtual object 10 to interrupt the execution of the routing behavior, if the player wants to resume the routing behavior, the player needs to clearly remember that the function entry triggering the routing behavior is the task bar, and the game task triggering the routing behavior is task 1, which brings a large memory burden to the player. At the same time, the player can interrupt the automatic routing by clicking at any blank position, the player is easy to mis-touch, and the way to resume the automatic routing is complex, and the operation flow of the automatic routing is not simple.
[0044] As shown in Figure 2 (a), the function entry control 12 of the map system of the game can be displayed in the graphical user interface, when the player clicks the function entry control 12 of the map system, the game map (large map) can be displayed full screen in the graphical user interface, or the game map (small map) can be displayed locally. That is, in response to the click operation on the function entry control 12, the graphical user interface can be switched from the display state as shown in Figure 2 (a) to the display state as shown in Figure 2 (b). Figure 2 In the graphical user interface as shown in Figure 13 (b), a small map is displayed. Figure 13 In the small map, the object identifier 14 for representing the position of the virtual object 10 in the game scene is displayed.
[0045] Based on the small map Figure 13 When the player clicks the position 15 in the small map Figure 13 , the position 15 can be determined as the end position of the routing behavior to be executed by the virtual object 10. That is, in response to the click operation, the virtual object 10 can be controlled to start executing the automatic routing behavior with the position 15 as the end position. That is, the graphical user interface can be switched from the display state as shown in Figure 2 (b) to the display state as shown in Figure 2 (c). As shown in Figure 2 (c), in the small map Figure 13The display object identifier 14 moves along the path indicated by the path identifier composed of a plurality of dots (key position points) to the position 15, thereby indicating that the virtual object 10 automatically moves to the position 15 in the game scene.
[0046] Based on the Figure 2 (c), when the player clicks the small map Figure 13 , the player can close the small map Figure 13 , that is, as shown in Figure 2 (d), the small map Figure 13 is closed, and the virtual object 10 in the process of path finding and the prompt information "in the process of automatic path finding" are displayed.
[0047] In the above manner, when the player triggers the virtual object to find a path by the map marking manner, the player cannot intuitively view the moving state of the virtual object 10 in the game scene due to the shielding of the small map Figure 13 ; and generally, the position information in the game map is relatively complex, and the display process of moving the above object identifier 14 in the small map Figure 13 is not intuitive, so that the above manner is not intuitive for the feedback of the virtual object 10 starting to perform the path finding behavior.
[0048] In addition, based on the graphical user interface shown in Figure 2 (d), if the player interrupts the path finding in the manner mentioned above with respect to Figure 1 (b), the player needs to clearly remember that the function entry for initiating the path finding is the small map, rather than the taskbar; on the basis of the player clearly remembering the function entry for initiating the path finding, the player needs to reopen the small map Figure 13 , and click the position 15 again to resume the path finding; it can be seen that this causes a great memory burden on the player, and the operation process of resuming the path finding is relatively complex.
[0049] Based on the above problems, the embodiments of the present application provide a control method and device in a game, an electronic device, and a computer readable storage medium.
[0050] The game control method provided in the embodiments of the present application can be executed by an electronic device, which can be a terminal or a server. The terminal can be a smart phone, a tablet computer, a notebook computer or the like. The server can be a physical server, a server cluster composed of multiple physical servers or a distributed system, or a cloud server providing cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and basic cloud computing services such as 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 as a single server. When the server is software, it can be implemented as multiple software or software modules (for example, software or software modules for providing distributed services), or as a single software or software module. The embodiments of the present application do not make specific limitations in this regard.
[0051] In an optional embodiment, when the game control method is executed 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 can provide the graphical user interface to the player in various ways, for example, by rendering and displaying on the display screen of the terminal device, or by presenting the graphical user interface through holographic projection.
[0052] In an optional embodiment, when the game control method is executed on a server, the method can be implemented and executed based on a cloud game system. The cloud game system refers to a game mode based on cloud computing. The cloud game system includes a server and a client device. The running subject of the game application and the game picture presentation subject are separated, and the storage and execution of the game control method are completed on the server. The game picture presentation is completed on the client, which is mainly used for receiving and sending game data and presenting game pictures. For example, the client can be a display device close to the player side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, a head-mounted display device, etc., but the terminal device for game data processing is the server in the cloud. When playing the game, the player operates the client to send instructions to the server, the server controls the game running according to the instructions, encodes and compresses the game picture data, returns the data to the client through the network, and finally decodes and outputs the game picture through the client.
[0053] It should be noted that in the embodiments of the present application, the execution subject of the game control method can be a terminal device or a server, wherein the terminal device can be a local terminal device or a client device in the cloud game mentioned above. The embodiments of the present application do not make limitations on the type of execution subject.
[0054] For example, in combination with the above description, Figure 3 A game system 1000 for implementing the control method in the game according to the embodiments of the present application is shown, which can 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 the server of different games through the network. The terminal is any device with computing hardware capable of supporting and executing the software application tool corresponding to the game.
[0055] In the above game system 1000, the terminal 1001 is used to install and run the game application. In some cases, the game application can not be installed in advance in the terminal 1001, and the player can directly access the game through the browser or other client. The player logs in to the game application using the registered game account, 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 sends a login request to the server 1002, the server 1002 verifies the game account used by the player, and determines the game mechanism corresponding to the game account according to the login request. The server 1002 returns a login success notification to the terminal 1001 after verification. In the process of the player participating in the game through the game application, the terminal 1001 and the server 1002 perform data interaction. 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 the present 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 can be served by different servers 1002, so in order to distinguish the servers 1002 corresponding to different game terminals 1001, the first and second modes will be used for description in the embodiments of the present application. In fact, the servers 1002 corresponding to different game terminals 1001 can be the same server 1002. Therefore, without distinguishing the first and 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 through different servers. The networks can be wireless networks or wired networks, 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, and the like. In addition, different terminals can also use their own Bluetooth networks or hotspot networks to connect to other terminals or servers, and the like. In addition, the game system 1000 can include multiple databases, which are coupled to different servers, and can continuously store information related to games in the databases when different players are online to play multiplayer games.
[0058] It should be noted that, Figure 3 The game system diagram shown is merely an example, and the game system 1000 described in the embodiments of the present application is used to more clearly illustrate the technical solutions of the embodiments of the present application, and does not constitute a limitation on the technical solutions provided by the embodiments of the present application. Those skilled in the art can know that, as the game system evolves and new business scenarios appear, the technical solutions provided by the embodiments of the present application are also applicable to similar technical problems.
[0059] It should be noted that, in the subsequent detailed introduction of the game control method provided by the embodiments of the present application, the operations appearing in the process can be regarded as operations performed by a player through a finger or a control mouse, a keyboard, or a stylus, and the like. The specific medium used can be determined according to the type of the electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, a tablet computer, or a game console, the player can perform operations on the touch screen through a finger, a stylus, or any suitable object or accessory. The game applied to such a device is usually referred to as a "mobile game". When the terminal device is a non-touch screen terminal device such as a desktop computer or a notebook computer, the player can perform operations through an external device such as a mouse or a keyboard. The game applied to such a device is usually referred to as an "end game".
[0060] It should be noted that, in the embodiments of the present application, whether the terminal device providing the graphical user interface is placed horizontally or vertically is not limited, that is, whether the virtual game is a horizontal screen game or a vertical screen game is not specifically limited. In the embodiments, the virtual game is taken as a horizontal screen game, and the terminal device is taken as an example of being placed horizontally to introduce the scheme. However, this does not mean that the game control method provided by the present application is not applicable to vertical screen games. The game control method provided by the present application is applicable to both 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 both horizontal screen games and vertical screen games, and only the layout of the interface elements in the graphical user interface is slightly different.
[0061] The technical solutions of the present application will be 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 can not be described in detail in some embodiments.
[0062] As shown in Figure 4 Figure 4 An example flowchart 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 executed in a logical order different from that shown in the method flowchart. The method can include the following steps S110-S140.
[0063] Step S110: displaying a game scene corresponding to a target game account in a game through a graphical user interface, the game scene including a virtual object controlled by the target game account.
[0064] Step S120: in response to a trigger instruction for a pathfinding event, displaying a pathfinding window in the graphical user interface, and displaying position information of a second position corresponding to the pathfinding event through the pathfinding window.
[0065] Step S130: displaying an interaction control through the pathfinding window.
[0066] Step S140: in response to a trigger operation on the interaction control, adjusting a pathfinding state of the virtual object when participating in the pathfinding event.
[0067] Next, steps S110-S140 will be described in detail.
[0068] For step S110, in an embodiment of the present application, a terminal displays a game scene corresponding to a target game account participating in a game through a graphical user interface. The graphical user interface is a visual representation and operation interface for a player to interact with a virtual game, which includes a game scene of the virtual game and control components, social elements, and other information for presenting a game world style and guiding user operations.
[0069] In the graphical user interface, various interface contents to be displayed are usually presented in layers. A layer refers to a layered display method in the graphical user interface, and different interface contents can be placed on different layers to better control the display and hiding of the interface contents. For example, a game scene can be placed on a scene layer, i.e., the scene layer is mainly used to render a game world and objects therein, including characters, environment, dynamic elements, etc. Various UI (User Interface) elements can be placed on different UI layers, for example, the UI elements can include but are not limited to various operation controls, information panels (such as chat interfaces, character state panels, etc.) for displaying various game information, game thumbnail maps, and other elements.
[0070] 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 remaining elements. Generally, since the UI elements are interface elements for the player to interact with the game, the display level of the UI layer on which the UI elements are placed is usually higher than that of the scene layer of the game scene; the display levels of different UI layers can also be different, for example, the display level of the pop-up (floating window) layer is higher than that of the control layer, wherein the pop-up layer is usually used to display important temporary information or request the player to confirm certain operations, which requires the attention of the player, 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 the player can trigger.
[0071] The virtual object is a model that the player of the registered target game account can control to move in the game. The model can be a model representing the image of the player or a model of a virtual object constituting the game scene. The model can be a three-dimensional virtual model or a two-dimensional virtual model, which is not specifically limited in the 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] For the above step S120, the trigger instruction for the pathfinding event refers to a processing instruction for triggering the pathfinding event in the game.
[0073] In the embodiment of the application, the trigger instruction for the pathfinding event can include a first trigger instruction and a second trigger instruction.
[0074] The first trigger instruction is a processing instruction for triggering the pathfinding event generated by the pathfinding operation applied by the player in the target pathfinding system, that is, the pathfinding is actively triggered by the pathfinding operation when the player has a pathfinding demand. The second trigger instruction is a processing instruction for triggering the pathfinding event automatically generated by the game system when the game data of the target game account meets the specified condition without the player applying the operation. For the first trigger instruction and the second trigger instruction, refer to the following description, which will not be described here.
[0075] The above-mentioned pathfinding window refers to a UI element used to display relevant pathfinding information of a virtual object participating in the pathfinding event in the game. As introduced above, the display level of the UI layer in which the UI element is placed is higher than the display level of the scene layer of the game scene. Among the UI layers, 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 panel in the graphical user interface; that is, the display level of the pathfinding window is placed on top, so that the player's attention can be attracted through the pathfinding window regardless of the situation in which the pathfinding event is triggered, and the player is given more intuitive pathfinding triggering feedback and the player's operation is facilitated. In order to avoid being blocked, the display level of the pathfinding window can be higher than the display level of the remaining information panel in the graphical user interface; and in the case where the pathfinding window is not blocked by other UI elements of the graphical user interface, the display level of the pathfinding window can be equal to or lower than the display level of the other UI elements.
[0076] The above-mentioned second position refers to the end position of the currently triggered pathfinding event. The position information of the above-mentioned second position can be the position name of the second position and / or the position coordinates. Details can be referred to the introduction of the second position below. Figure 5
[0077] The purpose of this step S120 is to display the pathfinding window when the triggering instruction for the pathfinding event is received, so that the player can quickly know that the pathfinding event has been triggered through the display of the pathfinding window.
[0078] Optionally, the pathfinding window can be displayed in a preset interactive hot area in the graphical user interface. The preset interactive hot area refers to a specific area that can be used to receive the input operation of the player. For example, the preset interactive hot area can be the lower right corner or the lower left corner of the graphical user interface, which can be determined according to the actual layout of the game interface of the specific game, and the present application does not make specific limitations.
[0079] It can be understood that displaying the pathfinding window in the preset interactive hot area can display all UI elements related to the pathfinding event in the same area, so that the player can quickly locate the area through muscle memory, making it easier for the player to obtain information related to the pathfinding behavior and reducing the time and effort required to find the pathfinding information.
[0080] For example, as shown in the prompt information of "automatic pathfinding" displayed in the related art shown in Figure 1 and Figure 2 When the amount of information in the game is large, it is difficult for the player to obtain information about whether the automatic pathfinding event has been triggered, and if the pathfinding window is displayed in the preset interactive hot area disclosed in the present application, the player can quickly know that the pathfinding event has been triggered.
[0081] For 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 can include but is not limited to: a state of not starting pathfinding, a state of starting pathfinding, a state of interrupting pathfinding, a state of resuming pathfinding, and a state of completing pathfinding.
[0083] Based on this, in this embodiment, the interactive control can include but is not limited to: a confirmation pathfinding control, an interrupt pathfinding control, and a resume pathfinding control. The confirmation pathfinding control is configured to control the virtual object to start performing a pathfinding behavior matched with the pathfinding event in response to a trigger operation; the interrupt pathfinding control is configured to control the virtual object to interrupt performing the pathfinding behavior in response to a trigger operation; and the resume pathfinding control is configured to control the virtual object that interrupts performing the pathfinding behavior to start performing the pathfinding behavior again in response to a trigger operation.
[0084] The trigger operation for the interactive control described above can include but is not limited to: a touch operation such as a click operation, a press operation, a sliding operation, a shortcut key operation, a voice instruction operation, a non-touch operation such as a gesture operation, and the like, and is not limited in particular and can be set according to actual needs.
[0085] As can be seen from steps S130 to S140, when the interactive control is displayed in the pathfinding window, the player can quickly locate the pathfinding window through muscle memory, so as to exert a trigger operation on the interactive control. The player can adjust the pathfinding state of the virtual object in real time through the interactive control displayed in the pathfinding window, without the need to remember multiple different adjustment positions, thereby reducing the memory burden of the player and improving the adjustment efficiency of the pathfinding state of the virtual object.
[0086] The display timing and specific functions of different interactive controls can be referred to the detailed description below, which will not be described here.
[0087] It can be seen that, by the above manner, the pathfinding window is displayed in the graphical user interface, and the interactive control for adjusting the behavior state of the virtual object performing the pathfinding behavior is displayed in the pathfinding window, so that the operation of the player for adjusting the behavior state of the virtual object performing the pathfinding behavior is in one window area, the operation memory burden of the player for adjusting the pathfinding state of the virtual object participating in the pathfinding event is reduced, and the operation pressure of the player is reduced. In addition, since the interactive control associated with the pathfinding event and the second position and other information are separately displayed in the pathfinding window, the player can intuitively know that the pathfinding event is triggered, the acquisition efficiency of the pathfinding information of the player is improved, the control efficiency of the pathfinding behavior is further improved, the game experience of the player is improved, the game attraction is improved, and the loss rate of the player is reduced, so that the game server is avoided from being idle.
[0088] Next, some specific embodiments of the control method in the game provided in the application are further introduced.
[0089] In some optional embodiments, as introduced above, the trigger instruction for the pathfinding event can include a first trigger instruction and a second trigger instruction. The first trigger instruction is a processing instruction for actively triggering the pathfinding event by the operation of the player, and the second trigger instruction is a processing instruction for triggering the pathfinding event according to the game data of the target game account.
[0090] Next, the related embodiments for triggering the pathfinding event in response to the first trigger instruction and the related embodiments for triggering the pathfinding event in response to the second trigger instruction are introduced in detail.
[0091] First, the related embodiments for triggering the pathfinding event in response to the first trigger instruction are introduced.
[0092] In some optional embodiments, the step S120 can be implemented by the following steps S121-S122.
[0093] Step S121: In response to the pathfinding operation in the target pathfinding system, the second position is determined, and the first trigger instruction is generated.
[0094] Step S122: In response to the first trigger instruction, the pathfinding window is displayed in the graphical user interface.
[0095] In the embodiment, the target pathfinding system can include but is not limited to a map system, a task publishing system, an article or non-player character tracking system, a social interaction system, etc.
[0096] The map system refers to a game system for providing a player with a layout and structure of a game world, displaying a current position and direction of the player, and displaying information of key positions in the game. The player can trigger a pathfinding event based on a small map or a large map provided in the map system.
[0097] The task publishing system refers to a system for providing a player with a game target. In general, a task bar can be displayed in a game interface, and game tasks published by the task publishing system can be displayed in the task bar. The player can trigger a pathfinding event based on the game tasks displayed in the task bar.
[0098] The item or non-player character tracking system refers to a system for displaying a position of a specific item or a specific non-player character in a game map. Through the system, the player can trigger a pathfinding event for tracking the specific item or the specific non-player character.
[0099] The social interaction system refers to a system in which a virtual object controlled by a player interacts socially (such as instant dialogue interaction or message publishing interaction) with a non-player object in the game or a virtual object controlled by another player. In the social interaction system, a relevant pathfinding event can be triggered based on the social interaction with the non-player character or the other player. For example, when the interaction information published by the non-player character or the other player includes position information of a certain scene position, the player can trigger a pathfinding event by clicking the position information.
[0100] It can be understood that the way of triggering a pathfinding event in the item or non-player character tracking system is basically the same as the way of triggering a pathfinding event in the map system. Hereinafter, only the way of triggering a pathfinding event in the map system is introduced.
[0101] The pathfinding operation refers to an operation applied by a player in a target pathfinding system to trigger a pathfinding event. It can be understood that the corresponding pathfinding operation is different in different target pathfinding systems. Hereinafter, the target pathfinding system is taken as the map system and the task publishing system as examples.
[0102] In some optional embodiments, when the target pathfinding system is the task publishing system, the pathfinding operation can include a task selection operation in the task publishing system. Based on this, the step S121 of determining the second position in response to the pathfinding operation in the target pathfinding system can be implemented through the following steps S121a-1 and S121a-2.
[0103] Step S121a-1: displaying game task information of at least one game task through the graphical user interface, the game task information including a task position of the game task.
[0104] Step S121a-2: In response to the task selection operation, determine the target game task among the at least one game task, and determine the task position corresponding to the target game task as the second position.
[0105] Displaying game task information for at least one game task through the graphical user interface can be understood as displaying task information for each pre-set game task in the game within a pre-defined task bar area of the graphical user interface.
[0106] Typically, the mission information for this game includes, but is not limited to: mission name, mission type, mission location, mission reward, and time limit. Please refer to... Figure 5 ,exist Figure 5 (a) The graphical user interface shows a task bar 11, which displays task information for task 1 and task information for task 2. Task 1 is: patrol X village; that is, the task information of task 1 indicates that the task location is X village and the task type is patrol. Task 2 is: go to the bottom of the cliff to pick herbs; that is, the task information of task 2 indicates that the task location is the bottom of the cliff and the task type is picking herbs.
[0107] The task selection operation described above is the operation of determining the target game task from the displayed game tasks.
[0108] The task selection operation may include, but is not limited to: clicking, swiping, pressing, using hotkeys, using air gestures, and using voice commands to select a specific game task.
[0109] The following is an exemplary description of determining the target game task in the at least one game task in response to the task selection operation, and determining the task position corresponding to the target game task as the second position.
[0110] For example, in PC games, this task selection operation could be a press operation based on a preset hotkey, such as... Figure 5 (a) The default shortcut key for Task 1 shown is the number key "1" on the physical keyboard, and the default shortcut key for Task 2 is the number key "2" on the physical keyboard. When the player presses the number key "1", Task 1 is set as the target game task, and the task location "X Village" of Task 1 is set as the second location mentioned above. When the player presses the number key "2", Task 2 is set as the target game task, and the task location "bottom of the cliff" of Task 2 is set as the second location mentioned above.
[0111] Or, in the end game, the player can move the selection mark in the graphical user interface by sliding the mouse, and when the selection mark is aligned with task 1, the player can click the left mouse button, and in response to the clicking operation, the task 1 is determined as the target game task, and the task location "X village" of the task 1 is determined as the second location.
[0112] Or, in the mobile game, the player can apply a clicking operation, a sliding operation or a pressing operation to the task information of task 1 by a finger, and then the task 1 can be determined as the target game task, and the task location "X village" of the task 1 can be determined as the second location.
[0113] Or, in some optional embodiments, when the target navigation system is a map system, the navigation operation can include a location marking operation in the map system. Based on this, the step S121 of "determining the second location in response to the navigation operation in the target navigation system" can be implemented through the following steps S121b-1 and S121b-2.
[0114] Step S121b-1: displaying a game map of at least part of the game through a graphical user interface.
[0115] Step S121b-2: determining the location marked by the location marking operation as the second location in response to the location marking operation in the game map.
[0116] In the embodiment, the game map is a thumbnail map of the game scene, which briefly presents the topographic elements (such as water area, plain, high mountain, route, etc.) of the game virtual scene, rather than presenting the appearance of the virtual model in the virtual scene as it is, and can also indicate the location of the virtual object (such as the virtual object controlled by the target game account, the non-player object, the virtual object controlled by the remaining game accounts) in the thumbnail map through an icon mark, the interactive location (such as the task point, the transfer point, the copy location, the marker point, etc.) provided in the game scene, and the like.
[0117] Optionally, the game map can be placed in a UI layer alone, and the display level of the UI layer in which 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 navigation window.
[0118] In the game, at least part of the game map can be displayed in the graphical user interface; or in some games, at least part of the game map of the game can be displayed through the graphical user interface in response to a map display instruction.
[0119] When the game map is displayed in the graphical user interface, the game map is usually a partial game map, for example, a partial game map showing a specified range centered on a virtual object, based on the 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 change constantly 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 above map display instruction refers to an instruction for displaying the entire game map of the game. Optionally, in response to the map display instruction, the entire game map can be displayed in full screen in the graphical user interface provided by the terminal device, that is, the game scene is covered; or the entire game map can also 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, for example Figure 2 (b) shows the game map of the game. Figure 13 The game map is 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 way: a map system entry control is provided in the graphical user interface; in response to a trigger operation on the map system entry control, the map display instruction is generated. The trigger operation on the map system entry control can include but is not limited to a click operation, a sliding operation, a pressing operation, a shortcut key operation, a voice instruction operation, etc., and the embodiment is not specifically limited.
[0122] After the game map is displayed, the player can apply a location marking operation in the game map, and in response to the location marking operation in the game map, the position marked by the location marking operation is determined as the second position.
[0123] The location marking operation can include but is not limited to a click operation, a pressing operation, a sliding operation, etc. on a certain location in the game map. That is, when the player applies a click operation in the game map, the position corresponding to the position point clicked by the click operation is determined as the second position corresponding to the pathfinding event.
[0124] In some optional embodiments, when the trigger instruction for the pathfinding event is the first trigger instruction, the game control method provided by the application further includes the following step S150.
[0125] Step S150: according to the first trigger instruction, controlling the virtual object to start executing the pathfinding behavior matched with the pathfinding event between the first position where the virtual object is currently located and the second position.
[0126] That is, in this embodiment, in response to the first trigger instruction, in addition to displaying the above-mentioned pathfinding window in the graphical user interface, the virtual object is also controlled to perform a pathfinding behavior.
[0127] The pathfinding behavior refers to a behavior in which the virtual object moves from a first position where the virtual object is currently located to a second position according to a preset pathfinding strategy when participating in the above-mentioned pathfinding event.
[0128] It can be understood 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, a pathfinding behavior in which a sprinting action is performed participates in a pathfinding event, and a pathfinding behavior in which a dancing action is performed participates in a pathfinding event. Therefore, in response to the first trigger instruction, the virtual object is controlled to perform a pathfinding behavior that matches the pathfinding event.
[0129] In some optional embodiments, as described above, the interaction control includes a pathfinding termination control, and based on this, the above-mentioned step S130 can be implemented through the following step S131.
[0130] Step S131a: When the virtual object starts to perform the pathfinding behavior, the pathfinding termination control is displayed through the pathfinding window.
[0131] That is, when the virtual object is controlled to start to perform the pathfinding behavior in response to the first trigger instruction, the pathfinding termination control is displayed in the pathfinding window.
[0132] When the pathfinding termination control is displayed in the pathfinding window, the player can know that the virtual object is currently automatically pathfinding through the pathfinding termination control. The pathfinding termination control can be introduced with reference to the description above, and will not be described here again.
[0133] Based on the step S131a, when the pathfinding termination control is displayed in the pathfinding window, the above-mentioned step S140 can be implemented through the following step S141a.
[0134] Step S141a: In response to a trigger operation on the pathfinding termination control, the virtual object is controlled to interrupt the performance of the pathfinding behavior.
[0135] That is, in response to the trigger operation on the pathfinding termination control, the pathfinding state of the virtual object can be adjusted from the state of automatically pathfinding to the state of interrupting pathfinding, and interrupting pathfinding refers to stopping the virtual object from moving to the second position.
[0136] Optionally, in some games, in addition to the player applying a triggering operation to the pause pathfinding control to make the virtual object interrupt the automatic pathfinding, the virtual object can also be passively interrupted to perform the pathfinding behavior when the virtual object encounters an enemy virtual object, cannot move forward when encountering an obstacle, triggers a game task with higher priority, and the like. The present embodiment does not expand on this.
[0137] Further, the above-mentioned interaction control can also include a resume pathfinding control. Based on this, after performing the step S141a, the following steps S160-S170 can also be performed.
[0138] Step S160: When controlling the virtual object to interrupt the execution of the pathfinding behavior, the pause pathfinding control in the pathfinding window is switched to display as the resume pathfinding control.
[0139] Step S170: In response to a triggering operation to the resume pathfinding control, the virtual object is controlled to perform the pathfinding behavior between a third position currently located and the second position.
[0140] It can be understood that there is a demand in the game for the virtual object to resume the last unfinished pathfinding event after interrupting the execution of the pathfinding behavior to perform the remaining game tasks. Therefore, when the virtual object interrupts the execution of the pathfinding behavior, the resume pathfinding control can be displayed in the pathfinding window.
[0141] Through the switching process of switching the pause pathfinding control in the pathfinding window to display as the resume pathfinding control, the player can intuitively know that the virtual object has interrupted the automatic pathfinding, and can control the virtual object to re-perform the pathfinding behavior through the resume pathfinding control.
[0142] The triggering operation to the resume pathfinding control can include, but is not limited to, a click operation, a press operation, a sliding operation, a shortcut key operation, and the like, and is not specifically limited.
[0143] The third position refers to the position of the virtual object when interrupting the execution of the pathfinding behavior to perform the remaining game tasks. For example, the virtual object performs a pathfinding behavior between position A and position B, and during this period, the pathfinding is interrupted at position C, and the virtual object moves from position C to position D, and has a conversation with a non-player object at position D. At this time, if the player clicks the resume pathfinding control, the position D can be determined as the third position, and the virtual object is controlled to continue to perform the pathfinding behavior between position D and position B.
[0144] Next, the game control method provided by the present application will be described in detail in combination with Figure 5 and a specific example of triggering a pathfinding event through a task issuing system.
[0145] As shown in Figure 5 , in Figure 5 the graphical user interface shown in (a), a virtual object 10 and a task bar 11 are displayed, when a player applies a click operation on the task information of a task 1 in the task bar 11, a pathfinding event of automatically pathfinding of the virtual object 10 between the current position and the task position “X village” corresponding to the task 1 can be triggered in response to the click operation, that is, in response to the click operation, the graphical user interface shown in Figure 5 (a) can be switched to be displayed as Figure 5 (b) shown. Figure 5 As shown in (b), in the graphical user interface shown in (b), a pathfinding window 18 is displayed, and the position information 21 of the task position and the abort pathfinding control 19 are displayed in the pathfinding window 18; wherein the position information includes the position name “X village” of the task position and the position coordinates (200, 300) of the task position.
[0146] Figure 5 Based on the graphical user interface shown in Figure 5 (b), if a player applies a click operation on the abort pathfinding control 19, in response to the click operation, as shown in (c), the abort pathfinding control 19 in the pathfinding window 18 is switched to be displayed as the resume pathfinding control 22, and at this time the virtual object 10 can be controlled to interrupt the pathfinding behavior of going to “X village”.
[0147] Figure 5 Based on the graphical user interface shown in Figure 5 (c), if a player applies a click operation on the resume pathfinding control 22, the virtual object 10 can be controlled to resume the pathfinding behavior, and the graphical user interface shown in Figure 6 (c) can be switched to be displayed as (b) shown, that is, the resume pathfinding control 22 in the pathfinding window 18 is switched to be displayed as the abort pathfinding control 19.
[0148] Figure 7 Below, the control method in the game provided by the present application will be described in detail in combination with Figure 6 , and specific examples of triggering pathfinding events through a map system.
[0149] In the specific example shown in Figure 6 , the click operation on the position point 15 is taken as one specific example of the location marking operation described above.
[0150] As shown in Figure 6 , in Figure 6 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 a player applies a click operation on the map system entry control 12, in response to the click operation,Figure 6 (a) the interface shown in FIG. 8A is switched to Figure 6 (b) the interface shown in FIG. 8B, in which Figure 13 (b) the graphical user interface shown in FIG. 8B, the game scene Figure 13 in which the game scene Figure 5 is displayed with a position point 15 and an object identifier 14 corresponding to the virtual object 10; wherein the position point 15 corresponds to the position of the "X village" described above, and the object identifier 14 is used to indicate the position of the virtual object 10 in the game scene. Figure 6
[0151] When the player applies a click operation on the position point 15, in response to the click operation, a pathfinding event can be triggered with the scene position corresponding to the position point 15 as the pathfinding target. At this time, the interface shown in Figure 6 (b) of FIG. 8B is switched to display Figure 6 (c) the interface shown in FIG. 8C, in which Figure 13 (c) the graphical user interface shown in FIG. 8C, the key position point 17 to which the virtual object 10 is to be moved can be displayed in the game scene Figure 6 , and a positioning identifier 16 is displayed at the position point 15, through which the player can intuitively know that the scene position corresponding to the position point 15 is the end position of the pathfinding event.
[0152] In addition, in the graphical user interface shown in Figure 13 (c) of FIG. 8C, a pathfinding window 18 is displayed, and the display level of the pathfinding window 18 is higher than that of the game scene Figure 13 . At this time, even if the game scene Figure 13 blocks the process of the virtual object 10 starting pathfinding, the player can still quickly and intuitively know that the virtual object 10 has started pathfinding behavior through the pathfinding window 18.
[0153] At this time, if the player applies a click operation on the close control displayed in the upper right corner of the game scene Figure 13 , the game scene Figure 13 can be closed, and after the game scene Figure 13 is closed, the game scene Figure 6 blocks the game scene. That is, in response to the click operation on the close control, the graphical user interface shown in Figure 6 (c) of FIG. 8C is switched to display the graphical user interface shown in Figure 7 (d) of FIG. 8D.
[0154] Further, as shown in Figure 13 (a) of FIG. 8A, after the game scene Figure 7 is displayed and a click operation is applied on the position point 15, in Figure 13 (a) the graphical user interface shown in FIG. 8, displays a route-finding window 18 in which a route-finding suspension control 19 is displayed. If the player applies a click operation to the route-finding suspension control 19, the virtual object 10 can be controlled to suspend the route-finding behavior without closing the game scene 1, and the route-finding window 18 can be switched to display a route-finding resumption control 22 as shown in Figure 7 (b) the graphical user interface shown in FIG. 8. Figure 7 (b) the graphical user interface shown in FIG. 8.
[0155] Based on the graphical user interface shown in (b), if the player applies a click operation to the route-finding resumption control 22, the virtual object 10 can be controlled to resume the route-finding behavior without closing the game scene 1, and the route-finding window 18 can be switched to display the route-finding suspension control 19 as shown in Figure 13 (b) the graphical user interface shown in FIG. 8. Figure 7 (b) the graphical user interface shown in FIG. 8. Figure 7 (b) the graphical user interface shown in FIG. 8. Figure 6 (a) the graphical user interface shown in FIG. 8.
[0156] As can be seen in the specific examples shown in (a) and (b), the display of the route-finding window 18 is not affected by the display area of the game scene 1, and the player can control the virtual object 10 to suspend or resume the route-finding behavior with one click while the game scene 1 is displayed. Even if the game scene 1 is closed, the player can still control the virtual object 10 to resume the route-finding behavior with one click without having to repeatedly open the game map to mark points as in the related art, which simplifies the operation steps of the player for adjusting the route-finding state of the virtual object and improves the adjustment efficiency. Figure 7 Figure 13 As can be seen in the specific examples shown in (a) and (b), the display of the route-finding window 18 is not affected by the display area of the game scene 1, and the player can control the virtual object 10 to suspend or resume the route-finding behavior with one click while the game scene 1 is displayed. Even if the game scene 1 is closed, the player can still control the virtual object 10 to resume the route-finding behavior with one click without having to repeatedly open the game map to mark points as in the related art, which simplifies the operation steps of the player for adjusting the route-finding state of the virtual object and improves the adjustment efficiency. Figure 13 Figure 13 Figure 2 Figure 8
[0157] Next, the interaction mode of the route-finding behavior triggered in response to the second trigger instruction will be introduced.
[0158] In some optional embodiments, when the trigger instruction is the second trigger instruction, the above step S120 can be implemented through the following steps S123-S124.
[0159] Step S123: In response to the game data of the target game account meeting a specified condition, the second position is determined, and the second trigger instruction is generated.
[0160] Step S124: In response to the second trigger instruction, a route-finding window is displayed on the graphical user interface.
[0161] In the embodiment, the specified condition met by the game data can include, but is not limited to, at least one of the following: the virtual object enters a specific scene area, the exploration progress of the virtual object on the game map reaches a preset exploration progress, the level of the virtual object reaches a preset level, the plot progress of the game plot reaches a preset plot progress, etc., and the embodiment is not specifically limited.
[0162] In an optional embodiment, when the game data of the target game account meets the specified condition, the historical pathfinding data of the remaining game accounts is obtained, and a target position in the historical pathfinding data that meets a preset condition is determined as the second position.
[0163] The target position that meets the preset condition can include, but is not limited to, a position at which the number of times of triggering pathfinding by the remaining game accounts is the largest, a position at which the number of times of recommendation by the remaining game accounts is the largest, a position at which the drop rate of rare items is higher, etc., and can be set according to actual needs.
[0164] The position at which the number of times of triggering pathfinding by the remaining game accounts is the largest can be because the position is not easy to find, so most players use the automatic pathfinding function to find the position, and when the game data of the target game account meets the specified condition, the player can be recommended to use the automatic pathfinding function to find the position. The position at which the number of times of recommendation by the remaining game accounts is the largest can be because the position is selected by more players, i.e., a currently popular or emerging exploration point, so when the game data of the target game account meets the specified condition, the player is recommended to the popular or emerging exploration point. The position at which the drop rate of rare items is higher can be because most players obtain relatively rare items at the position, so when the game data of the target game account meets the specified condition, the player is recommended to the position at which the drop rate of rare items is higher.
[0165] That is, in the optional embodiment, the game system can actively provide pathfinding recommendation to the player of the target game account according to the pathfinding data of multiple players, and in this case, the second position is the pathfinding target position recommended by the game system to the player, i.e., in the embodiment, the player can be recommended a pathfinding target by the game system in addition to actively triggering the determination of the pathfinding target, which enriches the game experience of the player.
[0166] In some optional embodiments, the interaction control can include a pathfinding confirmation control, and the step S130 can be implemented by the following step S131b when the pathfinding window is displayed in response to the second trigger instruction.
[0167] Step S131b: displaying the confirmation pathfinding control in the pathfinding window according to the second trigger instruction.
[0168] Correspondingly, the step S140 can be implemented by the following step S141b.
[0169] Step S141b: in response to the triggering operation on the confirmation navigation control, controlling the virtual object to start performing the navigation behavior matched with the navigation game event between the first position currently located and the second position.
[0170] That is, when the game system recommends the second position to the target game account, the navigation event with the second position as the end position is triggered, and the navigation window is displayed, in which the recommended second position and the confirmation navigation control are displayed, and when the player applies the triggering operation on the confirmation navigation control, it means that the player accepts the recommendation of the game system, and the virtual object is controlled to perform the navigation behavior between the first position and the second position.
[0171] In other words, in response to the triggering operation on the confirmation navigation control, the navigation state of the virtual object is adjusted from the unstarted state to the automatically navigating state.
[0172] Correspondingly, in the optional implementation, after the step S131b and the step S141b are performed, the following steps S190-S1120 can also be performed.
[0173] Step S190: when the virtual object starts performing the navigation behavior, the confirmation navigation control in the navigation window is switched to display as a stop navigation control.
[0174] Step S1100: in response to the triggering operation on the stop navigation control, the virtual object is controlled to interrupt the performance of the navigation behavior.
[0175] Step S1110: when the virtual object is controlled to interrupt the performance of the navigation behavior, the stop navigation control in the navigation window is switched to display as the resume navigation control.
[0176] Step S1120: in response to the triggering operation on the resume navigation control, the virtual object is controlled to perform the navigation behavior between the third position currently located and the second position.
[0177] The step S190 can be understood as: hiding the confirmation navigation control and displaying the stop navigation control at the display position of the confirmation navigation control; through the switching process, the player can intuitively feel that the navigation state of the virtual object has changed, and the navigation state is adjusted from the unstarted state to the starting state, improving the visual experience of the player.
[0178] In step S1110 above, "switching the display of the interrupted pathfinding control in the pathfinding window to the resumed pathfinding control" can be understood as: hiding the interrupted pathfinding control and displaying the resumed pathfinding control at the display position of the interrupted pathfinding control; through this switching process, players can intuitively feel that the pathfinding state of the virtual object has changed, and has been adjusted from the pathfinding state to the interrupted pathfinding state, thus improving the player's visual experience.
[0179] For the introduction of other similar concepts in steps S190 to S1120 above, please refer to the previous introduction, and they will not be repeated here.
[0180] That is, through the above steps S131b, S141b, and S190 to S1120, players can experience a smooth and natural pathfinding experience. In the complete control flow of "triggering pathfinding - stopping pathfinding - resuming pathfinding", the player's operation area remains consistent, and all operations are performed in the pathfinding panel. There is no need to memorize more operation methods, which greatly reduces the pressure of operation.
[0181] Below, in conjunction with Figure 8 And a specific embodiment, which provides a detailed description of the pathfinding event in which the game system makes pathfinding recommendations.
[0182] like Figure 8 As shown, in Figure 8 (a) The graphical user interface shows a virtual object 10, a taskbar 11, and a function entry control 12 for the map system. Assume that the virtual object 10 is currently located at the entrance to "Village X," and the default location of "Village X" in the game is relatively hidden. Most players at this entrance will trigger an auto-pathfinding event to "Village X." In this case, when the game system detects that the virtual object 10 is at this entrance, it can obtain pathfinding data from other players' game accounts. Furthermore, if it detects that most game accounts have triggered the auto-pathfinding event to "Village X," it can recommend "Village X" as a pathfinding target to the target game account, making it easier for players on the target game account to find their way to "Village X."
[0183] That is, as described above, when the game system recommends "Village X" as a wayfinding target to the target game account, it can... Figure 8 The graphical user interface shown in (a) is switched to display as follows: Figure 8 (b) shows the graphical user interface. Figure 8(b) the graphical user interface shown in FIG. 8B, the route-finding window 18 is displayed, in which the confirmation route-finding control 25 and the location information 21 including the location name "X Village" and the location coordinates (200, 300) are displayed. When the route-finding window 18 is displayed, the player can trigger the virtual object 10 to perform the route-finding behavior to "X Village" by exerting a click operation on the confirmation route-finding control 25.
[0184] In addition, in response to the click operation on the confirmation route-finding control 25, the confirmation route-finding control 25 displayed in the route-finding window 18 can be switched to display the abort route-finding control, i.e., the route-finding window 18 is switched from the state shown in FIG. 8B to the state shown in FIG. 8C. Figure 8 (b) the graphical user interface shown in FIG. 8C, the route-finding window 18 is displayed, in which the abort route-finding control 19 is displayed. Figure 8 (c) the graphical user interface shown in FIG. 8D, in which Figure 8 (c) the route-finding window 18 shown in FIG. 8D, the abort route-finding control 19 is displayed.
[0185] Based on the Figure 8 (c) the graphical user interface shown in FIG. 8D, if the player exerts a click operation on the abort route-finding control 19, the virtual object 10 can be controlled to abort the automatic route-finding behavior to "X Village", and the abort route-finding control 19 displayed in the route-finding window 18 can be switched to display the resume route-finding control, i.e., the graphical user interface is switched from the state shown in FIG. 8D to the state shown in FIG. 8E. Figure 8 (c) the state shown in FIG. 8E, in which Figure 8 (d) the state shown in FIG. 8F, in which Figure 8 (d) the graphical user interface shown in FIG. 8F, the resume route-finding control 22 is displayed in the route-finding window 18.
[0186] Based on the Figure 8 (d) the graphical user interface shown in FIG. 8F, after the virtual object 10 aborts the route-finding behavior, the player can control the virtual object 10 to perform other game tasks (such as autonomous exploration, dialogue with non-player characters, etc.), and when the player wants to control the virtual object 10 to re-perform the automatic route-finding behavior to "X Village", the player can exert a click operation on the resume route-finding control 22, in response to the click operation, the virtual object 10 can be controlled to start performing the automatic route-finding behavior to "X Village" from the location where the virtual object 10 is performing the other game tasks, and the resume route-finding control 22 displayed in the route-finding window 18 can be switched to display the abort route-finding control, i.e., the route-finding window 18 can be switched from the state shown in FIG. 8F to the state shown in FIG. 8D. Figure 8 (c) the route-finding window 18 shown in FIG. 8D, which will not be described again.
[0187] That is, when the game system recommends the second location to the player, the player can realize the complete route-finding control process "trigger route-finding-abort route-finding-resume route-finding" through the route-finding window 18, and the player does not need to remember the other operation modes when the operation area of the player is in the route-finding window 18, which greatly reduces the operation pressure.
[0188] Further, in some optional embodiments, when the game system triggers the pathfinding event by recommending the second position to the player, the method for controlling the game according to the present application can further include the following step S1130.
[0189] Step S1130: displaying a first timing identifier in the pathfinding window according to the second trigger instruction; the first timing identifier is used to indicate the remaining display duration of the pathfinding window containing the confirmation pathfinding control.
[0190] It can be understood that, in the game, even if the game system recommends the second position to the player, the player can not want to perform the automatic pathfinding behavior to the second position at present, but want 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 displayed duration of the pathfinding window reaches the set display duration, the pathfinding window containing the confirmation pathfinding control is cancelled, thereby saving the occupied space, and the display of the pathfinding window can be kept matching the intention of the player, improving the game experience of the player.
[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 identifier can also be displayed in the pathfinding window, the first timing identifier is used to indicate the remaining display duration of the pathfinding window containing the confirmation pathfinding control. The remaining display duration is the difference between the preset display duration and the displayed duration of the pathfinding window containing the confirmation pathfinding control, that is, the display duration of the pathfinding window is reminded to the player in the form of countdown.
[0192] In this embodiment, the style of the first timing identifier can include but is not limited to at least one of the following: digital countdown, linear progress bar identifier, circular progress ring identifier, hourglass or clock icon, text description, color coding, etc., which is not specifically limited in this embodiment.
[0193] Based on the step S1130, the method for controlling the game according to the present application can further include the following step S1140.
[0194] Step S1140: when the trigger operation for the confirmation pathfinding control is not received and the remaining display duration indicated by the first timing identifier is 0, cancelling the display of the pathfinding window containing the confirmation pathfinding control.
[0195] The above-mentioned cancellation of display means that the pathfinding window containing the confirmation pathfinding control is invisible in the graphical user interface, which can be deleting the pathfinding window in the UI layer or just hiding, which is not specifically limited in this embodiment.
[0196] like Figure 5 As shown in (b), a first timing indicator 27 is displayed in the navigation window 18. The first timing indicator 27 is a linear progress bar indicator. As the remaining display time of the navigation window 18 decreases, the fill pattern in the first timing indicator 27 gradually clears from right to left. When the fill pattern in the first timing indicator 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 canceled.
[0197] Furthermore, regardless of whether the player actively triggers the pathfinding event through the target pathfinding channel, or the game system passively triggers the pathfinding event by recommending a pathfinding target to the player, the control method in the game provided in this application may also include the following steps S1150 to S1180.
[0198] Step S1150: When the virtual object starts to perform pathfinding behavior, the first status information of the virtual object is displayed in the pathfinding window; the first status information is used to indicate that the virtual object is performing pathfinding behavior.
[0199] In this embodiment, the information style of the first state information may include, but is not limited to: text description style and / or icon style. For example... Figure 5 As shown in (b), when the virtual object 10 begins to perform pathfinding behavior, the pathfinding window 18 displays the text description "Going to". At this time, the player can accurately know that the virtual object 10 is currently performing pathfinding behavior through this text description. In addition, the pathfinding stop control 19 can be regarded as the first status information of the icon style. It can be understood that the pathfinding stop control 19 will only be displayed when the virtual object 10 is performing pathfinding behavior. Therefore, the player can indirectly know that the virtual object 10 is currently performing pathfinding behavior through the pathfinding stop control 19.
[0200] Step S1160: When the virtual object interrupts the pathfinding behavior, the first status information is switched to the second status information; the second status information is used to prompt the virtual object that the pathfinding behavior has been interrupted.
[0201] Please refer to the description of the first state information. The information style of the second state information may include, but is not limited to, text description style and / or icon style. For example... Figure 5As shown in (c), when the virtual object 10 interrupts the pathfinding behavior of going to the "X village", the text description information "continue to go" is displayed in the pathfinding window 18, which can prompt the player that the virtual object 10 is currently interrupting the pathfinding behavior, and the player can decide whether to continue to go to the "X village" through the pathfinding control 22. In addition, the pathfinding control 22 can be regarded as a second state information in an icon style. It can be understood that the pathfinding control 22 is displayed only when the virtual object 10 interrupts the pathfinding behavior, so that the player can indirectly know that the virtual object 10 is currently interrupting the pathfinding behavior through the pathfinding control 22.
[0202] Step S1170: displaying a second timing mark in the pathfinding window when the virtual object interrupts the pathfinding behavior. The second timing mark is used to indicate the remaining display duration of the pathfinding window containing the pathfinding control.
[0203] It can be understood that when the virtual object interrupts the pathfinding behavior, there is a certain probability that the player 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 the embodiment, the display duration of the pathfinding window containing the pathfinding control can be set. When the displayed duration of the pathfinding window reaches the set display duration, the pathfinding window containing the pathfinding control is cancelled, thereby saving the occupied space. In addition, this method can keep the display of the pathfinding window matching the intention of the player and improve the game experience of the player.
[0204] In the embodiment, the style of the second timing mark can include but is not limited to at least one of the following: digital countdown, linear progress bar mark, circular progress ring mark, hourglass or clock icon, text description, color coding, etc. The embodiment is not specifically limited.
[0205] Step S1180: cancelling the display of the pathfinding window containing the pathfinding control when the triggering operation of the pathfinding control is not received and the remaining display duration indicated by the second timing mark is 0.
[0206] The above-mentioned cancellation of display means that the pathfinding window containing the pathfinding control is invisible in the graphical user interface. The pathfinding window can be deleted in the UI layer or can be only hidden. The embodiment is not specifically limited.
[0207] As Figure 8As shown in (c), a second timing indicator 24 is displayed in the navigation window 18. The second timing indicator 24 is a linear progress bar indicator. As the remaining display time of the navigation window 18 decreases, the fill pattern in the second timing indicator 24 gradually clears from right to left. When the fill pattern in the second timing indicator 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 canceled.
[0208] Or, such as Figure 9 As shown in (d), when the game system triggers a pathfinding event to recommend a pathfinding target to the virtual object 10, or when the virtual object 10 interrupts its pathfinding behavior, a second timer 24 can be displayed in the pathfinding window 18. The description of this second timer 24 can be found above and will not be repeated here.
[0209] Furthermore, the game control method provided in this application may also include the following step S1190.
[0210] Step S1190: In response to a trigger operation based on the location information of the second location displayed in the pathfinding window, display a game map containing at least a portion of the second location in the graphical user interface, and display a location marker at the second location in the game map.
[0211] The purpose of step S1190 is to provide a convenient way to expand the game map after triggering a pathfinding event. Specifically, the location information of the second location displayed in the pathfinding window is used as a shortcut to expand the game map. When the player applies a trigger operation to the location information of the second location, at least a portion of the game map containing that second location can be displayed. Whether to display the entire game map or only a portion of the game map can be determined according to the actual situation of the game, and this embodiment does not impose specific limitations.
[0212] The location marker displayed at the second position on the game map helps players quickly find the pathfinding target corresponding to the currently triggered pathfinding event. This allows them to determine the relative position between the virtual object's current location and the pathfinding target, assisting players in formulating subsequent game strategies and improving the player's visual experience.
[0213] For example, such as Figure 9 As shown in (a), when the virtual object 10 is performing a pathfinding action to "X Village" and the pathfinding window 18 displays an abort pathfinding control 19, if the player clicks on the location information 21 displayed in the pathfinding window 18, a game map containing that location information 21 can be displayed in the graphical user interface, that is, the game map containing that location information 21 can be displayed. Figure 9 The graphical user interface shown in (a) is switched to display as follows: Figure 9(b) shows the graphical user interface, in Figure 13 (b) The graphical user interface shown displays the game area. Figure 13 And in the game location Figure 9 It contains location point 15 corresponding to location information 21, and displays a positioning identifier 16 at location point 15.
[0214] based on Figure 13 (b) The graphical user interface shown in the image shows the player clicking on the game screen. Figure 10 The game map can be closed using the close control in the upper right corner; further explanation is not provided here.
[0215] For example, such as Figure 10 As shown in (a), when the virtual object 10 is currently interrupted in its pathfinding behavior to "X Village" and the pathfinding window 18 displays the pathfinding resumption control 22, if the player clicks on the location information 21 displayed in the pathfinding window 18, a game map containing that location information 21 can be displayed in the graphical user interface, that is, the game map containing that location information 21 can be displayed. Figure 10 The graphical user interface shown in (a) is switched to display as follows: Figure 10 (b) shows the graphical user interface, in Figure 13 (b) The graphical user interface shown displays the game area. Figure 13 And in the game location Figure 13 The location information 21 includes a location point 15, and a location marker 16 is displayed at this location point 15. The pathfinding window 18 remains unchanged, and the display hierarchy of the pathfinding window 18 is higher than that of the game map. Figure 10 The display hierarchy.
[0216] based on Figure 13 (b) The graphical user interface shown in the image shows the player clicking on the game screen. Figure 13 The game can be closed by clicking the close button in the upper right corner. Figure 11 This will not be elaborated further; please refer to similar descriptions above.
[0217] Furthermore, for example, such as Figure 11 As shown in (a), when the game system recommends a pathfinding target to the player and triggers a pathfinding event to display a pathfinding window 18 containing a confirmation pathfinding control 25 in the graphical user interface, the player can still click on the location information 21 to quickly expand the game map even before confirming the start of pathfinding. That is, in response to the click on the location information 21, the player can... Figure 11 The graphical user interface shown in (a) is switched to display as follows: Figure 11 (b) shows the graphical user interface, in Figure 13 (b) The graphical user interface shown displays the game area. Figure 13 And in the game locationFigure 13 The location information 21 includes a location point 15, and a location marker 16 is displayed at this location point 15. The pathfinding window 18 remains unchanged, and the display hierarchy of the pathfinding window 18 is higher than that of the game map. Figure 11 The display hierarchy.
[0218] based on Figure 13 (b) The graphical user interface shown in the image shows the player clicking on the game screen. Figure 13 The game can be closed by clicking the close button in the upper right corner. Figure 11 This will not be elaborated further; please refer to similar descriptions above.
[0219] visible, Figure 1 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 this location information to view the relative position of the virtual object's current location and "X Village" on the game map. This allows the player to decide whether to control the virtual object to start pathfinding. In this way, the player is provided with a quick way to view auxiliary information when deciding whether to perform pathfinding, which improves the player's gaming experience.
[0220] This concludes the description of the method provided in this embodiment. By displaying a pathfinding window in the graphical user interface, which separately displays interactive controls associated with the pathfinding event and information such as the second location, players can intuitively know that a pathfinding event has been triggered, improving the efficiency of obtaining pathfinding information. In addition, the pathfinding window displays interactive controls for adjusting the behavior state of virtual objects performing pathfinding actions. This allows players to adjust the behavior state of virtual objects performing pathfinding actions within a single window area, reducing the memory burden and operational pressure on players when adjusting the pathfinding state of virtual objects participating in pathfinding events. This improves the control efficiency of pathfinding behavior, enhances the player's gaming experience, increases game attractiveness, reduces player churn, and avoids game server idleness.
[0221] It should be noted that the above-mentioned similar examples are as follows: Figure 2 , Figures 5 to 11 , Figure 12 The dimensions, appearance, layout, and text displayed in the illustrations are exemplary and should not be construed as limiting the actual graphical user interface.
[0222] It should be noted that in each of the attached figures, the same pattern represents the same element. Therefore, each pattern is labeled and introduced when it first appears, and although it is not labeled when it appears in subsequent attached figures, the introduction in the attached figures can be referred to.
[0223] Corresponding to the control method in the game provided by the embodiments of the present application, the embodiments of the present application also provide a control device 2000 in the game, as shown in the figure, the device 2000 comprises a display unit 2001 and an adjustment unit 2002. Figure 13
[0224] The display unit 2001 is configured 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 also configured to display a pathfinding window through the graphical user interface in response to a trigger instruction for a pathfinding event, and display position information of a second position corresponding to the pathfinding event through the pathfinding window.
[0226] The display unit 2001 is also configured to display an interactive control through the pathfinding window.
[0227] The adjustment unit 2002 is configured to adjust a pathfinding state of the virtual object when participating in the pathfinding event in response to a trigger operation on the interactive control.
[0228] Optionally, the display level of the pathfinding window is higher than the display level of the remaining information panels in the graphical user interface.
[0229] Optionally, the display unit 2001 is specifically configured to display the pathfinding window in a preset interactive hot area 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 also specifically configured to determine the second position and generate the first trigger instruction in response to a pathfinding operation in a target pathfinding system, and display the pathfinding window through the graphical user interface in response to the first trigger instruction.
[0232] Optionally, the target pathfinding system includes a map system in the game, and the pathfinding operation includes a location marking operation in the map system.
[0233] The display unit 2001 is also specifically configured to display at least part of a game map of the game through the graphical user interface, and determine a position marked by the location marking operation as the second position in response to a location marking operation on the game map.
[0234] Optionally, the display unit 2001 is also specifically configured to display at least part of a game map of the game through the graphical user interface in response to a map display instruction.
[0235] Optionally, the target navigation system comprises a task publishing system in the game; the navigation operation comprises a task selection operation in the task publishing system; the display unit 2001 is further configured to display game task information of at least one game task through the graphical user interface, and the game task information comprises a task location of the game task; in response to the task selection operation, the target game task is determined from the at least one game task, and the task location corresponding to the target game task is determined as the second location.
[0236] Optionally, the adjusting unit 2002 is configured to control the virtual object to start performing the navigation behavior matched with the navigation event between the first location where the virtual object is currently located and the second location according to the first trigger instruction.
[0237] Optionally, the interactive control comprises a navigation termination control; and the display unit 2001 is further configured to display the navigation termination control through the navigation window when the virtual object starts performing the navigation behavior.
[0238] Optionally, the adjusting unit 2002 is configured to control the virtual object to interrupt performing the navigation behavior in response to a trigger operation on the navigation termination control.
[0239] Optionally, the trigger instruction for the navigation event comprises a second trigger instruction; and in response to the trigger instruction for the navigation event, the display unit 2001 is further configured to determine the second location and generate the second trigger instruction in response to the game data of the target game account satisfying a specified condition; and display the navigation window through the graphical user interface in response to the second trigger instruction.
[0240] Optionally, the display unit 2001 is further configured to obtain a target location satisfying a preset condition from historical navigation data of the remaining game accounts; and determine the target location as the second location.
[0241] Optionally, the interactive control comprises a navigation confirmation control; and the display unit 2001 is further configured to display the navigation confirmation control in the navigation window according to the second trigger instruction.
[0242] Optionally, the adjusting unit 2002 is configured to control the virtual object to start performing the navigation behavior matched with the navigation game event between the first location where the virtual object is currently located and the second location in response to a trigger operation on the navigation confirmation control.
[0243] Optionally, the display unit 2001 is further configured to display a first timing identifier in the navigation window according to the second trigger instruction; and the first timing identifier is used to indicate a remaining display duration of the navigation window containing the navigation confirmation control.
[0244] Optionally, the display unit 2001 is further configured to cancel display of the pathfinding window containing the confirmation pathfinding control when no triggering operation for the confirmation pathfinding control is received and the remaining display time length indicated by the first timing identifier is 0.
[0245] Optionally, the display unit 2001 is further configured to switch display of the confirmation pathfinding control in the pathfinding window to a suspension pathfinding control when the virtual object starts to perform the pathfinding behavior.
[0246] Optionally, the adjustment unit 2002 is specifically configured to control the virtual object to interrupt the pathfinding behavior in response to a triggering operation for the suspension pathfinding control.
[0247] Optionally, the interactive control includes a resumption pathfinding control; and the display unit 2001 is further configured to switch display of the suspension pathfinding control in the pathfinding window to the resumption pathfinding control when the virtual object is controlled to interrupt the pathfinding behavior.
[0248] Optionally, the adjustment unit 2002 is specifically configured to control the virtual object to perform the pathfinding behavior between the third position currently located at and the second position in response to a triggering operation for the resumption pathfinding control.
[0249] Optionally, the display unit 2001 is further configured 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 configured to switch display of the first state information to second state information when the virtual object is controlled to interrupt the pathfinding behavior; the second state information is used to prompt that the virtual object is currently interrupting the pathfinding behavior.
[0251] Optionally, the display unit 2001 is further configured to display a second timing identifier in the pathfinding window when the virtual object is controlled to interrupt the pathfinding behavior; the second timing identifier is used to indicate a remaining display time length of the pathfinding window containing the resumption pathfinding control.
[0252] Optionally, the display unit 2001 is further configured to cancel display of the pathfinding window containing the resumption pathfinding control when no triggering operation for the resumption pathfinding control is received and the remaining display time length indicated by the second timing identifier is 0.
[0253] Optionally, the display unit 2001 is further configured to display at least part of a game map containing the second position in the graphical user interface in response to a position information triggering operation for the second position displayed in the pathfinding window, and display a positioning identifier at the second position in the game map.
[0254] Corresponding to the game control method provided in the embodiments of the present application, the embodiments of the present application further provide an electronic device 3000 for implementing the game control method, as shown in the following table: The electronic device 3000 includes a processor 3001 and a memory 3002 for storing the program of the game control method. After the device is powered on and the processor runs the program of the game control method, any method embodiment of the above game control method is executed, for example, the following steps can be executed:
[0255] displaying, through a graphical user interface, a game scene corresponding to a target game account in a game, the game scene including a virtual object controlled by the target game account;
[0256] in response to a trigger instruction for a pathfinding event, displaying a pathfinding window in the graphical user interface, and displaying position information of a second position corresponding to the pathfinding event through the pathfinding window;
[0257] displaying an interactive control through the pathfinding window;
[0258] in response to a trigger operation on the interactive control, adjusting a pathfinding state of the virtual object when participating in the pathfinding event.
[0259] Corresponding to the game control method provided in the embodiments of the present application, the embodiments of the present application further provide a computer-readable storage medium storing a program of the game control method. The program is run by a processor to execute any method embodiment of the above game control method, for example, the following steps can be executed:
[0260] displaying, through a graphical user interface, a game scene corresponding to a target game account in a game, the game scene including a virtual object controlled by the target game account;
[0261] in response to a trigger instruction for a pathfinding event, displaying a pathfinding window in the graphical user interface, and displaying position information of a second position corresponding to the pathfinding event through the pathfinding window;
[0262] displaying an interactive control through the pathfinding window;
[0263] in response to a trigger operation on the interactive control, adjusting a pathfinding state of the virtual object when participating in the pathfinding event.
[0264] It should be noted that the detailed description of the device, electronic device and computer-readable storage medium provided in the embodiments of the present application can refer to the related description of the game control method provided in the embodiments of the present application, which will not be repeated here.
[0265] Although the present application is disclosed with reference to the preferred embodiments above, it is not intended to limit the present application, and any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present application, and the scope of protection of the present application should be defined by the scope of claims.
[0266] In one typical arrangement, the electronic device includes one or more processors (CPUs), input / output interfaces, network interfaces, and memory.
[0267] The memory can include non-persistent memory, Random Access Memory (RAM), and / or non-volatile memory, such as Read Only Memory (ROM) or flash memory, in a computer readable medium. The memory is an example of computer readable media.
[0268] 1. Computer readable media includes both persistent and non-persistent, movable and non-movable media that can be implemented by any method or technology for storage of information. The 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 disc read only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassettes, magnetic tapes, magnetic disk storage or other magnetic storage devices, or any other non-transmission medium that can be used to store information accessible to a computing device. According to the definition herein, computer readable media does not include transitory media, such as modulated data signals and carrier waves.
[0269] 2. Those skilled in the art will appreciate that embodiments of the present application can be provided as a method, system or computer program product. Therefore, the present application can take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. 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 magnetic disk storage, CD-ROM, optical storage, etc.) containing computer usable program code.
[0270] Although the present application is disclosed with reference to the preferred embodiments above, it is not intended to limit the present application, and any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present application, and the scope of protection of the present application should be defined by the scope of claims.
Claims
1. A control method in a game, characterized by, The method comprises: displaying, through a graphical user interface, a game scene corresponding to a target game account in a game, the game scene comprising a virtual object controlled by the target game account; in response to a trigger instruction for a pathfinding event, displaying a pathfinding window in the graphical user interface, and displaying position information of a second position corresponding to the pathfinding event through the pathfinding window; displaying an interaction control through the pathfinding window; in response to a trigger operation on the interaction control, adjusting a pathfinding state of the virtual object when participating in the pathfinding event; the interaction control comprises a pathfinding suspension control; the displaying of the interaction control through the pathfinding window comprises: when the virtual object starts to perform a pathfinding behavior, displaying the pathfinding suspension control through the pathfinding window; the adjusting of the pathfinding state of the virtual object when participating in the pathfinding event in response to the trigger operation on the interaction control comprises: in response to a trigger operation on the pathfinding suspension control, controlling the virtual object to interrupt the performance of the pathfinding behavior; the interaction control comprises a pathfinding resumption control; the method further comprises: when the virtual object is controlled to interrupt the performance of the pathfinding behavior, switching the pathfinding suspension control in the pathfinding window to display the pathfinding resumption control; the method further comprises: in response to a trigger operation on the pathfinding resumption control, controlling the virtual object to perform the pathfinding behavior between a third position currently located and the second position.
2. The method of claim 1, wherein, The display level of the pathfinding window is higher than the display level of the rest of the information panels in the graphical user interface.
3. The method of claim 1, wherein, The displaying of the pathfinding window in the graphical user interface comprises: displaying the pathfinding window in a preset interaction hot area 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 comprises a first trigger instruction; the displaying of the pathfinding window in the graphical user interface in response to the trigger instruction for the pathfinding event comprises: 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, displaying the pathfinding window in the graphical user interface.
5. The method of claim 4, wherein, The target pathfinding system comprises a map system in the game; the pathfinding operation comprises a location marking operation in the map system; The determining of the second position in response to the pathfinding operation in the target pathfinding system comprises: displaying, through the graphical user interface, a game map of at least part of the game; in response to the location marking operation acting on the game map, determining a position marked by the location marking operation as the second position.
6. The method of claim 5, wherein, The displaying of the game map of at least part of the game through the graphical user interface comprises: in response to a map display instruction, displaying the game map of at least part of the game through the graphical user interface.
7. The method of claim 4, wherein, The target pathfinding system comprises a task publishing system in the game; the pathfinding operation comprises a task selection operation in the task publishing system; The determining of the second position in response to the pathfinding operation in the target pathfinding system comprises: displaying, through the graphical user interface, game task information of at least one game task, the game task information including a task position of the game task; in response to a task selection operation, determining a target game task from the at least one game task, and determining the task position corresponding to the target game task as the second position.
8. The method of claim 4, wherein, The method further includes: in response to the first trigger instruction, controlling the virtual object to start performing a pathfinding behavior matching the pathfinding event between a first position where the virtual object is currently located and the second position.
9. 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 the displaying, through the graphical user interface, a pathfinding window in response to the trigger instruction for the pathfinding event includes: in response to 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, displaying the pathfinding window in the graphical user interface.
10. The method of claim 9, wherein, The determining the second position includes: obtaining a target position satisfying a preset condition from historical pathfinding data of the remaining game accounts; determining the target position as the second position.
11. The method of claim 9, wherein, The interactive control includes a confirmation pathfinding control; and the displaying, through the pathfinding window, the interactive control includes: in response to the second trigger instruction, displaying the confirmation pathfinding control in the pathfinding window.
12. The method of claim 11, wherein, The adjusting, in response to a trigger operation for the interactive control, a pathfinding state of the virtual object participating in the pathfinding event includes: in response to a trigger operation for the confirmation pathfinding control, controlling the virtual object to start performing the pathfinding behavior matching the pathfinding event between a first position where the virtual object is currently located and the second position.
13. The method of claim 11, wherein, The method further includes: in response to the second trigger instruction, displaying a first timing identifier in the pathfinding window; the first timing identifier is used to indicate a remaining display duration of the pathfinding window containing the confirmation pathfinding control.
14. The method of claim 13, wherein, The method further includes: when no trigger operation for the confirmation pathfinding control is received and the remaining display duration indicated by the first timing identifier is 0, canceling display of the pathfinding window containing the confirmation pathfinding control.
15. The method of claim 11, wherein, The method further includes: when the virtual object starts performing the pathfinding behavior, switching display of the confirmation pathfinding control in the pathfinding window to a pathfinding suspension control.
16. The method of claim 15, wherein, The method further includes: in response to a trigger operation for the pathfinding suspension control, controlling the virtual object to interrupt performing the pathfinding behavior.
17. The method of claim 1 or 16, wherein, The method further includes: when the virtual object starts performing the pathfinding behavior, displaying first state information of the virtual object in the pathfinding window; the first state information is used to prompt that the virtual object is performing the pathfinding behavior.
18. The method of claim 1, wherein, The method further includes: when the virtual object is controlled to interrupt performing the pathfinding behavior, switching display of the first state information to second state information; the second state information is used to prompt that the virtual object is currently interrupting performing the pathfinding behavior.
19. The method of claim 1 or 16, wherein, The method further includes: displaying a second timing identifier in the pathfinding window when the virtual object is controlled to interrupt the pathfinding behavior; the second timing identifier is used to indicate a remaining display duration of the pathfinding window containing the resuming pathfinding control.
20. The method of claim 19, wherein, The method further includes: when no triggering operation is received for the resuming pathfinding control and the remaining display duration indicated by the second timing identifier is 0, canceling display of the pathfinding window containing the resuming pathfinding control.
21. The method of claim 1, wherein, The method further includes: in response to a triggering operation for the position information of the second position displayed in the pathfinding window, displaying a game map containing at least part of the second position in the graphical user interface, and displaying a positioning identifier at the second position in the game map.
22. A control device in a game, characterized by The device includes a display unit and an adjusting unit. The display unit is configured to display, through a graphical user interface, a game scene corresponding to a target game account in a game, the game scene including a virtual object controlled by the target game account. The display unit is further configured to, in response to a triggering instruction for a pathfinding event, display a pathfinding window in the graphical user interface and display, through the pathfinding window, position information of a second position corresponding to the pathfinding event. The display unit is further configured to display, through the pathfinding window, an interactive control. The adjusting unit is configured to, in response to a triggering operation for the interactive control, adjust a pathfinding state of the virtual object when participating in the pathfinding event. The interactive control includes a pathfinding suspension control; the display of the interactive control through the pathfinding window includes: displaying the pathfinding suspension control through the pathfinding window when the virtual object starts to perform a pathfinding behavior. The response to the triggering operation for the interactive control to adjust the pathfinding state of the virtual object when participating in the pathfinding event includes: in response to a triggering operation for the pathfinding suspension control, controlling the virtual object to interrupt the pathfinding behavior. The interactive control includes a resuming pathfinding control; the display unit is further configured to: when the virtual object is controlled to interrupt the pathfinding behavior, switch the pathfinding suspension control in the pathfinding window to display as the resuming pathfinding control. The adjusting unit is further configured to: in response to a triggering operation for the resuming pathfinding control, control the virtual object to perform the pathfinding behavior between a third position currently located and the second position.
23. An electronic device, comprising: includes: a processor; and a memory for storing a data processing program, after the electronic device is powered on and the program is run by the processor, the method as claimed in any one of claims 1-21 is executed.
24. A computer-readable storage medium, characterized in that, A data processing program is stored, the program is run by a processor, and the method as claimed in any one of claims 1-21 is executed.
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