Path display method and device in game, electronic equipment and storage medium

By displaying the building floor map in the game and recording the virtual character movement paths, the problem of players being disoriented in complex buildings is solved, which improves resource collection efficiency and reduces computer resource consumption.

CN120459639APending Publication Date: 2025-08-12NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510499793.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-21
Publication Date
2025-08-12

AI Technical Summary

Technical Problem

When exploring resources in complex buildings, players are prone to lose their direction, resulting in inefficient resource collection and increasing the consumption of computer resources of terminal devices.

Method used

The terminal device provides a graphical user interface to display the floor map of the building, and automatically record the movement path of virtual characters in the building in response to the path recording function, displaying the movement trajectory in real time.

Benefits of technology

It significantly reduces the cognitive load of players in complex buildings, improves resource collection efficiency, and reduces the consumption of computer resources caused by repeated exploration behavior.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a path display method and device in a game, electronic equipment and a storage medium. Providing a graphical user interface through the terminal device, displaying at least part of the game scene and an interactive building located in the game scene by the graphical user interface, and displaying a floor map of a specified floor in response to the virtual character entering the building; in response to the path recording function starting operation, recording a moving path of the virtual character on each floor; and displaying the moving track in the floor map based on the moving path. Therefore, by automatically recording and visualizing the moving track, the cognitive load of a player in a complex building is remarkably reduced, the resource searching efficiency is improved, the game experience is improved, and meanwhile computer resource consumption caused by repeated exploration is reduced.
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Description

Technical Field

[0001] The present disclosure relates to the field of games, and in particular to a method, device, electronic device, and storage medium for displaying a path in a game. Background Art

[0002] This section is intended to provide a background or context to embodiments of the invention that are recited in the claims. No statement herein is admitted to be prior art by inclusion in this section.

[0003] In some games, players need to search for as many resources as possible within the game scene. For example, in Tarkov-style games, players need to search for resources within buildings that may have multiple floors, often requiring them to memorize areas they have already explored. In related technologies, when players explore complex building structures, they can easily get lost and search the same areas repeatedly due to the large number of floors and rooms. Especially when unfamiliar with the map, players often mistakenly enter already explored areas, resulting in inefficient resource collection. This design makes user operations cumbersome and requires additional memory. At the same time, repeated exploration behavior causes the terminal device to continuously process invalid collision detection and scene loading requests, increasing the unnecessary consumption of processor and memory resources. Summary of the Invention

[0004] The purpose of the present disclosure is to provide a path display method in a game, so as to intuitively display the movement trajectory of players in a building, improve resource collection efficiency, and reduce resource consumption of terminal devices.

[0005] In a first aspect, the present disclosure provides a method for displaying a path in a game, providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene and interactive buildings located in the game scene, and the method comprises: in response to a controlled virtual character in the game scene entering a building, displaying a floor map of a specified floor of the building on the graphical user interface; in response to an operation to start a path recording function, starting to record the movement path of the controlled virtual character through the floors passed by in the interactive building; and based on the movement path, displaying the movement trajectory of the controlled virtual character in the specified floor on the floor map.

[0006] In a second aspect, the present disclosure provides a path display device in a game, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene and interactive buildings located in the game scene. The device includes: a map display module, which is used to display a floor map of a specified floor of the building on the graphical user interface in response to a controlled virtual character in the game scene entering the building; a path recording module, which is used to start recording the movement path of the controlled virtual character passing through the floors in the interactive building in response to an operation to start the path recording function; and a trajectory display module, which is used to display the movement trajectory of the controlled virtual character in the specified floor in the floor map based on the movement path.

[0007] In a third aspect, the present disclosure provides an electronic device comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the steps in any one of the path display methods of the present disclosure.

[0008] In a fourth aspect, the present disclosure provides a computer-readable storage medium, in which a computer program is stored, wherein the computer program is configured to execute the steps of any path display method of the present disclosure when executed by a processor.

[0009] The present disclosure provides a method, device, and electronic device for displaying paths in games. A terminal device provides a graphical user interface (GUI) that displays at least a portion of a game scene and interactive buildings within the scene. In response to a controlled virtual character in the game scene entering a building, a floor map of a designated floor of the building is displayed on the GUI. In response to an activation operation for a path recording function, the method begins recording the movement path of the controlled virtual character as it passes through the floors within the interactive building. Based on the movement path, the controlled virtual character's movement trajectory within the designated floor is displayed on the floor map. Automatically recording and displaying movement trajectories significantly reduces the player's cognitive load in complex buildings, improves resource search efficiency, enhances the gaming experience, and reduces computer resource consumption by reducing repetitive exploration.

[0010] Other features and advantages of the present disclosure will be described in the following description, and in part will become apparent from the description, or understood by practicing the present disclosure. The objectives and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] The above and other objects, features and advantages of the exemplary embodiments of the present invention will become readily apparent by reading the following detailed description with reference to the accompanying drawings, in which several embodiments of the present invention are shown by way of example and not limitation, in which:

[0013] Figure 1 . A schematic diagram of an implementation environment for a path display method in a game provided by an embodiment of the present disclosure;

[0014] Figure 2 A flowchart of a method for displaying a path in a game provided by an embodiment of the present disclosure;

[0015] Figure 3 A schematic diagram of a display path record opening control provided by an embodiment of the present disclosure;

[0016] Figure 4 A schematic diagram of a control for checking path recording to enable provided in an embodiment of the present disclosure;

[0017] Figure 5 A schematic diagram showing a floor selection control provided in an embodiment of the present disclosure;

[0018] Figure 6 A schematic structural diagram of a path display device in a game provided by an embodiment of the present disclosure;

[0019] Figure 7 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure.

[0020] In the drawings, the same or corresponding reference numerals denote the same or corresponding parts. DETAILED DESCRIPTION

[0021] To make the objectives, technical solutions, and advantages of the embodiments of the present invention more clear, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of them. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work shall fall within the scope of protection of the present invention.

[0022] Reference Figure 1, the implementation environment of the path display method in the game in one or more embodiments of the present disclosure includes at least a server and a client, and the server can be one or more servers, a server cluster composed of several servers, or a cloud server of a cloud computing platform. The server is used to perform specific processing and interact with the client, including sending and receiving requests, instructions and data. The client can run on a personal computer, a smart phone, a tablet computer, an e-book reader, a wearable device, a device based on AR (Augmented Reality) / VR (Virtual Reality) for information interaction, etc. The client is used to run the configured application and / or tasks in the application, and interact with the server, including but not limited to sending requests and data to the server, and receiving data and instructions sent by the server.

[0023] In one embodiment of the present disclosure, a method for displaying a path in a game can be run on a local terminal device or a server. When the method for displaying a path in a game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0024] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive control method of the game are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud gaming server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0025] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0026] See also Figure 2 As shown, in an optional embodiment, an embodiment of the present invention provides a method for displaying a path in a game, wherein a terminal device provides a graphical user interface (GUI), which displays at least a portion of a game scene and interactive buildings within the game scene. The method includes: in response to a controlled virtual character in the game scene entering a building, displaying a floor map of a specified floor of the building on the GUI; in response to an operation to activate a path recording function, recording the movement path of the controlled virtual character through the floors within the interactive building; and based on the movement path, displaying the movement trajectory of the controlled virtual character on the specified floor on the floor map. This helps players intuitively understand their exploration progress and avoid repeated searches.

[0027] Optionally, the terminal device can be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. For example, the terminal device can be a mobile phone, tablet computer, or personal computer. The content displayed by the graphical user interface includes at least a game scene. When the graphical user interface displays at least a portion of the game scene, it is typically rendered using a third-person or first-person perspective. The game scene includes a virtual character controlled by the player, namely, the controlled virtual character. The scene area included in the scene image displayed by the graphical user interface is the field of view of the controlled virtual character. Scene locations not within the field of view of the controlled virtual character are not displayed in the scene image. The scene image is captured by a virtual camera associated with the controlled virtual character. The field of view of the virtual camera is the field of view of the controlled virtual character. When the position or orientation of the controlled virtual character changes, the field of view of the controlled virtual character, namely, the field of view of the virtual camera, changes, and the scene image changes accordingly. The building is presented in the scene as a three-dimensional model with an interactive entrance area. When the virtual character approaches the building entrance, the system detects contact with a collision body, triggering the judgment condition for entering the building.

[0028] Optionally, when the player's avatar enters a building, the system automatically detects this event and displays a map of the designated floor inside the building on the graphical user interface, so that the player can immediately obtain layout information of the designated floor and avoid getting lost.

[0029] Optionally, the floor map for a given floor can be a two-dimensional plan view from a bird's-eye view, or a three-dimensional stereoscopic view. Based on player preference and device capabilities, the system can provide different map display modes. This allows players to choose the most suitable map display method based on their needs, enhancing their gaming experience. Alternatively, the map can be a simplified schematic diagram consistent with the game's setting, including room outlines, main corridors, and key landmarks. This ensures readability without disrupting gameplay immersion.

[0030] Optionally, the path recording feature can be enabled through a variety of methods, including but not limited to: clicking an interface button, performing a gesture, voice command, or performing a shortcut key combination. The system creates a separate path recording storage space for each building instance, providing flexible operation and ensuring data isolation.

[0031] Optionally, the movement path record may be the locations that the virtual character has passed through in the building, including the floors passed through and the location on the floors. Optionally, the movement path record may be a series of location records related to time.

[0032] Optionally, the movement trajectory of the controlled virtual character in the specified floor displayed in the floor map may be the location point of the virtual character on the specified floor, or may be a trajectory line formed based on the locations passed by the virtual character.

[0033] Optionally, the path recording feature can be enabled automatically or at the player's discretion. In the game settings, players can choose whether to enable automatic path recording. If enabled, each time a player enters a building, the system automatically records their path without further interaction. This allows players to focus more on the game and reduce unnecessary interaction.

[0034] Optionally, the path recording function can record paths for different time periods and distinguish them with different colors. For example, the path for the current day can be represented in blue, the path for the previous day can be represented in green, and the path even earlier can be represented in gray. This makes it easier for players to distinguish search paths at different times, improving the efficiency of path management.

[0035] Optionally, trajectory data supports post-analysis. After evacuating, players can view a statistical report of their exploration, including exploration coverage, repeat path ratio, and unique area discovery rate. The report also provides an exploration efficiency score, providing a more comprehensive exploration analysis function.

[0036] In an optional embodiment, in response to an operation to enable the path recording function, the controllable virtual character's movement path of each floor passed within the interactive building is recorded, including: displaying a path recording enable control in the graphical user interface; and in response to the operation of the path recording enable control, recording the movement path of each floor passed by the controlled virtual character within the interactive building. In this way, players can independently choose whether to enable the path recording function, conveniently enabling the path recording function, improving search efficiency, and meeting the operating habits of different players.

[0037] Optionally, the path record enable control can be a check box located at a preset position in the graphical user interface, as shown in the attached Figure 3 As shown, there is a circular "Turn on track" check box in the lower left corner of the minimap. The path recording on control can use a switch button to turn on or off the path recording function. The switch button usually has an obvious on / off state, which is intuitive and easy to understand. The path recording on control can also use a slider to turn on or off the path recording function. The slider can slide between two extreme positions, indicating on and off respectively. In this way, players can easily find and operate the control, reducing the operating burden. The embodiments of this disclosure do not limit the specific form of the control.

[0038] Optionally, the interactive logic for the path recording activation control utilizes an immediate response mechanism. When a player clicks or triggers the control through other interactive methods, the system completes the state transition within a threshold time and immediately begins recording path data. It is understood that different control forms correspond to different interaction methods, and the present disclosure does not limit the specific activation operation method of the control.

[0039] Optionally, the path recording feature can be activated with two conditions: 1) the player character must be inside a building; 2) the map data for the current floor has been loaded. The system monitors these two conditions in real time. If either condition is not met, the path recording control is automatically disabled and a disabled status icon is displayed. This prevents invalid path recording operations and ensures system stability.

[0040] Optionally, the position of the path record-enabled control can be customized. Players can drag and drop the control to any location around the minimap. The system will remember the player's last set position and automatically restore it the next time they enter the game. A quick "Restore Default Position" button is also provided. This allows players to adapt to different operating habits and preferences, enhancing the personalized user experience of the interface.

[0041] Optionally, the path record enable control may have a status indicator, where the control is displayed in green when the path record function is enabled and in gray when it is disabled, or in any other distinguishing display mode, for example, as shown in the attached figure. Figure 4 As shown, when the path recording control is a checkbox, after clicking the circular "Turn on Tracks" checkbox in the lower left corner of the minimap to turn on the path recording function, a "√" mark will appear in the circular checkbox to indicate that the path recording function is on. This way, players can clearly understand the current status of the path recording function and avoid accidental operation.

[0042] Optionally, the system can display a prompt message next to the path recording enable control, such as "Enable path recording to avoid repeated searches." This way, players can more clearly understand the role of the path recording function and improve usage.

[0043] Optionally, in team play, the path recording feature can be expanded to include captain control. When the captain enables path recording, the movement paths of all team members are automatically combined and displayed on the captain's minimap, but individual players can still independently control their own tracking. The captain can set the path sharing scope to be limited to all or specific team members. This ensures that information synchronization is maintained for team collaboration while respecting the autonomy of individual players.

[0044] Optionally, the system can add a clear button to the path record opening control, so that the player can clear the current path record at any time. In this way, when the player searches the same building again, the previous path record is cleared to avoid confusion.

[0045] In an optional embodiment, the building comprises multiple floors. In response to a controlled virtual character in the game scene entering the building, displaying a floor map of a designated floor of the building on a graphical user interface includes: displaying a floor map of the floor of the building currently occupied by the controlled virtual character on the graphical user interface in response to the controlled virtual character in the game scene entering the building; determining the total number of floors of the building; and displaying a floor map of the selected target floor of the building on the graphical user interface in response to a floor selection operation. This enables accurate recording and visualization of a player's exploration path in a multi-story building.

[0046] Optionally, the floor map is generated using dynamic loading technology, rendering the current floor plan in real time based on the player's location. This allows players to immediately see the detailed layout of their current floor, preventing them from getting lost. Optionally, the floor map is updated in real time based on the player's movement between floors to ensure accurate information. This way, players can always view the latest map information.

[0047] Optionally, the total number of floors of a building is determined by combining building prefabrication data and real-time detection. The system will automatically detect the total number of floors of the building and provide feedback to the player in a preset manner. In this way, the player can quickly view the total number of floors of the building and switch floors conveniently.

[0048] Optionally, for very large buildings, the system provides a "bird's eye view mode" that displays the floor map of the entire building in a tiled thumbnail format, allowing players to quickly locate and click to select the target floor.

[0049] Floor selection supports multiple interaction methods: tapping a floor button to switch directly; sliding a button group to quickly browse; long pressing a button to pop up a floor preview; keyboard shortcuts for quick positioning; gestures, etc. The system will record the player's operation preferences and automatically optimize the default interaction method to meet the operating habits of different players.

[0050] Optionally, the system will intelligently predict floor switching needs. When it detects that the player has stayed in the stairwell for longer than a threshold, a quick floor selection panel will automatically pop up. The prediction algorithm will continuously learn the player's exploration pattern and dynamically adjust the prediction strategy, significantly improving navigation efficiency.

[0051] Optionally, the GUI can also display a history of floor switching for easy retrieval. For example, by adding a "Floor History" button below the minimap, players can view a list of recently visited floors and quickly switch to any floor by clicking on it. This allows players to easily switch back and forth between multiple floors to view the floor layout, improving search efficiency.

[0052] Optionally, a grouped display strategy can be used for high-rise buildings, for example, each preset number of floors is divided into a section, which is managed through a secondary folding menu. This keeps the interface simple while ensuring quick location of the target floor.

[0053] In an optional embodiment, in response to a floor selection operation, displaying a floor map of a selected target floor of a building on a graphical user interface includes: in response to the floor selection operation, displaying a floor map of the selected target floor of a building on a graphical user interface, wherein the display position of the floor map of the target floor is different from the display position of the floor map of the building floor where the controlled virtual character is currently located; or, in response to the floor selection operation, switching the display of the floor map of the building floor where the controlled virtual character is currently located to the floor map of the target floor. In this way, a flexible map viewing method is provided to meet the browsing habits of different players.

[0054] Optionally, in split-screen display mode, you can view the current floor map and the target floor map simultaneously. The two maps are displayed in different areas of the graphical user interface, without blocking each other, facilitating comparison and planning. For example, the current floor map remains displayed in the upper right area of the screen, while the target floor map is displayed in the middle area of the screen. The two maps use differentiated visual styles, such as warm colors for the current floor and cool colors for the target floor, or the target floor map can be displayed as a thumbnail and the current floor map can be displayed as a detailed map.

[0055] Optionally, when switching display modes, the GUI displays the current floor map area, switching to display the target floor map. Optionally, the switching process uses a gradual transition animation, with the duration controlled within a threshold to ensure smoothness. This improves the consistency of the map browsing experience.

[0056] Optionally, the system will save the viewing status of the current floor (such as zoom ratio, markers, etc.) and exploration progress to avoid data loss, and automatically restore it when the player switches back to the floor again.

[0057] Optionally, the display position of the current floor map and / or the target floor map can be customized. Players can drag and drop the map window to change its position and size. The system will remember the player's layout preference and automatically apply it the next time they enter a building of the same type, thus meeting personalized browsing needs.

[0058] Optionally, map switching supports gestures: two-finger swipe left to quickly switch to the next floor, two-finger swipe right to switch to the previous floor, and three-finger swipe up to return to the current floor. Players can customize gesture mappings in the settings, providing a more intuitive interaction method.

[0059] Optionally, the system automatically recommends a display mode based on the building's structural characteristics: split-screen mode is recommended for buildings with complex spatial relationships, and switching mode is recommended for linearly arranged floors. This allows for intelligent adaptation to different building types.

[0060] Optionally, add voice prompts for floor switching to supplement visual information. Specific steps: When the player selects the target floor, play a voice prompt to inform the player of the current floor. This can supplement visual information, especially for players with poor eyesight, providing more help.

[0061] Optionally, add tactile feedback for floor switching to enhance the sense of confirmation. Specific steps: When the player selects the target floor, trigger a slight vibration feedback to confirm the floor switching operation. This can enhance the sense of confirmation and reduce the possibility of misoperation.

[0062] In an optional embodiment, the movement trajectory of the controlled virtual character on a specified floor is displayed on a floor map based on the movement path, including: displaying the movement trajectory of the controlled virtual character on the current building floor in the floor map of the building floor where the controlled virtual character is currently located based on the movement path; and / or displaying the movement trajectory of the controlled virtual character on the target floor in the floor map of the target floor based on the movement path. In this way, the player can view the movement trajectory of the current floor and the target floor simultaneously, fully understand the exploration status of each floor, and improve search efficiency.

[0063] Optionally, the movement trajectory display of the current floor adopts a real-time update mechanism. The system will record the player's position coordinates in real time. When the path recording function is turned on, the movement trajectory of the virtual character will be displayed in real time according to the recorded movement path in the floor map of the virtual character's current floor.

[0064] Optionally, the target floor's movement trajectory display uses delayed loading technology. When the player switches to the target floor, the system reloads the target floor's movement path record data and then gradually draws the complete trajectory within the threshold time. This ensures the integrity of the trajectory display while avoiding lag caused by instantaneous loading of large amounts of data.

[0065] Optionally, the movement trajectory can be displayed as a path line or location point, and different colors can be used to represent the path at different times, for example, the most recent path is represented in red, and the older path is represented in blue. In this way, the player can more intuitively judge which areas are recently explored and which areas are explored earlier.

[0066] Optionally, in competitive mode, the system will record the movement paths of all players in the same building, but only display their own complete path and fragments of other players' paths. This allows players to grasp the overall exploration situation in the building.

[0067] For particularly complex structures, the system offers a "Trajectory Heatmap" mode. This mode converts all player movement trajectory data on each floor into a gradient heatmap, with red indicating high-frequency movement areas and blue indicating low-frequency movement areas. This allows players to quickly identify hot and cold search areas within the current building.

[0068] In an optional embodiment, determining the total number of floors of a building further includes: displaying a corresponding number of floor selection controls on a graphical user interface based on the determined total number of floors of the building, wherein the floor selection controls correspond one-to-one to the floors of the building; and displaying a floor map of the selected target floor of the building on the graphical user interface in response to a floor selection operation, including: determining the target floor corresponding to the floor selection control in response to an operation on the floor selection control; and displaying a floor map of the target floor on the graphical user interface. In this way, players can more intuitively understand the floor distribution of the building, and quickly switch to view the layout and trajectory information of different floors through the floor selection controls, thereby improving the efficiency of building exploration.

[0069] Optionally, determining a building's total number of floors involves automatically scanning the building's structural data when the player character first enters the building, matching the current building's floor number with a pre-set database of building models. For procedurally generated random buildings, vertical space divisions are calculated in real time to identify the number of valid floors. This ensures that floor number determination is applicable to both fixed maps and randomly generated scenarios.

[0070] Optionally, the floor selection control can be displayed as number buttons, such as 1, 2, 3, 4, corresponding to the floors of the building. In this way, players can intuitively see the number of floors of the building and quickly select the target floor. Figure 5 As shown, for example, if the system determines that a building has four floors, four buttons, 1 to 4, will appear below the minimap. Optionally, the floor selection control can be displayed as icons, with each icon corresponding to a floor. Special floors are given unique visual identifiers: for example, the basement is displayed as a downward-pointing arrow icon, the refuge floor has a red border, and the top attic is rendered with a special material. This allows players to more quickly grasp the attributes of different floors and quickly switch between floors by clicking the icons, improving operational efficiency. Optionally, the floor selection control can be displayed as a slider, with one slider corresponding to each floor. Players can use the slider to quickly select the target floor. This allows players to select floors more flexibly and improves operational convenience. Optionally, the floor selection control can be displayed as a list, with one list item corresponding to each floor. Players can scroll through the list to select the target floor. This allows players to view information about each floor in more detail and develop more effective exploration strategies.

[0071] Optionally, the control for the currently selected floor can be visually highlighted. For example, refer to the attached Figure 5 When the second floor is selected as the target floor, the control button representing the second floor is enlarged and highlighted, or the button of the currently active floor has a pulsing light effect, and the color of the mini-map border changes synchronously. This multi-dimensional visual feedback strengthens the player's spatial orientation.

[0072] Optionally, add dynamic prompts to the floor selection control to improve operational guidance. For example, long-pressing a floor button will display a heat map of resource distribution for that floor. In survival RPGs, when hostile NPCs are present in a building, long-pressing a floor button will display threat level icons for each floor. If a dynamic event such as a fire is occurring on a floor, a special effect warning will appear. This allows for a deeper integration of basic navigation functions with decision-making information prompts.

[0073] Optionally, expand the team functionality of the floor control in cooperative mode: teammates' current floors will be marked with a small arrow on the control; the team leader can mark important floors, and the floor button will flash continuously, etc. This will improve the efficiency of information synchronization during team collaboration.

[0074] In an optional embodiment, based on the determined total number of floors of a building, a corresponding number of floor selection controls are displayed in a graphical user interface, with the floor selection controls corresponding to the floors of the building. The system also includes: determining the floors that the controlled virtual character has passed through within the interactive building based on the recorded movement path; and displaying the floor selection controls corresponding to the floors that have been passed through in a preset style in the graphical user interface. This allows players to more intuitively see which floors have been explored and which floors still need to be explored, helping players quickly identify explored and unexplored floors and improving exploration efficiency.

[0075] Optionally, the floor selection controls can be displayed using a dynamic visual feedback mechanism. When a player first enters a building, the system scans the structure and generates a button group that matches the total number of floors, with each button corresponding to a specific floor. These buttons are designed to be semi-transparent gray by default. After the player completes the first exploration of a floor, the corresponding button will turn into a solid specific color. Alternatively, explored floors will be displayed in a highlighted color, while unexplored floors will be displayed in a default color. This way, players can more intuitively understand their exploration path and avoid repeated exploration.

[0076] Optional, pre-set implementations include a three-layer visual system: a base layer displays floor numbers; a middle layer uses color to distinguish exploration status (grey for unexplored, yellow for partially explored, and green for fully explored); and a top layer overlays special icons (e.g., a treasure chest indicates a resource-dense area, a skull indicates a high-threat area).

[0077] Optionally, based on the recorded movement paths and map data, players can be provided with exploration progress prompts. For example, by long-pressing a floor button or hovering the mouse over a floor selection control, a pop-up showing the exploration progress percentage for that floor can be displayed. Alternatively, the exploration progress percentage can be displayed overlaid on top of the floor control as the player progresses. This further assists players in optimizing their decision-making.

[0078] In an optional embodiment, the floor map includes multiple searchable areas, and the movement trajectory of the controlled virtual character on a specified floor is displayed on the floor map. The method also includes: determining the searchable areas that the controlled virtual character has explored based on the movement path; displaying the explored areas on the floor map in a first visual style and displaying the unexplored areas in a second visual style. In this way, the player can intuitively distinguish between explored and unexplored areas, significantly improving resource search efficiency.

[0079] Optionally, a floor map contains multiple searchable areas, such as rooms, corridors, or other important locations. Floor maps are often designed to clearly indicate these areas, allowing players to easily identify where to search for resources. This allows players to conduct more targeted searches and improve resource acquisition efficiency.

[0080] Optionally, the first and second visual styles utilize distinct display methods. For example, explored areas are highlighted, while unexplored areas are displayed with a default color. Alternatively, the first visual style uses a semi-transparent green block to cover explored areas, while the second visual style uses a red grid to mark unexplored areas. Optionally, the transparency of the blocks changes dynamically over time, with recently explored areas displayed in dark green and historically explored areas gradually fading to lighter green. This color gradient reflects the exploration timeline, helping players determine the exploration history of an area.

[0081] Optionally, criteria for determining a searched area include: the character entering a radius threshold of the area, the character's stay in the area exceeding a threshold, or the character making contact with an interactive object within the area. Specific criteria or combinations of multiple criteria can be determined based on needs.

[0082] Optionally, the system will record the number of explorations and the most recent exploration time for each area. When the number of explorations reaches a threshold, the area display style will change, such as upgrading to a gold border.

[0083] Optionally, the visual style of an explored area will also display the resource search status of that area: a solid block for a fully searched area, a diagonal block for a partially searched area, and a hollow block for an unsearched area. This provides a richer level of visual feedback and supports differentiated decision-making.

[0084] Optionally, explored areas include markers for quick location. Players can manually add markers (e.g., "Important Resource Points," "Danger Zones," etc.) to the floor map. These markers appear as icons on the floor map, helping players quickly locate important locations. This allows players to better plan their exploration paths and avoid missing important resource points.

[0085] Exploration status data can be optionally shared with team members in real time: teammates' explored areas are displayed as blue overlays, and different team members' exploration paths are distinguished by colored lines. The team leader can manually mark key areas on the map, and the marked points will be displayed synchronously on the minimaps of all team members. This significantly improves team collaboration efficiency.

[0086] Optionally, building exploration data will be generated into a heat map and saved in the player profile, showing the historical exploration frequency and resource acquisition of each area. When re-entering the same building, the system will prioritize unexplored areas and mark the locations of newly added resource points on the edge of the map. This allows for personalized exploration path optimization suggestions.

[0087] Optionally, the system will determine based on the player's movement path that the player is approaching an unexplored area, and a dynamic icon will be displayed on the floor map to guide the player into the unexplored area. This way, the player can more intuitively see which areas still need to be explored, improving exploration efficiency.

[0088] In an optional embodiment, in response to a controlled virtual character in a game scene entering a building, displaying a floor map of a specified floor of the building on a graphical user interface includes: displaying, in response to the controlled virtual character in the game scene entering the building, at least a portion of the interior of the building floor where the controlled virtual character is currently located on the graphical user interface; and displaying the floor map in a window of a preset size at a preset location on the graphical interface. In this way, the player can quickly view the floor map through the small window while observing the actual game scene, achieving a dual understanding of scene details and global navigation.

[0089] Optionally, when a player controls an avatar entering a building, the system automatically switches to a detailed scene view of that floor, displaying the rooms, corridors, and other structures on that floor. The displayed interior of the building reflects the avatar's field of view, and the interior scene changes with the avatar's position or orientation. This allows players to more clearly understand their current location and avoid getting lost in complex buildings.

[0090] Optionally, the preset position usually selects the upper right corner of the screen, which is a secondary information display area in most game UI layouts and will not block the core game screen. Optionally, the floor map window supports multi-finger interactive operations, and the two-finger pinch gesture can adjust the map size. Optionally, the preset size window adopts a dynamic adjustment mechanism. When it is detected that the player continues to stare at the area for more than a threshold time, the map size can be temporarily enlarged for detailed viewing. Optionally, the window uses a translucent frosted glass effect to ensure that the map content can be clearly displayed without completely blocking the game scene behind.

[0091] The optional floor map window has built-in intelligent display logic, automatically fading the background to highlight the map when the player is stationary, and reducing its transparency to maintain visibility when the player is moving. When the player enters combat, the window minimizes to an icon to avoid distractions; when the player opens their inventory or pauses the game, the window returns to full display for planning purposes.

[0092] Optionally, players can manually add markers to the current floor's detailed scene, such as "Important Resource Points" and "Danger Zones," to help them quickly locate important locations. These markers will appear as icons in the current floor's detailed scene and will be recorded as movement path data, which will then be displayed on the corresponding floor map. This allows players to better plan their exploration paths and avoid missing important resource points.

[0093] Optionally, based on the player's recorded movement path, when the system determines that the player is approaching an unexplored area, it will play a prompt sound effect or display a dynamic icon (such as a flashing arrow) to remind the player that there is still unexplored area and guide the player into the unexplored area. This can prevent the player from missing important resource points due to negligence.

[0094] In an optional embodiment, in response to an operation to activate the path recording function, recording the movement path of the controlled virtual character on each floor passed by the interactive building begins, including: in response to the operation to activate the path recording function, recording the position of the controlled virtual character on each floor passed by the interactive building at a preset time interval; displaying the movement trajectory of the controlled virtual character on a specified floor on a floor map, including: connecting the recorded consecutive positions of the controlled virtual character on the corresponding floor of the floor map to form a movement trajectory; and displaying the movement trajectory on the floor map in a style that visually contrasts with the floor map environment style. In this way, through the precise time interval recording and visual contrast design, both the accuracy of the trajectory recording and the recognizability of the trajectory display are guaranteed.

[0095] Optionally, the movement path record is stored as a vector coordinate sequence, with timestamps and floor identifications. The recording interval can be set independently or dynamically adjusted based on device performance, thus achieving a performance-adaptive path recording solution.

[0096] Optionally, the system dynamically adjusts the recording interval based on the complexity of the current floor. For example, for floors with simple structures, the recording interval can be longer; for floors with complex structures, the recording interval can be shorter, balancing performance consumption and recording accuracy. This adaptive mechanism ensures that trajectory recording neither misses key path points nor generates excessive redundant data.

[0097] Optionally, the system will automatically mark important resource points and dangerous areas when recording locations. For example, when a player passes by an important resource point, the system will add a mark to the recorded location data so that the player can quickly identify these locations when viewing the path. This allows players to find important resource points more quickly while avoiding dangerous areas, improving the gaming experience.

[0098] Optionally, the system will automatically record the player's duration when recording a location. For example, if a player stays in a room for longer than a certain threshold, the system will add a time stamp to the recorded location data. This allows players to more clearly understand how long they spent in each room and assess their search efficiency.

[0099] Optionally, the path recording function also includes a sharing function. A "Share" button will appear next to the path recording opening control. Players can click this button to share the path record of the current floor or the selected floor with teammates or friends. This way, players can refer to each other's search paths and improve teamwork efficiency.

[0100] Path recording also includes an optional playback function. A "Replay" button appears next to the path recording start control. Players can click this button to replay their movement path within the building from the perspective of the avatar. During playback, the system will display the player's movement trajectory and dwell time, helping players review their exploration process and evaluate their search efficiency.

[0101] Optionally, the continuous position connection algorithm includes intelligent optimization processing. When the distance between two adjacent recorded points exceeds a threshold, a transition point is automatically inserted to prevent track breakage. When the player wanders within a very small area, duplicate path points are automatically merged to reduce visual clutter. This processing maintains path continuity while avoiding the difficulty of identifying track overlap.

[0102] Optionally, dynamic color mapping is used for visual contrast. Track colors are automatically calculated based on the dominant color of the floor map, using complementary colors. For example, blue maps have orange tracks, and green maps have purple tracks. Track widths also dynamically adjust with map zoom, ensuring visibility at any zoom level.

[0103] Optionally, the track display supports a multi-period comparison mode. Players can call up historical tracks from the same period for overlay comparison. The system will use a semi-transparent color to distinguish the current track from the historical track. For example, a solid line will be used to display the current exploration path, and a dotted line will be used to display the previous exploration path in the same area, helping players to intuitively compare the differences in looting routes between different periods.

[0104] Optionally, dynamic arrows can be added to the trajectory lines to indicate the direction of movement, and time stamps can be displayed at key turning points, thus enhancing the readability and practicality of the path information.

[0105] Optionally, the track display supports multi-player comparison. In team mode, teammates' movement tracks are displayed synchronously on the current player's floor map in different colors, with the teammate's ID and the last recorded time. This design facilitates team collaboration, avoids repeated searches of the same area, and improves overall team search efficiency.

[0106] Corresponding to the above method embodiment, the embodiment of the present invention provides a path display device in a game, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene and the interactive buildings located in the game scene, such as Figure 6 The device includes: a map display module for displaying a floor map of a specified floor of the building on a graphical user interface in response to a controlled virtual character in a game scene entering the building; a path recording module for starting to record the movement path of the controlled virtual character through the floors in the interactive building in response to an operation to start the path recording function; and a trajectory display module for displaying the movement trajectory of the controlled virtual character in the specified floor on the floor map based on the movement path.

[0107] The above-mentioned path display device significantly reduces the cognitive load of players in complex buildings by automatically recording and displaying movement trajectories, improves the efficiency of searching for resources, enhances the gaming experience, and reduces computer resource consumption by reducing repeated exploration behaviors.

[0108] In an optional embodiment, the path recording module includes: a control display unit for displaying a path recording start control in a graphical user interface; and a recording start unit for starting to record the movement path of the controlled virtual character through the floors in the interactive building in response to an operation on the path recording start control.

[0109] In an optional embodiment, the building includes multiple floors, and the map display module includes: a current floor display unit for displaying a floor map of the floor where the controlled virtual character is currently located in response to the controlled virtual character entering the building; a floor number determination unit for determining the total number of floors of the building; and a target floor display unit for displaying a floor map of the selected target floor of the building in response to a floor selection operation.

[0110] In an optional embodiment, the target floor display unit includes: a split-screen display subunit for making the floor map of the target floor and the floor map of the current floor displayed in a different position in the graphical user interface; or a switching display subunit for switching the floor map of the current floor to the floor map of the target floor.

[0111] In an optional embodiment, the trajectory display module includes: a current trajectory unit, used to display the movement trajectory of the current floor in the floor map of the floor where the controlled virtual character is currently located; and / or a target trajectory unit, used to display the movement trajectory of the target floor in the floor map of the target floor.

[0112] In an optional embodiment, the map display module also includes: a control generation unit for generating a corresponding number of floor selection controls based on the total number of floors, each control corresponding one-to-one to a floor; the target floor display unit includes: a target determination subunit for determining the target floor in response to the operation of the floor selection control; and a map loading subunit for loading and displaying a floor map of the target floor.

[0113] In an optional embodiment, the control generation unit includes: a path analysis subunit for determining the floors passed by the controlled virtual character based on the recorded movement path; and a style marking subunit for marking the floor selection controls corresponding to the passed floors with a preset style.

[0114] In an optional embodiment, the trajectory display module includes: an area analysis unit for determining an explored searchable area based on the movement path; and a difference rendering unit for rendering the explored area in a first visual style and the unexplored area in a second visual style in the floor map.

[0115] In an optional embodiment, the map display module includes: a scene rendering unit for displaying at least part of the scene within the current floor in response to entering the building; and a map overlay unit for overlaying and displaying the floor map in a preset size window at a preset position of the graphical interface.

[0116] In an optional embodiment, the path recording module includes: a timing sampling unit for recording the position of the controlled virtual character on each floor at preset time intervals; the trajectory display module includes: a trajectory generation unit for connecting continuous positions to form a movement trajectory; and a contrast display unit for displaying the movement trajectory in a style that forms a visual contrast with the environmental style.

[0117] The game interactive control device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding content in the aforementioned method embodiment.

[0118] It should be noted that although several units / modules or sub-units / modules of the device are mentioned in the detailed description above, this division is merely exemplary and not mandatory. In fact, according to embodiments of the present invention, the features and functions of two or more units / modules described above may be embodied in one unit / module. Conversely, the features and functions of one unit / module described above may be further divided and embodied by multiple units / modules.

[0119] The embodiment of the present invention further provides an electronic device, such as Figure 7 The electronic device includes a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement any path display method in the embodiments of the present disclosure. For specific implementation methods and the resulting technical effects, please refer to the method embodiments and will not be repeated here.

[0120] Figure 7 1 is a schematic diagram of the structure of an electronic device. The electronic device 1100 includes a processor 1101 having one or more processing cores, a memory 1102 having one or more computer-readable storage media, and a computer program stored on the memory 1102 and executable on the processor. The processor 1101 is electrically connected to the memory 1102. Those skilled in the art will appreciate that the electronic device structure shown in the figure does not limit the electronic device and may include more or fewer components than shown, or combine certain components, or arrange the components differently.

[0121] The processor 1101 is the control center of the electronic device 1100. It uses various interfaces and lines to connect the various parts of the entire electronic device 1100. By running or loading software programs and / or modules stored in the memory 1102 and calling data stored in the memory 1102, it executes various functions of the electronic device 1100 and processes data, thereby monitoring the electronic device 1100 as a whole.

[0122] Optionally, the electronic device 1100 further includes: a touch screen 1103, a radio frequency circuit 1104, an audio circuit 1105, an input unit 1106, and a power supply 1107. The processor 1101 is electrically connected to the touch screen 1103, the radio frequency circuit 1104, the audio circuit 1105, the input unit 1106, and the power supply 1107, respectively. Those skilled in the art will appreciate that Figure 7 The electronic device structure shown in the figure does not constitute a limitation to the electronic device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0123] An embodiment of the present invention further provides a computer-readable storage medium storing a computer program, wherein the computer program is configured to execute any of the path display methods of the embodiments of the present disclosure when executed by a processor. The specific implementation method and the resulting technical effects are described in the method embodiments and are not further described here.

[0124] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, terminal device, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0125] In the description of the present invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate and simplify the description of the present invention. They are not intended to indicate or imply that the devices or components referred to must have, be constructed, or operate in a specific orientation, and therefore should not be construed as limitations on the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0126] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed by the present invention, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention shall be subject to the scope of protection of the claims.

Claims

1. A path display method in a game, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene and interactive buildings located in the game scene, the method comprising: In response to a controlled virtual character in the game scene entering the building, displaying a floor map of a designated floor of the building on the graphical user interface; In response to an operation to start a path recording function, start recording a movement path of the controlled virtual character along the floors passed by in the interactive building; Based on the movement path, the movement trajectory of the controlled virtual character in the designated floor is displayed in the floor map.

2. The method according to claim 1, characterized in that The step of starting to record the movement path of the controlled virtual character through the floors in the interactive building in response to the activation operation of the path recording function includes: Displaying a path record opening control in the graphical user interface; In response to the operation of turning on the control for path recording, the movement path of the controlled virtual character passing through the floors in the interactive building begins to be recorded.

3. The method according to claim 1, characterized in that The building comprises multiple floors, In response to the controlled virtual character in the game scene entering the building, displaying a floor map of a specified floor of the building on the graphical user interface includes: In response to a controlled virtual character in the game scene entering the building, displaying a floor map of the building floor where the controlled virtual character is currently located on the graphical user interface; determining the total number of floors of the building; In response to a floor selection operation, a floor map of the selected target floor of the building is displayed on the graphical user interface.

4. The method according to claim 3, characterized in that In response to the floor selection operation, displaying the floor map of the selected target floor of the building on the graphical user interface comprises: In response to a floor selection operation, displaying a floor map of the selected target floor of the building on the graphical user interface, wherein the display position of the floor map of the target floor is different from the display position of the floor map of the building floor where the controlled virtual character is currently located; or In response to the floor selection operation, the floor map of the building floor where the controlled virtual character is currently located is switched to the floor map display of the target floor.

5. The method according to claim 3, characterized in that The step of displaying the movement trajectory of the controlled virtual character on the designated floor in the floor map based on the movement path includes: Based on the movement path, displaying the movement trajectory of the controlled virtual character in the current building floor in a floor map of the building floor where the controlled virtual character is currently located; and / or, Based on the movement path, the movement trajectory of the controlled virtual character in the target floor is displayed in the floor map of the target floor.

6. The method according to claim 3, characterized in that The determining of the total number of floors of the building further includes: Based on the determined total number of floors of the building, displaying a corresponding number of multiple floor selection controls on the graphical user interface, wherein the floor selection controls correspond one to one to the floors of the building; In response to the floor selection operation, displaying the floor map of the selected target floor of the building on the graphical user interface comprises: In response to an operation on the floor selection control, determining a target floor corresponding to the floor selection control; A floor map of the target floor is displayed on the graphical user interface.

7. The method according to claim 6, characterized in that The method further includes: displaying a corresponding number of floor selection controls in the graphical user interface based on the determined total number of floors of the building, wherein the floor selection controls correspond one to one to the floors of the building; Determining, based on the recorded movement path, floors passed by the controlled virtual character in the interactive building; The floor selection controls corresponding to the floors experienced are displayed in a preset style in the graphical user interface.

8. The method according to claim 1, characterized in that The floor map includes a plurality of searchable areas, and the display of the movement trajectory of the controlled virtual character on the specified floor in the floor map further includes: determining a searchable area that has been explored by the controlled virtual character according to the movement path; The explored areas are displayed on the floor map in a first visual style, and the unexplored areas are displayed in a second visual style.

9. The method according to claim 1, characterized in that In response to the controlled virtual character in the game scene entering the building, displaying a floor map of a specified floor of the building on the graphical user interface includes: In response to a controlled virtual character in the game scene entering the building, displaying on the graphical user interface at least a portion of a floor scene of the building floor where the controlled virtual character is currently located; The floor map is displayed in a window of a preset size at a preset position of the graphical interface.

10. The method according to claim 1, characterized in that The step of starting to record the movement path of the controlled virtual character through the floors in the interactive building in response to the activation operation of the path recording function includes: In response to an operation to start a path recording function, recording the position of the controlled virtual character on the floors passed by in the interactive building at preset time intervals; The displaying of the movement trajectory of the controlled virtual character on the designated floor in the floor map includes: Connecting the recorded continuous positions of the controlled virtual character on the floors corresponding to the floor map to form the movement trajectory; In the floor map, the movement trajectory is displayed in a style that forms a visual contrast with the floor map environment style.

11. A path display device in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene and interactive buildings located in the game scene, the apparatus comprising: a map display module, configured to display a floor map of a specified floor of the building on the graphical user interface in response to a controlled virtual character in the game scene entering the building; A path recording module, configured to start recording a movement path of the controlled virtual character along the floors passed by the interactive building in response to an operation to start the path recording function; A trajectory display module is used to display the movement trajectory of the controlled virtual character in the designated floor in the floor map based on the movement path.

12. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the path display method according to any one of claims 1 to 10.

13. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the path display method according to any one of claims 1 to 10 when executed by a processor.

Citation Information

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