Control method and device in game, electronic equipment and readable storage medium
By displaying the game map and non-player character list in the game, and highlighting the position identification of non-player characters currently displayed in the list in the map, the problem of players having difficulty quickly positioning non-player characters is solved, improving information acquisition efficiency and visual experience.
Patent Information
- Application Number
- CN202510353939.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-24
- Publication Date
- 2025-06-13
AI Technical Summary
In the game, it is difficult for players to quickly locate the position of non-player characters in the game map, resulting in a decline in game experience and player loss.
The game map and non-player role list are displayed through a graphical user interface, highlighting the location identification of non-player roles currently displayed in the list in the map.
Improves the player's information acquisition efficiency and visual experience, allowing players to quickly match information in maps and lists.
Smart Images

Figure CN120132345A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computers, and particularly to a control method, device, electronic device and computer-readable storage medium in a game. Background Art
[0002] Currently, in some games, a game map may include many non-player characters. Generally, the character position identifiers of non-player characters located at different positions can be displayed on the game map, and players can search for non-player characters by sliding the map; or, in some games, when the game map is displayed, a character list of non-player characters corresponding to the game map can be called out, and players can search for non-player characters in the character list and then click on the character information of the non-player character to find the position of the non-player character on the game map; or slide the character list to search for the character information of non-player characters in the character list.
[0003] In the above methods, the convenience of the way players filter non-player characters by sliding the map or searching the list is relatively low. It is difficult for players to quickly locate the position of non-player characters on the game map based on the search operation in the character list, which affects the gaming experience of players, resulting in player loss and further causing the waste of game servers. Summary of the Invention
[0004] In view of this, the present application provides a control method, device, electronic device and computer-readable storage medium in a game, which can improve the information acquisition efficiency of players and at the same time enhance the visual experience of players.
[0005] In a first aspect, an embodiment of the present application provides a control method in a game, the method including:
[0006] In response to a map display operation, display a game map of at least part of the scene through a graphical user interface, where character position identifiers corresponding to multiple non-player characters are displayed on the game map, and the character position identifiers are used to indicate the positions of non-player characters on the game map;
[0007] Display a non-player character list associated with the game map, and display the character information of a first preset number of first non-player characters in the non-player character list; the non-player character list includes the character information of multiple non-player characters; the first non-player characters are non-player characters among the multiple non-player characters;
[0008] Highlight the character position identifier corresponding to the first non-player character on the game map.
[0009] In a second aspect, an embodiment of the present application provides a control device in a game, the device including: a first display unit and a second display unit;
[0010] A first display unit, configured to display, in response to a map display operation, a game map of at least part of a scene through a graphical user interface, where a character position identifier corresponding to each of a plurality of non-player characters is displayed in the game map, and the character position identifier is used to indicate the position of the non-player character in the game map;
[0011] A second display unit, configured to display a non-player character list associated with the game map, and display character information of a first preset number of first non-player characters in the non-player character list; the non-player character list includes character information of a plurality of non-player characters; the first non-player characters are non-player characters among the plurality of non-player characters;
[0012] The first display unit is further configured to prominently display the character position identifier corresponding to the first non-player character in the game map.
[0013] In a third aspect, an embodiment of the present application provides an electronic device, including:
[0014] A processor; and
[0015] A memory, configured to store a data processing program, and after the electronic device is powered on and runs the program through the processor, execute the method according to the first aspect.
[0016] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, storing a data processing program, and when the program is run by a processor, execute the method according to the first aspect.
[0017] The control method in the game provided by the present application displays a game map of at least part of a scene through a graphical user interface, where a character position identifier corresponding to each of a plurality of non-player characters is displayed in the game map, and the character position identifier is used to indicate the position of the non-player character in the game map; displays a non-player character list associated with the game map, and displays character information of a first preset number of first non-player characters in the non-player character list; the non-player character list includes character information of a plurality of non-player characters; the first non-player characters are non-player characters among the plurality of non-player characters; prominently displays the character position identifier corresponding to the first non-player character in the game map.
[0018] It can be seen that the above manner associates and displays the character position identifier in the game map and the character information currently displayed in the non-player character list. Specifically, it prominently displays in the game map the character position identifier corresponding to the non-player character indicated by the character information currently displayed in the non-player character list; in this way, it can enable a player to quickly match the character information displayed at different positions in the graphical user interface for the same non-player character, improve the player's information acquisition efficiency, and at the same time enhance the player's visual experience. Description of the Drawings
[0019] To more clearly illustrate the technical solutions of the embodiments of the present application, the accompanying drawings required for the description of the embodiments of the present application will be briefly introduced below. Obviously, the accompanying drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, other accompanying drawings can be obtained based on these drawings without creative efforts.
[0020] Figure 1 It is a schematic diagram of an interface display for finding non-player characters provided in the related art of the embodiments of the present application;
[0021] Figure 2 It is a schematic diagram of a system for implementing a control method in a game provided by the embodiments of the present application;
[0022] Figure 3 It is a flowchart of a control method in a game provided by the embodiments of the present application;
[0023] Figure 4 It is a schematic diagram of an interface display for a control method in a game provided by the embodiments of the present application;
[0024] Figure 5 It is another schematic diagram of an interface display for a control method in a game provided by the embodiments of the present application;
[0025] Figure 6 It is a schematic diagram of an interface display for a character switching operation provided by the embodiments of the present application;
[0026] Figure 7 It is a schematic diagram of an interface display for top display provided by the embodiments of the present application;
[0027] Figure 8 It is a schematic diagram of the structure of a control device in a game provided by the embodiments of the present application;
[0028] Figure 9 It is a block diagram of the structure of an electronic device for implementing a control method in a game provided by the embodiments of the present application. Detailed implementation manners
[0029] In the following description, many specific details are set forth to facilitate a thorough understanding of the present application. However, the present application can be implemented in many other ways different from those described herein. Those skilled in the art can make similar extensions without departing from the connotation of the present application. Therefore, the present application is not limited by the specific implementations disclosed below.
[0030] It should be noted that in the claims, the description, and the drawings of the present application, terms such as "first", "second", "third", etc. are used to distinguish similar objects and are not used to describe a specific order or sequence. Data used in this way can be interchanged under appropriate circumstances so that the embodiments of the present application described herein can be implemented in an order other than that shown or described herein. In addition, the terms "comprising", "having", and their variants are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units does not necessarily limit to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products, or devices.
[0031] It should be understood that in the embodiments of the present application, "at least one" means one or more, "several" means one or more, and "multiple" means two or more. "And / or" is merely a description of the association relationship between associated objects, indicating that three relationships can exist. For example, A and / or B can represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after. "Including A, B, and / or C" means including any one or any two or all three of A, B, and C.
[0032] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A relatively", "A corresponding to B relatively", or "B corresponding to A relatively" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, but B can also be determined according to A and / or other information.
[0033] Before elaborating on the implementation manners of the present application in detail, the related technologies will be further introduced first.
[0034] As Figure 1 shown, in Figure 1 the graphical user interface shown in (a), a game map 10 and a character list 11 are displayed; among them, in the game map 10, position identifiers of multiple non-player characters (non-player character 1 to non-player character 8) are displayed. For example, the label "goods" in the game map 10 is used to represent the position of non-player character 1 in the game map, the label "medicine" is used to represent the position of non-player character 2 in the game map, the label "cloud" is used to represent the position of non-player character 3 in the game map, the label "iron" is used to represent the position of non-player character 4 in the game map, etc. The remaining text labels will not be elaborated further.
[0035] In addition, a character position identifier 12 of the player character in the game map 10 is also displayed in the game map 10; the character list 11 includes a search box 11a and a character information list 11b. The search box 11a is used to search for each non-player character in the character information list 11b. The character information list 11b includes the character information of each non-player character set in the game map 10 and displays the character information of some non-player characters, such as Figure 1 as shown in (a), a total of 7 non-player characters are displayed.
[0036] Based on Figure 1 the graphical user interface shown in (a), if a player wants to query the position of a certain non-player character in the game map, the player can enter the character name or abbreviation of the non-player character to be queried in the search box 11a for retrieval, or slide up and down in the character information list 11b to query the non-player character.
[0037] Such as Figure 1 as shown in (b), assume that the player clicks on the display area of the character information of the non-player character 4 in the character list 11, and the position information of the non-player character 4 in the game map is (x 4 , y 4 ). This position information (x 4 , y 4 ) corresponds to Village A in the game map. Then, in response to the click operation applied by the player, a guiding identifier for the player character to move from the current position to the position where the non-player character 4 is located can be displayed in the game map; or, the currently displayed game map can be switched to display the game map where the non-player character 4 is located.
[0038] However, in the above Figure 1 shown game scenario, if the player locates the position of the non-player character in the game map 10 according to the search operation in the character list 11, two operations of rummaging through and clicking are required to locate the position of the clicked virtual character in the game map. Moreover, since there is a lot of game information displayed in the game map, even if only the character position identifiers of non-player characters are displayed, if the number of non-player characters is large, resulting in a large number of character position identifiers in the game map, after the player searches in the character list 11, it is impossible to quickly locate the position where the character position identifier of the non-player character is located in the game map, which affects the player's gaming experience, thereby causing player churn and further resulting in wasted consumption of the game server.
[0039] Based on the above existing problems, the embodiments of the present application provide a control method, device, electronic device, and computer-readable storage medium in a game.
[0040] The control method in the game provided by the embodiments of the present application can be executed by an electronic device, which can be a terminal or a server, etc. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, etc. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers, or as a single server. When the server is software, it can be implemented as multiple software or software modules (such as software or software modules for providing distributed services), or as a single software or software module. The embodiments of the present application do not make specific limitations on this.
[0041] In an alternative embodiment, when the control method in the game runs on a terminal device, the terminal device stores a game application and a game virtual scene. The terminal device interacts with the player through a graphical user interface. The ways for the terminal device to provide the graphical user interface to the player can include various ones. For example, it can be rendered and displayed on the display screen of the terminal device, or the graphical user interface can be presented through holographic projection.
[0042] In an alternative embodiment, when the control method in the game runs 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 entity of the game application and the entity for presenting the game screen are separated. The storage and running of the control method in the game are completed on the server. And the presentation of the game screen is completed on the client side. The client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission function near the player side, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, a head-mounted display device, etc. However, the terminal device for processing game data 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 running of the game according to the instructions, encodes and compresses data such as the game screen, returns it to the client through the network. Finally, the client decodes it and outputs the game screen.
[0043] It should be noted that in the embodiments of the present application, the execution entity of the control method in the game can be a terminal device or a server. Among them, the terminal device can be a local terminal device or the client device in the aforementioned cloud game. The embodiments of the present application do not limit the type of the execution entity.
[0044] Exemplarily, in combination with the above introduction, Figure 2 FIG. 1 shows a game system 1000 for implementing a control method in a game provided by an embodiment of the present application. The game system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The terminal 1001 held by a player can be connected to the servers of different games through the network. A terminal is any device with computing hardware that can support and execute software application tools corresponding to games.
[0045] In the above game system 1000, the terminal 1001 is used to install and run game applications. In some cases, the game applications may not be pre-installed in the terminal 1001, and players can directly access the game through a client such as a browser. Players use a registered game account to log in to the game application, and then they can control the virtual character corresponding to the game account to participate in the game. When a 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. At the same time, the server 1002 determines the game mechanism corresponding to the game account according to the login request. If the verification is passed, a login success notification will be sent back to the terminal 1001. During the process of a player participating in the game through the game application, data interaction occurs between the terminal 1001 and the server 1002. 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.
[0046] In possible application scenarios, different terminals 1001 may be served by different servers 1002. Therefore, in the embodiments of the present application, when it comes to distinguishing the servers 1002 corresponding to different game terminals 1001, the first and second methods will be used for description. In fact, the servers 1002 corresponding to different game terminals 1001 can be the same server 1002. Therefore, in the case where the first and second are not distinguished, it can be understood that the terminals 1001 corresponding to the virtual characters in the same game scenario are served by the same server 1002.
[0047] 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 network can be a wireless network or a wired network. For example, the wireless network can be a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to a server, etc. In addition, the game system 1000 can include multiple databases, and the multiple databases are coupled to different servers, and information related to the game can be continuously stored in the databases when different players are online for a multiplayer game.
[0048] It should be noted that Figure 2 The schematic diagram of the game system shown is only an example. The game system 1000 described in the embodiments of the present application is 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 of ordinary skill in the art know that with the evolution of the game system and the emergence of new business scenarios, the technical solutions provided by the embodiments of the present application are equally applicable to similar technical problems.
[0049] It should be noted that in the subsequent detailed introduction of the control method in the game provided by the embodiments of the present application, the operations that appear can all be regarded as operations implemented by the player through media such as fingers, a mouse, a keyboard, or a stylus. Which medium to use specifically can be determined according to the type of electronic device. For example, when the electronic device is a touch-screen device such as a mobile phone, a tablet computer, or a game console, the player can operate on the touch screen through any suitable object or accessory such as a finger or a stylus. When the terminal device is a non-touch-screen terminal device such as a desktop computer or a laptop computer, the player can operate through external devices such as a mouse and a keyboard.
[0050] It should be noted that in the embodiments of the present application, there is no limitation on whether the terminal device providing the graphical user interface is placed horizontally or vertically, that is: there is no specific limitation on whether the virtual game is a landscape game or a portrait game. In this embodiment, the virtual game is a landscape game and the terminal device is placed horizontally as an example for introducing the solution. However, it does not mean that the control method in the game provided by the present application is not applicable to portrait games. The control method in the game provided by the present application is applicable to both landscape games and portrait games, that is: the operation methods set in the virtual game and the corresponding game logics are the same in landscape games and portrait games, and there are only slight differences in the layout of the interface elements in the graphical user interface.
[0051] The technical solution 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 may not be repeated in some embodiments.
[0052] As Figure 3 shown, Figure 3 FIG. is a flowchart of an example of a control method in a game provided by an embodiment of the present application. It should be noted that the steps shown can be executed in a logical order different from that shown in the flowchart of this method. The method may include the following steps S110 to step S130.
[0053] Step S110: In response to a map display operation, display a game map of at least part of a scene through a graphical user interface. A plurality of character position identifiers corresponding to non-player characters are displayed in the game map, and the character position identifiers are used to indicate the positions of the non-player characters in the game map.
[0054] Step S120: Display a non-player character list associated with the game map, and display character information of a first preset number of first non-player characters in the non-player character list; the non-player character list includes character information of a plurality of non-player characters; the first non-player characters are non-player characters among the plurality of non-player characters.
[0055] Step S130: Highlight the character position identifier corresponding to the first non-player character in the game map.
[0056] Next, the above steps S110 to step S130 will be described in detail.
[0057] Regarding the above step S110, 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, as well as control components, social elements, etc. for presenting the style of the game world and for guiding user operations.
[0058] In a graphical user interface, various interface contents to be displayed are usually presented in layers. A layer refers to a hierarchical display method in a graphical user interface, where different interface contents can be placed on different layers to better control the display and hiding of each interface content. For example, the game scene can be placed on the scene layer, that is, the scene layer is mainly used to render the game world and the objects in it, including characters, environments, dynamic elements, etc. The display of various UI (User Interface) elements is placed on the UI layer. For example, UI elements can include, but are not limited to, various operation controls, information panels for displaying various game information (such as chat interfaces, character status panels, etc.), game thumbnail maps, and other elements. Since UI elements are the interface elements for players to interact with the game, usually, the display level of the UI layer where UI elements are placed is higher than that of the scene layer of the game scene. That is, the display level of each UI element is higher than that of the scene picture.
[0059] The above-mentioned game map refers to a thumbnail map set for at least part of the virtual scene in a virtual game, which briefly presents the terrain elements of the virtual scene (such as water areas, plains, mountains, routes, etc.), rather than presenting the appearance of the virtual models in the virtual scene as they are. It can also indicate the location of virtual characters (such as player virtual characters controlled by the target game account, non-player virtual characters, player virtual characters controlled by other game accounts) in the thumbnail map through icons, as well as interactive locations provided in the game scene (such as mission points, teleportation points, dungeon locations, marked points, etc.).
[0060] Optionally, the game map can be placed alone in a UI layer, and the display level of the UI layer where the game map is placed is higher than that of the above-mentioned scene layer.
[0061] It can be understood that in current large-map games, there are usually multiple game areas, and there are corresponding block game maps for different game areas respectively. Based on this, in this embodiment, the game map in the above step S110 can be the complete game map of the virtual game or the block game map corresponding to a certain game area, and this embodiment does not specifically limit it.
[0062] Optionally, in response to the map display operation, the above-mentioned game map can be displayed full-screen in the graphical user interface provided by the terminal device, that is, covering the game scene; or, it can also be displayed in window form for the entire game map. When the entire game map is displayed in window form, only part of the game scene can be blocked.
[0063] Optionally, in virtual games on mobile devices, generally, a map system entry control is provided in the graphical user interface; then the above map display operation may include a triggering operation on the map system entry control. Among them, the triggering operation on the map system entry control may include, but is not limited to: click operation, swipe operation, press operation, shortcut key operation, voice command operation, etc., which are not specifically limited in this embodiment; in PC games and console games, the map display operation may include a press operation on the physical buttons of the keyboard, mouse, and gamepad; in this regard, this embodiment is not specifically limited.
[0064] For example, as Figure 4 shown, in Figure 4 (a) of the graphical user interface shown, a map system entry control 20 is displayed. If the player clicks on the map system entry control 20, then as Figure 4 (b) shown, the game map 21 is displayed in the graphical user interface.
[0065] In this embodiment, a character position identifier corresponding to a plurality of non-player characters is displayed on the game map, and the character position identifier is used to indicate the position of the non-player character on the game map.
[0066] Among them, a non-player character (NPC) refers to a game character that is not controlled by an actual human player, but is controlled by the game's artificial intelligence system or simple script logic.
[0067] The display style of the character position identifier corresponding to the non-player character may include, but is not limited to: icon style, geometric figure style of different colors, text label, character model thumbnail, etc., which are not specifically limited in this embodiment; for example, using different specific icon styles to identify the positions of different non-player characters on the game map, using circular geometric bodies of different colors to identify the positions of different non-player characters on the game map, etc.
[0068] As Figure 4 shown, in Figure 4 (b) of the graphical user interface shown, a specific example of using a text label as the character position identifier of the non-player character. In Figure 4 (b) of the game map 21 shown, character position identifiers of a plurality of non-player characters (non-player character 1 to non-player character 8) are displayed. For example, the label "goods" on the game map 21 is used to represent the position of non-player character 1 on the game map, the label "medicine" is used to represent the position of non-player character 2 on the game map, the label "cloud" is used to represent the position of non-player character 3 on the game map, the label "iron" is used to represent the position of non-player character 4 on the game map, etc.
[0069] Regarding the above step S120, the non-player character list associated with the game map refers to a summary or catalog of all non-player characters set in the game map, and the character information corresponding to each non-player character in the game map can be included in the non-player character list.
[0070] Among them, the non-player character list can include, but is not limited to, at least one of the following character information of non-player characters: the character name of the non-player character, the character type (character profession), the character position, the character function (role), the character status, the character appearance description, etc., and this embodiment does not specifically limit this.
[0071] Optionally, the non-player character list and the game map can be displayed simultaneously or not simultaneously. In some games, the non-player character list is associated with a list fixed control, and this list fixed control has a game function of associating the display timing of the non-player character list and the display timing of the game map. Specifically, when the list fixed control is in the selected state, the display timing of the non-player character list and the display timing of the game map are associated, that is, they are displayed simultaneously and hidden simultaneously; when the list fixed control is in the unselected state, the display timing of the non-player character list and the display timing of the game map do not have an associated relationship, and the game map can be displayed alone.
[0072] Based on the above introduction, in this embodiment, when the player performs a map display operation, it is detected whether the list fixed control is in the selected state, and it is determined whether the non-player character list is displayed simultaneously with the game map according to the state of the list fixed control; specifically, when the list fixed control is in the selected state, while displaying the game map, the non-player character list associated with the game map is displayed; when the list fixed control is in the unselected state, a character query control is displayed in the game map; in response to the trigger operation for the character query control, the non-player character list associated with the game map is displayed.
[0073] For example, as Figure 4 shown, in Figure 4 the specific example provided, the list fixed control associated with the non-player character list is in the selected state. Based on this assumption, if the player clicks Figure 4 the map system entry control 20 in the graphical user interface shown in (a), in response to this click operation, then as Figure 4 shown in (b), the game map 21 and the non-player character list 22 are displayed simultaneously, and a list fixed control 23 is associated and displayed above the non-player character list 22, and the list fixed control 23 is currently in the selected state.
[0074] Or, as Figure 5 shown, in Figure 5In the specific example provided, the list fixed control associated with the non-player character list is in an unselected state. Based on this assumption, in Figure 5 In the graphical user interface shown in (a), a map system entry control 20 is displayed. If the player clicks on the map system entry control 20 and it is detected that the list fixed control associated with the non-player character list is in an unselected state, then as shown in Figure 5 (b), only the game map 21 is displayed in the graphical user interface, and a character query control 24 is displayed on the game map 21.
[0075] Based on Figure 5 In the graphical user interface shown in (b), if the player performs a click operation on the character query control 24, then as shown in Figure 5 (c), a non-player character list 22 is displayed in the graphical user interface, and the list fixed control 23 associated and displayed above the non-player character list 22 is currently in an unselected state.
[0076] It should be noted that although the character information of all non-player characters in the game map can be included in the non-player character list, usually, due to the limited size of the display area of the graphical user interface, only the character information of some non-player characters is displayed in the non-player character list; of course, when the number of non-player characters in the game map is limited, the character information of all non-player characters can also be displayed in the non-player character list, and this embodiment does not limit this.
[0077] Based on this, the above-mentioned first preset quantity is the quantity of the character information of non-player characters that can be displayed in the pre-set non-player character list; the above-mentioned first non-player characters are the non-player characters currently displayed in the non-player character list.
[0078] It should be noted that in the non-player character list, the character information of each non-player character exists in the form of an entry. One non-player character corresponds to one information entry, and the character information of the non-player character is displayed in the information entry.
[0079] For example, as shown in Figure 4 (b), there are 8 non-player characters such as non-player character 1 to non-player character 8 in the game map. Correspondingly, the character information of these 8 non-player characters is included in the non-player character list 22, that is, there are 8 information entries. However, due to the limited size of the display area of the non-player character list 22, currently only the character information of 4 non-player characters such as non-player character 1 to non-player character 4 is displayed. Then, non-player character 1 to non-player character 4 are specific examples of the above-mentioned first non-player characters, and the character name, character class, and target position of the non-player character in the game map and other information are displayed for each non-player character in the non-player character list.
[0080] Regarding the above step S130, highlighting the character position identifier corresponding to the first non-player character in the game map means displaying the position identifiers corresponding to each first non-player character in the game map in a special display manner, so that each first non-player character stands out from the surrounding environment, facilitating the user to quickly identify the location of the first non-player character, helping to improve the player's visual perception ability and enhancing the player's visual experience.
[0081] Optionally, the specific highlighting methods may include but are not limited to at least one or more of the following: highlighting display, stroke display, or stroboscopic (flashing) display. Highlighting display means displaying the display brightness of the position identifier corresponding to each first non-player character at a brightness exceeding the original display brightness. Stroke display means thickening the border of the area to which the position identifier corresponding to each first non-player character belongs or displaying it in a preset color. Stroboscopic display means making the position identifier corresponding to each first non-player character flash at a preset frequency within a preset time.
[0082] As Figure 4 (b) shows, when the character information of non-player characters 1 to 4 is currently displayed in the non-player character list 22, the display area of the "goods" character label, which is the position identifier corresponding to non-player character 1 in the game map, can be displayed in a hatched manner (to represent highlighting display), the display area of the "medicine" character label, which is the position identifier corresponding to non-player character 2 in the game map, can be displayed in a hatched manner (to represent highlighting display), the display area of the "cloud" character label, which is the position identifier corresponding to non-player character 3 in the game map, can be displayed in a hatched manner (to represent highlighting display), and the display area of the "iron" character label, which is the position identifier corresponding to non-player character 4 in the game map, can be displayed in a hatched manner (to represent highlighting display); while the remaining position identifiers are displayed in an unfilled state. For example, the "gang" character label, "wood" character label, "chant" character label, etc. are all displayed in an unfilled state, indicating that the character information of the non-player characters they respectively correspond to is not currently displayed in the non-player character list 22.
[0083] As Figure 5 shown, comparing Figure 5 (b) and Figure 5 (c), in Figure 5 (b), when the non-player character list is not displayed, the character position identifiers corresponding to each non-player character displayed in the game map 21 (such as the "goods" character label, "cloud" character label, "gang" character label, "wood" character label, "chant" character label, etc.) are not highlighted. In response to the trigger operation on the character query control 24, when the non-player character list is displayed in the graphical user interface, then as Figure 5As shown in (c), the character information of non-player character 1 to non-player character 4 is displayed in the non-player character list, and in the game map 21, the character position identifiers corresponding to non-player character 1 ("goods" label), non-player character 2 ("medicine" label), non-player character 3 ("cloud" label), and non-player character 4 ("iron" label) are respectively highlighted. For the specific highlighting method, see the introduction above Figure 4 and will not be elaborated here.
[0084] It can be seen that while the character information of each non-player character currently displayed in the non-player character list is shown, highlighting the character position identifier of the non-player character in the game map can make each first non-player character stand out from the surrounding environment, facilitating the user to quickly identify the location of the first non-player character.
[0085] In an optional embodiment, this step S130 can be specifically implemented in the following manner: Determine the target positions of the first non-player characters in the game map respectively; in the game map, highlight the character position identifiers associated with the target positions. That is, in this embodiment, through the coordinate values of the non-player characters in the virtual scene, the character information of the non-player characters displayed in the list can be associated with the character position identifiers of the non-player characters in the game map, so as to highlight the character position identifier corresponding to the character information in the game map when the character information of the non-player character is displayed.
[0086] Among them, the target positions of the first non-player characters in the game map can be represented by coordinate values in the world coordinate system set for the virtual scene. As Figure 4 shown in (b), the target position of non-player character 1 displayed in the non-player character list 22 in the game map is (x 1 , y 1 ), then the "goods" label, which is the character position identifier associated with this target position (x 1 , y 1 ) in the game map 10, can be highlighted; the target position of non-player character 2 in the game map is (x 2 , y 2 ), then the "medicine" label, which is the character position identifier associated with this target position (x 2 , y 2 ) in the game map 10, can be highlighted; the target position of non-player character 3 in the game map is (x 3 , y 3 ), then the "cloud" label, which is the character position identifier associated with this target position (x 3 , y 3)The role position identifier associated with the "cloud" character label is highlighted; the target position of the non-player character 4 in the game map is (x 4 , y 4 ), then the role position identifier with the "iron" character label associated with the target position (x 4 , y 4 ) in the game map 10 can be highlighted.
[0087] It can be seen that the above method associates and displays the role position identifiers in the game map and the role information currently displayed in the non-player character list. Specifically, it highlights in the game map the role position identifier corresponding to the non-player character indicated by the role information currently displayed in the non-player character list; in this way, it enables players to quickly match the role information displayed at different positions in the graphical user interface for the same non-player character, improving the player's information acquisition efficiency and enhancing the player's visual experience.
[0088] Furthermore, in some alternative embodiments, the control method in the game provided by the present application may further include the following steps S140 to S150 in addition to the above steps S110 to S130.
[0089] Step S140: In response to a character switching operation, switch the role information of at least some of the first non-player characters displayed in the non-player character list to the role information of the second non-player character; the second non-player character is different from the first non-player character.
[0090] Step S150: Highlight the role position identifier corresponding to the second non-player character in the game map.
[0091] The purpose of the above steps S140 to S150 is to, after updating the role information of the first non-player character currently displayed in the non-player character list, adjust the highlighting situation of the role position identifiers in the game map according to the update situation in the non-player character list, so as to quickly match the role information of the non-player character currently displayed in the non-player character list and the position identifiers in the game map.
[0092] The above second non-player character refers to a non-player character that is included in the non-player character list before the character switching operation is applied, but whose role information is not displayed in the non-player character list.
[0093] The above character switching operation refers to an operation for updating the non-player characters displayed in the non-player character list; specifically, at least some of the currently displayed first non-player characters can be switched to the second non-player character; that is, only some of the first non-player characters can be switched to the second non-player character, or all of the first non-player characters can be switched to the second non-player character.
[0094] When highlighting the character position identifier corresponding to the second non-player character in the game map, it can be highlighted simultaneously with the position character identifier corresponding to the first non-player character before switching.
[0095] However, due to the limited display area in the non-player character list, when at least part of the first non-player characters are switched to the second non-player characters, at least part of the first non-player characters will be hidden, that is, at least part of the first non-player characters will not be displayed in the non-player character list. At this time, if the character position identifiers corresponding to this part of the first non-player characters in the game map are still highlighted, it will reduce the matching efficiency between the information displayed in the non-player character list and the corresponding information in the game map for the player.
[0096] Based on the above defects, in some preferred embodiments, the control method in the game provided by this application may further include the following steps S160 to S170 in addition to the above steps S110 to S150.
[0097] Step S160: Determine the target first non-player character among the first non-player characters; the target first non-player character is the first non-player character that is cancelled from display in the non-player character list according to the character switching operation.
[0098] Step S170: Cancel the highlighting of the character position identifier corresponding to the target first non-player character in the game map.
[0099] That is, the purpose of steps S160 to S170 is to illustrate that when highlighting the second non-player character, the highlighting of the target first non-player character among each first non-player character is cancelled. Among them, the target first non-player character is the first non-player character that is cancelled from display in the non-player character list according to the character switching operation, that is, the first non-player character that is hidden according to the character switching operation.
[0100] Optionally, in a mobile game, the character switching operation may include, but is not limited to, any of the following exemplary operation methods:
[0101] Example 1: A sliding operation on the non-player character list.
[0102] Example 2: There is a character search control displayed in the non-player character list. Based on this, the character switching operation includes an input operation for the character search control. Such as Figure 4 、 Figure 5 、and Figure 6As shown in the figure, the non-player character list 22 includes a character search control 22a and a character information display area 22b; among them, the character information display area 22b is used to display the character information of each non-player character.
[0103] Example 3: A switching control is displayed in the non-player character list. Based on this, the character switching operation includes a triggering operation for this switching control. Among them, the triggering operation only for the switching control may include, but is not limited to, click operation, press operation, slide operation, etc., and this embodiment does not specifically limit it. The display style of this switching control is not specifically limited in this embodiment and may be an arrow style, a triangle style, etc.
[0104] In a PC game, the character switching operation may include: a moving operation for an external mouse of the terminal device, and a triggering operation for a preset physical button in the mouse or keyboard. Among them, the moving operation of moving the external mouse is used to control the selection identifier displayed in the graphical user interface and move it to the non-player character list; the above preset physical button may be a mouse wheel button or a direction button on the keyboard, and no specific limitation is made. For example, when the player moves the mouse to move the selection identifier to the non-player character list, the player scrolls the mouse wheel to update the character information of the non-player characters displayed in the non-player character list.
[0105] Next, the process of switching the character information displayed in the non-player character list according to the slide operation in Example 1 and the process of switching the character information displayed in the non-player character list according to the character search operation in Example 2 will be introduced in detail respectively.
[0106] When the above character switching operation is the slide operation in the above Example 1 and acts on the non-player character list, the above step S140 may be specifically implemented by the following steps S141 to S142.
[0107] Step S141: In response to the slide operation, determine the slide direction and slide distance of the slide operation.
[0108] Step S142: Control the character information of multiple non-player characters included in the non-player character list to move the above slide distance in the slide direction, so as to switch the character information of at least part of the current displayed first non-player characters to the character information of the second non-player characters.
[0109] That is, the purpose of steps S141 to S142 is to illustrate that the character information in the non-player character list is updated by controlling the slide direction and slide distance of the slide operation.
[0110] In this embodiment, the sliding direction of the above-mentioned sliding operation refers to the ray direction from the starting position to the ending position of the sliding operation; the sliding distance refers to the distance between the starting position and the ending position of the sliding.
[0111] As introduced above, the non-player character list includes the character information of multiple non-player characters, and the character information of each non-player character is displayed in the form of an information entry. Based on this, when the player applies a sliding operation to the non-player character list, in response to this sliding operation, each information entry can be moved in the sliding direction and stop moving after moving this sliding distance, so as to update the information entries currently displayed in the non-player character list.
[0112] Next, in combination with Figure 4 and a specific example, a specific embodiment composed of the above steps S141 to S142, steps S150 to S170 will be introduced in detail.
[0113] It should be noted that in Figure 4 the specific example shown, non-player characters 1 to 4 can be regarded as specific examples of the above-mentioned first non-player character, and non-player characters 5 and 6 can be regarded as specific examples of the second non-player character.
[0114] As Figure 4 shown, based on Figure 4 (b) the graphical user interface shown, if the player applies an upward sliding operation to the non-player character list 22, then each information entry corresponding to the non-player characters in the non-player character list 22 can be controlled to move upward. It should be noted that the size of the display area in the non-player character list 22 will not change. Therefore, during the movement, the information entries of the non-player characters at the top of the non-player character list 22 will gradually be hidden, and the information entries of the non-player characters that were not previously displayed will be displayed from the bottom of the non-player character list 22, so that the number of information entries displayed in the non-player character list 22 will not change.
[0115] At the same time, when the sliding operation ends and each non-player character in the non-player character list 22 stops moving, then as Figure 4 (c) shown, the character information of non-player character 1 and the character information of non-player character 2 are cancelled from display in the non-player character list 22, and the character information of non-player character 5 and the character information of non-player character 6 are displayed below the character information of non-player character 4.
[0116] Comparing Figure 4 (b) and Figure 4 (c), in Figure 4In the game map 21 shown in (b), the character position identifiers corresponding to non-player characters 1 to 4 are respectively highlighted (the "goods" character label, the "medicine" character label, the "cloud" character label, and the "iron" character label are all displayed in a slanted fill state); while in Figure 4 In the game map 21 shown in (c), the highlighting of the character position identifiers corresponding to non-player character 1 and non-player character respectively is cancelled (that is, the display states of the "goods" character label and the "medicine" character label are adjusted from the slanted fill state to the unfilled state), and the character position identifiers corresponding to non-player character 3 and non-player character 4 are still highlighted (that is, the "cloud" character label and the "iron" character label are still displayed in the slanted fill state), and the character position identifiers corresponding to non-player character 5 and non-player character 6 are highlighted (that is, the "yin" character label and the "wood" character label are displayed in the slanted fill state).
[0117] It can be seen that in Figure 4 the specific example shown, 2 of the 4 first non-player characters displayed in the non-player character list are switched to the second non-player characters, and the other 2 non-player characters are not switched; in addition, the character information displayed in the non-player character list corresponds to the character position identifiers highlighted in the game map.
[0118] When the above character switching operation is the input operation for the character search control in the second example above, specifically, the player can input the name or abbreviation of the non-player character in the character search control, etc., to retrieve the non-player character corresponding to the character identifier in the non-player character list, and display the character information of the retrieved non-player character in the non-player character list to update the character information in the non-player character list.
[0119] Next, in combination with Figure 6 and a specific example, the related embodiments when the character switching operation is the input operation for the character search control will be described in detail.
[0120] It should be noted that in Figure 6 the specific example shown, non-player characters 1 to 4 can be regarded as specific examples of the above first non-player characters, and non-player character 7 can be regarded as a specific example of the second non-player character. It can be seen that in Figure 6 the specific example shown, all the first non-player characters are switched to the second non-player characters.
[0121] As Figure 6 shown, based on Figure 6 the graphical user interface shown in (a), if the player inputs text such as "non-player character 7" in the character search control 22a displayed in the non-player character list 22, then it can be asFigure 6 As shown in (b), only the character information of the non-player character 7 is displayed in the character information display area 22b in the non-player character list 22.
[0122] contrast Figure 6 (a) and Figure 6 (b), through the player's input operation in the character search control 22a, Figure 6 The character information of non-player characters 1 to 4 displayed in the non-player character list 22 in (a) is switched to the character information of non-player character 7. Figure 6 In the game map 21 shown in (b), the character position identifiers corresponding to non-player characters 1 to 4 are not highlighted (i.e., the display status of the "Goods" label, the "Medicine" label, the "Cloud" label, and the "Iron" label are adjusted from the diagonally filled state to the unfilled state), and the character position identifier corresponding to non-player character 7 is highlighted (i.e., the "Magic" label is displayed in a diagonally filled state).
[0123] In an optional specific embodiment, the first non-player character displayed in the above step S121 may be a first preset number of first non-player characters randomly selected from a plurality of non-player characters included in the game map.
[0124] Alternatively, in some optional implementations, the step S120 of "displaying character information of a first preset number of first non-player characters in the non-player character list" can be specifically implemented through the following steps S121 to S122.
[0125] Step S121: sorting a plurality of non-player characters according to a preset sorting method to obtain a first sorting result.
[0126] Step S122: displaying, in the non-player character list, character information of a first preset number of first non-player characters that are ranked top in the first sorting result.
[0127] That is, the purpose of steps S121 to S122 is to limit the role information of the non-player characters in the non-player character list to be intelligently sorted, and then display the role information of a first preset number of non-player characters that are ranked top in the non-player character list.
[0128] For example, assuming that the non-player character list includes character information of 10 non-player characters, and character information of 5 non-player characters can be displayed at a time, based on this, after the 10 non-player characters are sorted, the top 5 non-player characters are displayed in the non-player character list.
[0129] Further, in some preferred specific embodiments, the above step S121 can be implemented in the following manner: obtaining a preset sorting index, and sorting multiple non-player characters according to the preset sorting method corresponding to the preset sorting index to obtain a sorting result.
[0130] In this embodiment, the preset sorting index refers to a quantitative standard that can be referred to when sorting the character information of non-player characters in the non-player character list. In different application scenarios, different sorting indexes can be used to determine the sorting of the character information of each non-player character.
[0131] Optionally, the preset sorting index may include, but is not limited to, at least one of the following: the relevance between the non-player character and the game task currently executed by the player character; the task completion status of the game tasks respectively related to multiple non-player characters; the character function of the non-player character; the correlation between the non-player character and the character level of the player character; the number of interactions between the non-player character and the player character.
[0132] Among them, the relevance between the non-player character and the game task currently executed by the player character can be understood as: determining the degree of correlation between multiple non-player characters in the game map and the game task currently executed by the player character; based on this sorting index, multiple non-player characters in the game map can be divided into: strongly relevant, weakly relevant, irrelevant, etc., or the degree of correlation between the non-player character and the game task currently executed by the player character can be accurately measured using a quantitative correlation coefficient. Sort the non-player characters from the highest degree of correlation to the lowest degree of correlation, and display the non-player characters with a high degree of correlation in the non-player character list. In this way, the player can quickly find the non-player characters that are closely related to the current game task, improving the player's gaming experience.
[0133] Regarding the task completion status of the game tasks respectively related to the above multiple non-player characters, among them, the task completion status may include, but is not limited to: the completed status, the uncompleted status, and the in-progress status. That is, the multiple non-player characters in the game map can be sorted according to the task completion status of the game tasks related to each non-player character. Specifically, the character information of the non-player character related to the game task in the in-progress status is sorted first, the character information of the non-player character corresponding to the game task in the uncompleted status is sorted second, and the character information of the non-player character corresponding to the game task in the completed status is sorted last.
[0134] Regarding the role functions of the above-mentioned non-player characters, it can be understood that in virtual games, there are non-player characters with task functions and non-player characters without task functions; for example, non-player characters that assist players in map transmission (coach driver) and non-player characters that sell medicine props to players (grocery store owner) can be regarded as non-player characters with task functions; while non-player characters that only chat with player characters and play a decorative role can be regarded as non-player characters without task functions. That is, when the preset sorting index is the role function of the non-player character, the non-player characters with task functions are ranked first, and the non-player characters without task functions are ranked last.
[0135] Regarding the correlation between the role levels of the non-player characters and the player characters, it can be understood that in a virtual game, when the player character is at different role levels, the role types of non-player characters that the player character needs to interact with frequently are different. Therefore, when displaying a list of non-player characters, the non-player characters can be sorted according to the current role level of the player character; specifically, the role information of non-player characters that frequently interact with the player character of the current role level is sorted first, and the role information of non-player characters that do not frequently interact with the player character of the current role level is sorted last.
[0136] According to the number of interactions between the non-player characters and the player characters, the character information in the non-player character list is sorted in the order of the number of interactions between the non-player characters and the player characters from most to least, or from least to most.
[0137] It should be noted that the character information of each non-player character in the non-player character list may be sorted according to only one of the sorting indicators described above, or may be sorted by comprehensively considering two or more sorting indicators, which is not specifically limited in this embodiment.
[0138] It should be noted that when sorting using two or more sorting indicators, corresponding weights can be set for different sorting indicators respectively, and then the total score corresponding to each non-player character can be determined based on each sorting indicator and the corresponding weight, and then sorted from large to small, or from small to large according to the total score.
[0139] The specific value of the weight of each ranking indicator can be set according to actual needs and is not specifically limited in this embodiment.
[0140] In some optional implementations, the control method in the game provided by the present application may further include the following step S180 in addition to the above steps S110 to S170.
[0141] Step S180: In response to a pinning operation on the character information of any first non-player character, the character information of the first non-player character corresponding to the pinned control selected by the trigger operation is pinned and displayed at a specified position in the non-player character list.
[0142] In this embodiment, the specified position in the non-player character list generally refers to a position in the top area of the non-player character list. Alternatively, it can also be a position in the bottom area of the non-player character list, which is not specifically limited in this embodiment. Here, both the top area and the bottom area refer to the areas close to the boundaries in the displayable area of the non-player character list.
[0143] It should be noted that in this embodiment, the specific specified position corresponding to each pinning operation can change according to the application of the pinning operation. For example, when the player first applies a pinning operation in the non-player character list, the specified position corresponding to this pinning operation refers to the topmost position of the non-player character list. If the player then applies a pinning operation to the character information of another non-player character, the specified position is the position below the topmost position. That is, the most recently pinned character information will not replace the originally pinned character information, but is arranged in sequence below it. In another embodiment, the specified position corresponding to each pinning operation can be the topmost position of the non-player character list, and the non-player character information corresponding to the previous pinning operation will be moved to the position below the topmost position.
[0144] The above-mentioned pinned display can be understood as: fixing the character information of the first non-player character and keeping it displayed in the top area of the non-player character list, unaffected by other trigger operations until the pinned display is cancelled.
[0145] The above-mentioned pinning operation refers to the operation applied by the player to make the character information of the first non-player character be pinned and displayed in the non-player character list. This pinning operation can include, but is not limited to, the following exemplary operation methods.
[0146] Example 1: Each piece of character information of the first non-player character includes a pinned control, and the pinning operation is a trigger operation on the pinned control.
[0147] That is, when the player applies a trigger operation to the pinned control in the character information of a certain first non-player character, the current corresponding specified position of this first non-player character in the non-player character list can be displayed.
[0148] Optionally, in a mobile game, the triggering operations for the topmost control may include, but are not limited to, touch operations such as click operations, press operations, and swipe operations, and non-touch operations such as voice command operations and air gesture operations. In a PC game, the triggering operations for the topmost control may include the movement operation of the game cursor corresponding to the mouse, and the click operation of the left mouse button after the game cursor moves to the position where the display area of the topmost control is located, etc.
[0149] As Figure 7 shown, Figure 7 In the non-player character list 22 shown in (a), non-player characters 1 to 4 respectively correspond to topmost controls 25, and there is no role information of non-player characters that are currently not topmost displayed in the non-player character list 22. Based on this, if the player clicks the topmost control in the role information of non-player character 3, then as Figure 7 shown in (b), the role information of non-player character 3 can be displayed at the top position of the non-player character list 22 to achieve the topmost display of the role information of non-player character 3.
[0150] Example 2: A drag operation starting from the position where the role information of any first non-player character is located and ending at a position outside the non-player character list. This will not be elaborated here.
[0151] In some optional embodiments, the control method in the game provided by this application may further include the following step S190 in addition to the above steps S110 to S180.
[0152] Step S190: Control the role position identifier corresponding to the topmost displayed first non-player character in the game map to enter a continuously highlighted state.
[0153] That is, in the embodiment of this application, when it is detected that the non-player character selected by the topmost operation is topmost displayed, keep the role position identifier corresponding to the topmost displayed non-player character continuously highlighted in the game map until the role information of this non-player character cancels the topmost display and is cancelled from being displayed in the non-player character list.
[0154] It can be understood that the above continuously highlighted state means that the role position identifier is kept highlighted until the role information of the non-player character corresponding to the role position identifier cancels the topmost display and is hidden in the non-player character list.
[0155] In this way, the display duration of the role information of the topmost displayed first non-player character and the display duration of its corresponding role position identifier can be kept consistent, which is convenient for players to quickly match and improves the information acquisition efficiency of players.
[0156] In an alternative embodiment, in addition to the above steps S110 to S190, the control method in the game provided by this application may further include the following steps S1100 to S1110.
[0157] Step S1100: When there is a first non-player character displayed at the top in the non-player character list, in response to a character switching operation, switch the character information of at least some of the first non-player characters other than the character information of the first non-player character displayed at the top to the character information of a third non-player character.
[0158] Step S1110: Highlight the character position identifier corresponding to the third non-player character on the game map.
[0159] That is, in the embodiment of this application, in response to the top display operation, while displaying the corresponding first non-player character at the top, it is also controlled that the first non-player character displayed at the top enters an un-switchable state.
[0160] Among them, controlling the first non-player character displayed at the top to enter an un-switchable state can be understood as that after the first non-player character is displayed at the top, even if the player performs a character switching operation, the first non-player character displayed at the top cannot be switched to other non-player characters; that is, the first non-player character displayed at the top is not affected by the character switching operation. Other non-player characters can be understood as the remaining displayed first non-player characters and non-displayed non-player characters in the non-player character list except the first non-player character displayed at the top.
[0161] Therefore, when the first non-player character displayed at the top enters an un-switchable state, if the player performs a character switching operation, only at least some of the first non-player characters other than the first non-player character displayed at the top can be switched to the third non-player character.
[0162] Among them, the third non-player character is any non-player character among the multiple non-player characters that are not currently displayed, and may be the same as or different from the second non-player character described above. This embodiment does not specifically limit.
[0163] Next, Figure 7 and a specific example will be used to describe the above-related embodiments of the top display in detail.
[0164] As Figure 7 shown, in Figure 7In the non-player character list 22 shown in (b), the character information of non-player character 3 is displayed at the top. Below the character information of non-player character 3, the character information of non-player character 1, the character information of non-player character 2, and the character information of non-player character 4 are displayed. At the same time, in the game map 21, the character position identifiers corresponding to non-player characters 1 to 4 are highlighted. The specific highlighting method can refer to the previous description of Figure 4 and will not be elaborated here.
[0165] Based on Figure 7 the graphical user interface shown in (b), assume that the player performs a sliding operation of swiping up in the non-player character list 22. In response to this sliding operation, the character information of non-player character 3 is kept stationary, and the character information of the remaining non-player characters except the character information of non-player character 3 is controlled to move upward. Assume that after the sliding operation ends, as Figure 7 (c) shows, the character information of non-player character 1 and the character information of non-player character 2 are removed from the non-player character list 22 and hidden, and the character information corresponding to non-player characters 4 to 6 ranked after non-player character 1 and non-player character 2 is displayed.
[0166] At the same time, as Figure 7 (c) shows, in the game map 21, the character position identifiers corresponding to non-player characters 1 to 4 that are highlighted are updated to the character position identifiers corresponding to non-player characters 3 to 6 that are highlighted.
[0167] That is, while canceling the display of the character information of non-player character 1 and the character information of non-player character 2 in the non-player character list 22, the highlighting of the character position identifier corresponding to non-player character 1 and the character position identifier corresponding to non-player character 2 in the game map is canceled.
[0168] It can be seen that through the above steps S1100 to step S1110, the display of the character information of the first non-player character displayed at the top matches the display of the character position identifier corresponding to the first non-player character in the game map, giving the player a unified visual connection and improving the player's visual experience.
[0169] In some optional embodiments, the control method in the game provided by this application may further include the following steps S1120 to step S1130 in addition to the above steps S110 to step S1110.
[0170] Step S1120: Sort the character information of the other non-player characters except the first non-player character displayed at the top among the multiple non-player characters according to the top display operation to obtain a second sorting result;
[0171] Step S1130: At the corresponding position of the character information of the first non-player character displayed at the top, display the character information of the second preset number of non-player characters ranked higher in the second sorting result; the second preset number is the difference between the first preset number and the number of characters of the first non-player character displayed at the top.
[0172] That is, the purpose of steps S1120 to S1130 is to, in response to the top display operation, re-sort the remaining non-player characters in the non-player character list except for the first non-player character displayed at the top. That is, it shows that the first non-player character displayed at the top is not affected by the sorting process.
[0173] In this embodiment, when the player performs a top display operation, the first non-player character selected by the top display operation can be displayed at the top, and the character information of the other non-player characters except the first non-player character displayed at the top is re-sorted, and then the remaining non-player characters are displayed according to the sorting result obtained after re-sorting.
[0174] The specific sorting method can refer to the detailed introduction for obtaining the first sorting result above, which will not be elaborated here. The above second preset number is the difference between the first preset number and the number of characters of the first non-player character displayed at the top.
[0175] As Figure 7 (b) shows, when non-player character 3 is displayed at the top, except for this non-player character 3, the non-player characters 1, 2, 4 and the remaining non-displayed non-player characters are re-sorted to obtain the second sorting result. And, the Figure 7 (b) shown non-player character list 22 can display the character information of 4 non-player characters at a time, and currently 1 non-player character's character information is displayed at the top (i.e., non-player character 3). In this case, the character information of the top three non-player characters in the second sorting result can be displayed in turn below the character information of non-player character 3. For example, in Figure 7 (b), the character information of non-player character 1, the character information of non-player character 2 and the character information of non-player character 4 are displayed in turn below the character information of non-player character 3 displayed at the top.
[0176] Optionally, in this embodiment, the top display of the character information of the first non-player character is revocable, that is, after the character information of the first non-player character is displayed at the top, the first non-player character displayed at the top can be controlled to exit the top display state according to the cancel top display operation.
[0177] Optionally, the unpinning operation may include a triggering operation on a pinning control in the character information of the first non-player character displayed at the top; or, the unpinning operation may include: a dragging operation starting from the position where the character information of the first non-player character displayed at the top is located and ending at a position outside the non-player character list. Specific settings can be made according to the actual situation.
[0178] In an optional specific embodiment, in addition to the above steps S110 to S1130, the control method in the game provided by the present application may further include the following step S1140.
[0179] Step S1140: In response to a closing operation, cancel the display of the game map and the non-player character list.
[0180] In this embodiment, the closing operation refers to an operation that makes the game map and the non-player character list invisible in the graphical user interface. In a specific embodiment, the closing operation may be a triggering operation on a preset closing control, or a shortcut key operation, a voice command operation, an air gesture operation, etc. This embodiment does not specifically limit.
[0181] So far, the method provided in this embodiment has been described. The above method associates and displays the character position identifier in the game map and the character information currently displayed in the non-player character list. Specifically, the character position identifier corresponding to the non-player character indicated by the character information currently displayed in the non-player character list is prominently displayed in the game map; in this way, it can enable the player to quickly match the character information displayed at different positions in the graphical user interface for the same non-player character, improve the player's information acquisition efficiency, and at the same time enhance the player's visual experience.
[0182] It should be noted that Figure 1 、 Figures 4 to 7 The dotted lines in are lines fictitiously drawn for ease of understanding, and these dotted lines do not exist on the graphical user interface displayed by the terminal device.
[0183] In addition, it can be understood that the information such as the size, appearance, layout, and display copywriting of the elements in the above schematic diagrams similar to Figure 1 、 Figures 4 to 7 are all exemplary and do not limit the actual graphical user interface.
[0184] It should be noted that in each drawing, the same pattern represents the same element. Therefore, the pattern is numbered and introduced when it first appears, and although it is not numbered when it appears in subsequent drawings, it can be referred to the introduction in the previous drawings.
[0185] Corresponding to the control method in the game provided by the embodiments of the present application, the embodiments of the present application further provide a control device 2000 in the game, as Figure 8 shown. The device 2000 includes: a first display unit 2001 and a second display unit 2002;
[0186] The first display unit 2001 is configured to, in response to a map display operation, display a game map of at least part of a scene through a graphical user interface. In the game map, character position identifiers corresponding to a plurality of non-player characters are displayed, and the character position identifiers are used to indicate the positions of the non-player characters in the game map;
[0187] The second display unit 2002 is configured to display a non-player character list associated with the game map, and display character information of a first preset number of first non-player characters in the non-player character list; the non-player character list includes character information of a plurality of non-player characters; the first non-player characters are non-player characters among the plurality of non-player characters;
[0188] The first display unit 2001 is further configured to prominently display the character position identifier corresponding to the first non-player character in the game map.
[0189] Optionally, the first display unit 2001 is specifically configured to determine target positions of the first non-player characters in the game map respectively; in the game map, prominently display the character position identifiers associated with the target positions.
[0190] Optionally, the second display unit 2002 is further configured to, in response to a character switching operation, switch the character information of at least part of the first non-player characters displayed in the non-player character list to the character information of second non-player characters; the second non-player characters are different from the first non-player characters;
[0191] The first display unit 2001 is further configured to prominently display the character position identifier corresponding to the second non-player character in the game map.
[0192] Optionally, the second display unit 2002 is further configured to determine target first non-player characters among the first non-player characters; the target first non-player characters are the first non-player characters that are cancelled from display in the non-player character list according to the character switching operation;
[0193] The first display unit 2001 is further configured to cancel the prominent display of the character position identifier corresponding to the target first non-player character in the game map.
[0194] Optionally, the character switching operation includes: a sliding operation on the non-player character list;
[0195] The first display unit 2001 is specifically configured to determine a sliding direction and a sliding distance of the sliding operation in response to the sliding operation; and control the character information of multiple non-player characters included in the non-player character list to move the sliding distance in the sliding direction to switch the character information of at least part of the first non-player character currently displayed to the character information of the second non-player character.
[0196] Optionally, the non-player character list is provided with a list fixed control;
[0197] The second display unit 2002 is specifically used to display a list of non-player characters associated with the game map according to the map display operation if the list fixed control is in a selected state.
[0198] Optionally, the second display unit 2002 is specifically used to display the character query control in the game map according to the map display operation if the list fixed control is in an unselected state; in response to the trigger operation on the character query control, display the list of non-player characters associated with the game map.
[0199] Optionally, the second display unit 2002 is specifically configured to sort the plurality of non-player characters according to a preset sorting method to obtain a first sorting result; and display, in the non-player character list, character information of a first preset number of first non-player characters that are ranked top in the first sorting result.
[0200] Optionally, the second display unit 2002 is specifically used to obtain a preset sorting index; sort the multiple non-player characters according to a preset sorting method corresponding to the preset sorting index to obtain a first sorting result.
[0201] Optionally, the preset sorting index includes at least one of the following: the correlation between multiple non-player characters and the game tasks currently performed by the player character; the task completion status of the game tasks respectively related to multiple non-player characters; the role functions of the non-player characters; the correlation between the role levels of the non-player characters and the player character; the number of interactions between the non-player characters and the player character.
[0202] Optionally, the second display unit 2002 is further configured to, in response to a pinning operation on character information of any first non-player character, pin the character information of the first non-player character corresponding to the pinning control selected by the triggering operation at a specified position in the non-player character list.
[0203] Optionally, the first display unit 2001 is further used to control the character position identifier corresponding to the first non-player character displayed on the top in the game map to enter a continuously highlighted display state.
[0204] Optionally, the character information of each first non-player character includes a top-fixed control, and the top-fixed operation is a triggering operation for the top-fixed control.
[0205] Optionally, the second display unit 2002 is further configured to, according to the top - pinning operation, sort the character information of other non - player characters except the character information of the first non - player character displayed at the top among multiple non - player characters to obtain a second sorting result; and display the character information of the second preset number of non - player characters with higher rankings in the second sorting result at the corresponding position of the character information of the first non - player character displayed at the top; the second preset number is the difference between the first preset number and the number of non - player characters displayed at the top.
[0206] Optionally, when there is a first non - player character displayed at the top in the non - player character list, the second display unit 2002 is further configured to, in response to a character switching operation, switch the character information of at least a part of the first non - player characters except the character information of the first non - player character displayed at the top to the character information of a third non - player character;
[0207] The first display unit 2001 is further configured to highlight the character position identifier corresponding to the third non - player character on the game map.
[0208] Optionally, the second display unit 2002 is further configured to control the first non - player character displayed at the top to exit the top - pinning display state according to the cancel - top - pinning operation.
[0209] Optionally, the first display unit 2001 is further configured to cancel the display of the game map and the non - player character list in response to a close operation.
[0210] Corresponding to a control method in a game provided in an embodiment of the present application, an embodiment of the present application further provides an electronic device 3000 for implementing the control method in the game, as Figure 9 shown. The electronic device 3000 includes: a processor 3001; and a memory 3002 for storing a program of the control method in the game. After the device is powered on and runs the program of the control method in the game through the processor, it can execute any step in the control method in the game as described above. For example, it can execute the following steps:
[0211] In response to a map display operation, display a game map of at least part of the scene through a graphical user interface. Multiple character position identifiers corresponding to non - player characters are displayed on the game map, and the character position identifiers are used to indicate the positions of non - player characters on the game map;
[0212] Display a non - player character list associated with the game map, and display the character information of the first preset number of first non - player characters in the non - player character list; the non - player character list includes the character information of multiple non - player characters; the first non - player character is a non - player character among multiple non - player characters;
[0213] Highlight the character position identifier corresponding to the first non-player character in the game map.
[0214] Corresponding to the control method in the game provided by the embodiments of the present application, the embodiments of the present application further provide a computer-readable storage medium storing a program for the control method in the game. When the program is run by a processor, it can execute any step in the control method in the game as described above. For example, it can execute the following steps:
[0215] In response to a map display operation, display a game map of at least part of the scene through a graphical user interface. Multiple character position identifiers corresponding to non-player characters are displayed in the game map, and the character position identifiers are used to indicate the positions of the non-player characters in the game map;
[0216] Display a non-player character list associated with the game map, and display the character information of the first preset number of first non-player characters in the non-player character list; the non-player character list includes the character information of multiple non-player characters; the first non-player character is a non-player character among the multiple non-player characters;
[0217] Highlight the character position identifier corresponding to the first non-player character in the game map.
[0218] It should be noted that for the detailed descriptions of the device, electronic device, and computer-readable storage medium provided by the embodiments of the present application, reference can be made to the relevant descriptions of the embodiments of the control method in the game provided by the embodiments of the present application, which will not be elaborated here.
[0219] Although the present application is disclosed above with preferred embodiments, it is not used to limit the present application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the protection scope of the present application should be defined by the scope of the claims of the present application.
[0220] In a typical configuration, an electronic device includes one or more processors (CPUs), an input / output interface, a network interface, and a memory.
[0221] The memory may include non-permanent memory in a computer-readable medium, random access memory (RAM), and / or non-volatile memory in the form of, for example, read-only memory (ROM) or flash memory (flash RAM). The memory is an example of a computer-readable medium.
[0222] 1. A computer-readable medium includes both permanent and non-permanent, removable and non-removable media that can implement information storage by any method or technology. 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 technologies, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassette tapes, magnetic tape magnetic disk storage or other magnetic storage devices, or any other non-transitory medium that can be used to store information accessible by a computing device. As defined herein, a computer-readable medium does not include transitory media such as modulated data signals and carrier waves.
[0223] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as a method, a system, or a computer program product. Therefore, the present application can take the form of a completely hardware embodiment, a completely 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 disk storage, CD-ROM, optical storage, etc.) that contain computer-usable program code.
[0224] Although the present application is disclosed above in preferred embodiments, it is not intended to limit the present application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the protection scope of the present application should be subject to the scope defined by the claims of the present application.
Claims
1. A control method in a game, characterized in that: The method comprises: In response to the map display operation, displaying a game map of at least a portion of the scene through a graphical user interface, wherein the game map displays character position identifiers corresponding to a plurality of non-player characters, and the character position identifiers are used to indicate the positions of the non-player characters in the game map; Displaying a list of non-player characters associated with the game map, and displaying character information of a first preset number of first non-player characters in the non-player character list; the non-player character list includes the character information of the plurality of non-player characters; the first non-player character is a non-player character among the plurality of non-player characters; The character position identifier corresponding to the first non-player character is highlighted in the game map.
2. The method according to claim 1, characterized in that The step of highlighting the character position mark corresponding to the first non-player character in the game map includes: Determine the target positions of the first non-player characters in the game map respectively; In the game map, a character position identifier associated with the target position is highlighted.
3. The method according to claim 1, characterized in that The method further comprises: In response to a role switching operation, switching the role information of at least a portion of the first non-player character displayed in the non-player character list to the role information of a second non-player character; the second non-player character is different from the first non-player character; The character position identifier corresponding to the second non-player character is highlighted in the game map.
4. The method according to claim 3, characterized in that The method further comprises: determining a target first non-player character among the first non-player characters; the target first non-player character being a first non-player character that is canceled from display in the non-player character list according to the character switching operation; The highlighting of the character position mark corresponding to the target first non-player character is canceled in the game map.
5. The method according to claim 3, characterized in that: The role switching operation includes: a sliding operation acting on the non-player character list; the responding role switching operation switches the role information of at least a portion of the first non-player character currently displayed in the non-player character list to the role information of the second non-player character, including: In response to the sliding operation, determining a sliding direction and a sliding distance of the sliding operation; The character information of the plurality of non-player characters included in the non-player character list is controlled to move the sliding distance in the sliding direction to switch the currently displayed at least part of the character information of the first non-player character to the character information of the second non-player character.
6. The method according to claim 1, characterized in that The non-player character list is provided with a list fixed control; the displaying of the non-player character list associated with the game map includes: According to the map display operation, if the list fixed control is in a selected state, a list of non-player characters associated with the game map is displayed.
7. The method according to claim 6, characterized in that The displaying of a list of non-player characters associated with the game map comprises: According to the map display operation, if the list fixed control is in an unselected state, displaying a role query control in the game map; In response to a triggering operation on the character query control, a list of non-player characters associated with the game map is displayed.
8. The method according to claim 1, characterized in that The step of displaying character information of a first preset number of first non-player characters in the non-player character list includes: Sorting the plurality of non-player characters according to a preset sorting method to obtain a first sorting result; The character information of a first preset number of first non-player characters ranked at the top in the first sorting result is displayed in the non-player character list.
9. The method according to claim 8, characterized in that Sorting the plurality of non-player characters according to a preset sorting method to obtain a first sorting result includes: Get the preset sorting index; The plurality of non-player characters are sorted according to a preset sorting method corresponding to the preset sorting index to obtain a first sorting result.
10. The method according to claim 9, characterized in that The preset sorting index includes at least one of the following: The association between the plurality of non-player characters and the game task currently being performed by the player character; task completion status of the game tasks respectively associated with the plurality of non-player characters; character functions of the non-player characters; a correlation between the character levels of the non-player character and the player character; The number of interactions between the non-player character and the player character.
11. The method according to claim 1, characterized in that: The method further comprises: In response to a pinning operation on the character information of any of the first non-player characters, the character information of the first non-player character corresponding to the pinning control selected by the triggering operation is pinned and displayed at a designated position in the non-player character list.
12. The method according to claim 11, characterized in that The method further comprises: The character position mark corresponding to the first non-player character displayed on top in the game map is controlled to enter a continuously highlighted display state.
13. The method according to claim 11, characterized in that The character information of each of the first non-player characters includes a top-fixed control, and the top-fixed operation is a triggering operation for the top-fixed control.
14. The method according to claim 11, characterized in that The method further comprises: According to the pinning operation, the character information of other non-player characters among the plurality of non-player characters except the character information of the first non-player character pinned for display is sorted to obtain a second sorting result; At the position corresponding to the character information of the first non-player character displayed at the top, the character information of a second preset number of non-player characters ranked at the top in the second sorting result is displayed; the second preset number is the difference between the first preset number and the character number of the non-player characters displayed at the top.
15. The method according to claim 11, characterized in that The method further comprises: When the first non-player character displayed at the top exists in the non-player character list, in response to a character switching operation, at least part of the character information of the first non-player character other than the character information of the first non-player character displayed at the top is switched to the character information of a third non-player character; The character position mark corresponding to the third non-player character is highlighted in the game map.
16. The method according to claim 11, characterized in that The method further comprises: According to the cancel top display operation, the first non-player character displayed on top is controlled to exit the top display state.
17. The method according to claim 1, characterized in that The method further comprises: In response to a closing operation, the game map and the non-player character list are canceled from being displayed.
18. A control device in a game, characterized in that: The device comprises: a first display unit and a second display unit; The first display unit is used to display at least a portion of a game map through a graphical user interface in response to a map display operation, wherein the game map displays character position identifiers corresponding to a plurality of non-player characters, and the character position identifiers are used to indicate positions of the non-player characters in the game map; The second display unit is used to display a non-player character list associated with the game map, and display character information of a first preset number of first non-player characters in the non-player character list; the non-player character list includes the character information of the plurality of non-player characters; the first non-player character is a non-player character among the plurality of non-player characters; The first display unit is further configured to highlight a character position marker corresponding to the first non-player character in the game map.
19. An electronic device, characterized in that: include: processor; as well as The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method according to any one of claims 1 to 17 is executed.
20. A computer-readable storage medium, characterized in that: A data processing program is stored, and the program is run by a processor to execute the method according to any one of claims 1 to 17.