Computer-readable storage medium storing game program and game processing method
Patent Information
- Application Number
- CN202510498505.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-18
- Publication Date
- 2026-10-23
AI Technical Summary
[0003]本公开实施例的一个目的是提供一种新的游戏内城池展示方案,解决传统城池界面中内容过多、功能分区混乱导致的各种问题
[0016]本公开实施例的一个有益效果在于,玩家城池界面与传统对战游戏不同,设置了多个可以切换的城池界面,并且,不同界面之间都对应展示不同的区域和建筑物,不同建筑控件的交互功能不同,第一城池界面的建筑的控件用于为玩家进行对战准备等对战功能,第二城池界面的建筑用于提供与对战无关的目标任务,通过这种方式,丰富对战游戏的玩法,同时,使玩家城池界面做功能性的分区,使玩家想要进行策略游戏时无需切换页面,在一个界面中就可以执行对应的操作,玩家想要完成与策略对战无关的任务时,在城池的另一个界面中也能集中的进行完成,同时,减少玩家在同一界面接收的信息数量,降低画面复杂度,防止玩家误操作。
Smart Images

Figure CN122955181A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of applied games, and more specifically, to computer-readable storage media storing game programs, game processing methods, game systems, and computer program products. Background Technology
[0002] In strategy games, the centralization of the city's internal interface design often becomes a key pain point affecting player experience. Currently, strategy games typically have only one city interface. When all buildings and functions are on a single screen, it easily creates a visually overloaded "functional maze." New players often become confused when faced with a screen full of flashing icons, stacked buttons, and dense text descriptions, requiring them to spend a lot of time understanding the hierarchy and operation paths. This information bombardment directly leads to decreased decision-making efficiency—players may miss strategic opportunities because they cannot find the function they want to perform, or accidentally press unnecessary buttons, wasting resources. Summary of the Invention
[0003] One objective of this disclosure is to provide a new in-game city display scheme to solve various problems caused by excessive content and chaotic functional divisions in traditional city interfaces.
[0004] According to a first aspect of this disclosure, a computer-readable storage medium is provided storing a game program that causes a processor to perform the following processes:
[0005] In response to a player's input to enter a city, the first city interface is displayed. The first city interface displays the first area of the city and multiple first controls. The first controls correspond to the buildings in the first area, and the buildings in the first area are used for combat functions in the battle scene.
[0006] In response to the player's first input on the first city interface, the first city interface is switched to the second city interface, wherein the second city interface displays a second area of the city and multiple second controls. The second controls correspond to buildings in the second area. The buildings in the second area are used to indicate target tasks that are different from the battle scene. The second controls are used to trigger the target task indicated by the corresponding building. The game scene corresponding to the target task is different from the battle scene.
[0007] According to a second aspect of this disclosure, a game processing method is provided, comprising:
[0008] In response to a player's input to enter a city, the first city interface is displayed. The first city interface displays the first area of the city and multiple first controls. The first controls correspond to the buildings in the first area, and the buildings in the first area are used for combat functions in the battle scene.
[0009] In response to the player's first input on the first city interface, the first city interface is switched to the second city interface, wherein the second city interface displays a second area of the city and multiple second controls. The second controls correspond to buildings in the second area. The buildings in the second area are used to indicate target tasks that are different from the battle scene. The second controls are used to trigger the target task indicated by the corresponding building. The game scene corresponding to the target task is different from the battle scene.
[0010] According to a third aspect of this disclosure, a game system is also provided, comprising a processor that performs the following processes:
[0011] In response to a player's input to enter a city, the first city interface is displayed. The first city interface displays the first area of the city and multiple first controls. The first controls correspond to the buildings in the first area, and the buildings in the first area are used for combat functions in the battle scene.
[0012] In response to the player's first input on the first city interface, the first city interface is switched to the second city interface, wherein the second city interface displays a second area of the city and multiple second controls. The second controls correspond to buildings in the second area. The buildings in the second area are used to indicate target tasks that are different from the battle scene. The second controls are used to trigger the target task indicated by the corresponding building. The game scene corresponding to the target task is different from the battle scene.
[0013] According to a fourth aspect of this disclosure, a computer program product is also provided, including a game program that causes a processor to perform the following processes:
[0014] In response to a player's input to enter a city, the first city interface is displayed. The first city interface displays the first area of the city and multiple first controls. The first controls correspond to the buildings in the first area, and the buildings in the first area are used for combat functions in the battle scene.
[0015] In response to the player's first input on the first city interface, the first city interface is switched to the second city interface, wherein the second city interface displays a second area of the city and multiple second controls. The second controls correspond to buildings in the second area. The buildings in the second area are used to indicate target tasks that are different from the battle scene. The second controls are used to trigger the target task indicated by the corresponding building. The game scene corresponding to the target task is different from the battle scene.
[0016] One beneficial effect of this embodiment is that the player city interface differs from traditional battle games, featuring multiple switchable city interfaces. Each interface displays different areas and buildings, with different interactive functions for the building controls. The controls on the buildings in the first city interface are used for battle preparation and other battle functions, while the buildings in the second city interface provide objective tasks unrelated to battle. This enriches the gameplay and functionally divides the player city interface, allowing players to perform corresponding operations within a single interface without switching pages when engaging in strategy games. Similarly, players can complete tasks unrelated to strategy battles in another city interface. Furthermore, this reduces the amount of information received by the player on the same interface, lowers screen complexity, and prevents accidental player actions.
[0017] The features and advantages of the embodiments of this specification will become clear from the following detailed description of exemplary embodiments with reference to the accompanying drawings. Attached Figure Description
[0018] The accompanying drawings, which are incorporated in and form a part of this specification, illustrate embodiments of this specification and, together with their description, serve to explain the principles of these embodiments.
[0019] Figure 1 A schematic diagram of the hardware structure for implementing a game system according to some embodiments is shown;
[0020] Figure 2 A schematic diagram of the processing flow of a game program executed by a processor according to some embodiments is shown;
[0021] Figure 3 A schematic diagram of a first city interface according to some embodiments is shown;
[0022] Figure 4 A schematic diagram of a second city interface according to some embodiments is shown;
[0023] Figure 5 A schematic diagram of a first city interface according to some embodiments is shown; Detailed Implementation
[0024] Various exemplary embodiments of this specification will now be described in detail with reference to the accompanying drawings.
[0025] The following description of at least one exemplary embodiment is merely illustrative and is in no way intended to limit the embodiments of this specification or their application or use.
[0026] It should be noted that similar labels and letters in the following figures indicate similar items; therefore, once an item is defined in one figure, it does not need to be discussed further in subsequent figures.
[0027] It should be noted that all actions involving the acquisition of signals, information, or data in this embodiment are carried out in compliance with the relevant data protection laws and regulations of the country where the location is situated, and with authorization from the owner of the relevant equipment.
[0028] Figure 1 A schematic diagram of the hardware structure of an alternative game system 1000 for implementing embodiments of the present disclosure to read a computer-readable storage medium storing a game program is shown. The game system 1000 may be a mobile phone, tablet computer, PC, or an integrated system consisting of a display unit and a processing device, etc. The game system 1000 may also include an additional controller for implementing various operations in the game; no limitation is made herein.
[0029] like Figure 1 As shown, the game system 1000 may include a processor 1101, a memory 1102, an interface device 1103, a communication device 1104, an output device 1105, an input device 1106, etc. Figure 1 The hardware configuration shown is illustrative only and is not intended to limit this disclosure, its application, or its use.
[0030] The processor 1101 executes computer programs, which can be written using instruction sets of architectures such as x86, Arm, RISC, MIPS, and SSE. The memory 1102 includes, for example, ROM (Read-Only Memory), RAM (Random Access Memory), and non-volatile memory such as a hard disk. The interface device 1103 includes, for example, a USB interface, a network cable interface, and a headphone jack. The communication device 1104 is capable of wired or wireless communication. The communication device 1104 may include at least one short-range communication module, such as any module for short-range wireless communication based on short-range wireless communication protocols such as Hilink, WiFi (IEEE 802.11), Mesh, Bluetooth, ZigBee, Thread, Z-Wave, NFC, UWB, and LiFi. The communication device 1104 may also include a long-range communication module, such as any module for WLAN, GPRS, or 2G / 3G / 4G / 5G long-range communication. The output device 1105 may include, for example, an LCD screen or touch screen, and a speaker. Input device 1106 may include, for example, a touch screen, a keyboard, a microphone, various sensors, etc.
[0031] <First Embodiment>
[0032] Next, as Figure 1 Taking the game system 1000 as an example, the following processes are performed by a processor on a computer-readable storage medium storing a game program according to some embodiments.
[0033] Figure 2 This diagram illustrates the flow of the game program causing the processor to perform the following processes, such as... Figure 2 As shown, the process includes the following steps S11 to S12.
[0034] Step S11: In response to the player's input to enter the city, the first city interface is displayed. The first city interface displays the first area of the city and multiple first controls. The first controls correspond to the buildings in the first area. The buildings in the first area are used for combat functions in the battle scene.
[0035] In this embodiment, the combat game, also known as a strategy game, is a game genre centered on strategy simulation, emphasizing that players achieve goals through resource management, tactical deployment, and long-term planning. These games typically involve complex decision-making systems, such as city building, troop deployment, technology research and development, and diplomatic maneuvering, requiring players to balance short-term gains with long-term development within limited resources. In this type of game, players usually control at least one city to perform the game's combat functions.
[0036] In this embodiment of the application, the first city interface can be the game interface inside the city, and can correspondingly display a part of the city, such as... Figure 3 The upper district is shown. In the first area, multiple buildings and their corresponding controls can be displayed. Figure 3 The circular controls shown correspond to a building in the first area. In this example, the buildings in the first area are used to enable players to perform combat functions in battle scenarios. These functions can include preparing for battle, such as recruiting soldiers, upgrading technology, and handling government affairs. Players can enter the corresponding operation interface by inputting information into the first interactive control to access the building's corresponding function. Examples of buildings in the first area include training grounds for training soldiers and castle towers for handling internal affairs. In this embodiment, the type and display format of the buildings can be related to the background of the strategy game. For example, the names and styles of the buildings can be presented in different forms depending on the background of different periods or countries.
[0037] Step S12: In response to the player's first input on the first city interface, the first city interface is switched to the second city interface. The second city interface displays the second area of the city and multiple second controls. The second controls correspond to the buildings in the second area. The buildings in the second area are used to indicate target tasks that are different from the battle scene. The second controls are used to trigger the target tasks indicated by the corresponding buildings. The game scene corresponding to the target tasks is different from the battle scene.
[0038] In this example, in addition to the first city interface, a second city interface can also be set within the player's city. Players can switch from the first city interface to the second city interface through operations. One or more second city interfaces can be set based on game requirements, such as... Figure 4 As shown in this example, the second city interface displays a different city area from the first area. The second area also displays multiple buildings and their corresponding controls. However, the building controls displayed on the second city interface are unrelated to combat. The controls on the buildings in the second area can be used to trigger different target tasks. For example, the "Stable" building can correspond to the "Horse Racing" task, the "Tea Room" building to the "Tea Ceremony" task, and the "Forge" building to the "Blacksmith" task. It should be noted that the operation mechanism and corresponding game scene of the target tasks corresponding to the buildings in the second area are different from traditional combat games. They can be operation methods and related scenes related to other forms of gameplay such as racing, puzzle-solving, and role-playing. Furthermore, the type and display format of the buildings can also be related to the background of the strategy game. For example, corresponding to different ancient periods, the names and styles of the buildings can be represented in different ways.
[0039] In one example of this embodiment, in response to the player's input to the second control, the target task interface corresponding to the second building is displayed; if the target task is completed, the attribute parameter value of the virtual character controlled by the player is increased, or the resource parameter value of the player is increased.
[0040] In this example, after interacting with the second control, the user enters the interface for the target task corresponding to the building. The user completes the target task in a way different from the combat controls. After completing the target task, the user can adjust the attribute parameters of the virtual character controlled by the player. This improvement can be temporary or permanent, such as increasing attack power by 3 points for one minute, or permanently increasing the character's strength attribute. Besides improving the virtual character, completing the target task can also increase the resource parameters of the player's faction. These resource parameters can be combat resources such as food, wood, stone, or even morale. The player's faction can include only the player or include the player and their allies.
[0041] In this example, the rewards for completing the objective tasks are coupled with the battle game, which not only brings diverse gameplay to the battle game, but also provides feedback to the battle gameplay, enriches the overall playability of the battle game, brings positive feedback to players, enhances the depth of the battle strategy game, strengthens user stickiness, and avoids the problem of server idleness caused by player churn.
[0042] In this embodiment, the player city interface differs from traditional battle games, featuring multiple switchable city interfaces. Each interface displays different areas and buildings, with different interactive functions for the building controls. The controls on the buildings in the first city interface are used for battle preparation and other battle functions, while the buildings in the second city interface provide objective tasks unrelated to battle. This enriches the gameplay and functionally divides the player city interface, allowing players to perform corresponding operations within a single interface without switching pages when engaging in strategy games. Conversely, players can complete tasks unrelated to strategy battles in another city interface. This also reduces the amount of information players receive on the same interface, lowers screen complexity, and prevents accidental player actions.
[0043] <Second Embodiment>
[0044] Based on the first embodiment, the second embodiment provides specific settings for the building form and interface background in the game interface.
[0045] In one example of this embodiment, the game program causes the processor to perform the following processing: obtaining first attribute information of a first building in a first city interface or a second city interface; and adjusting the display form of the first building to a first form that matches the first attribute information based on the first attribute information being different from the second attribute information of the first building, wherein the second attribute information corresponds to the current display form of the first building.
[0046] In this example, the processor can obtain attribute information of any building in the city in real time when displaying the first or second city interface. Attribute information can include building level or durability information, etc. When the obtained attribute information changes, the corresponding building in the city interface is adjusted to reflect the changed attribute information. For example, when the user... Figure 3 After the "City Keep" building is upgraded, if the level information of the City Keep does not match the current appearance of the City Keep, the processor can load the upgraded appearance of the City Keep and display it in the city interface. Figure 5 As shown, the same applies to other buildings. Alternatively, when a user is attacked by other players, causing the building's durability to decrease to a certain level, the building's durability information may not match its current form. In this case, the processor can load the building form corresponding to the durability information, such as the damaged form, and display it in the city interface.
[0047] This example provides a method for displaying buildings on the city interface, which can display different building forms as the player levels up or is attacked, thereby enhancing the game's realism, player immersion, and user experience.
[0048] In one example of this embodiment, the first region and the second region have associated region elements.
[0049] In this example, since the first and second city interfaces display different areas, to make the transition between the two areas more natural and reduce the player's sense of disjointedness, related regional elements can be set on both areas. These regional elements can include path elements, environmental elements, or building elements. For example, at the junction of the first and second areas, elements related to the adjacent area can be displayed, such as paths leading to the other area. Alternatively, some houses, bridges, or environmental elements from the other area, such as rivers or mountains, can be directly displayed. This allows users to perceive the approximate location of the other area from both the first and second city interfaces, enhancing the player's immersive experience.
[0050] <Third Embodiment>
[0051] Based on the first or second embodiment, the third embodiment provides an example of a specific switching method between the first city interface and the second city interface.
[0052] In one example of this embodiment, in response to a player's second input on the second city interface, the displayed second city interface is switched back to the first city interface. The first input is a player's trigger operation on a first switching control displayed on the first city interface; or, the first input is a player's swipe operation on the first city interface along a first predetermined direction; the second input is a player's trigger operation on a second switching control displayed on the second city interface; or, the second input is a player's swipe operation on the second city interface along a second predetermined direction.
[0053] In this embodiment, the first city interface and the second city interface can each be equipped with a switching control for switching between interfaces. Players can trigger this control by clicking or otherwise controlling the graphical user interface to switch to the corresponding city interface in another region. In another example, for a cleaner and more aesthetically pleasing interface, instead of setting corresponding controls on the interface, players can switch between interfaces by dragging or sliding in a certain direction.
[0054] In one example of this embodiment, the game program causes the processor to perform the following processes: displaying path elements extending in a first set direction or the direction indicated by a first switching control on a first city interface; displaying path elements extending in a second set direction or the direction indicated by a second switching control on a second city interface; displaying a first switching effect when switching from the first city interface to the second city interface, the first switching effect being used to simulate the effect of a virtual character entering the second area from the direction of the path elements in the first area; and displaying a second switching effect when switching from the second city interface to the first city interface, the second switching effect being used to simulate the effect of a virtual character entering the first area from the direction of the path elements in the second area.
[0055] In this example, the first and second toggle controls can be configured as follows: Figure 4 and Figure 5 As shown by the triangular arrow, the extension direction of the path element can be the same as the direction indicated by the first and second switching controls, or it can be the same as the first or second preset direction of the user's swipe. This allows the user to immerse themselves in the virtual character and travel along the path element to another area of the city when clicking the control to switch. Simultaneously, corresponding switching effects can be added when the interface switches, such as gradually enlarging or shrinking the screen. For example, in a scenario where... Figure 5 The interface shown switches to Figure 4 When the interface is shown, it can be displayed only in the interface. Figure 4 The second region in the middle gradually shrinks to show the whole thing. Figure 4The second region is shown. Based on the perspective experience and motion parallax mechanism of the human visual system, when an element is reduced in size, its visual boundary expands inward faster than the surrounding environment, triggering the brain's cognitive pattern of "objects rapidly moving away." Simultaneously, a non-linear rate controlled by a Bezier curve is used to initially accelerate the approach, and at the critical point, edge blurring and projection enhance the stereoscopic illusion that breaks through the limitations of the plane. This creates a three-dimensional sense of depth on a two-dimensional screen, giving the user a sense of movement from the inside out, simulating a virtual character moving from the first region to the second region, and vice versa.
[0056] In this embodiment, the first set direction is opposite to the second set direction, or the indication direction of the first switching control is opposite to the indication direction of the second switching control.
[0057] In this example, since the first and second areas are relative, to match their relative positions on the interface and allow the player to switch between the two areas based on their perceived spatial positions, the first and second set directions, as well as the pointer directions of the first and second switching controls, can be set to opposite directions, pointing to the other area. In this embodiment, the positions of the first and second switching controls on the interface can also be symmetrical about the center of the interface, such as... Figure 4 , Figure 5 In the example shown, the first toggle control is located at the bottom of the screen, and the second toggle control is located at the top of the screen.
[0058] <Method Implementation>
[0059] This application also provides a game processing method that achieves the same effect as the first to third embodiments, which will not be elaborated upon here. Figure 2 As shown, it includes steps S11-S12.
[0060] Step S11: In response to the player's input to enter the city, the first city interface is displayed. The first city interface displays the first area of the city and multiple first controls. The first controls correspond to the buildings in the first area. The buildings in the first area are used for combat functions in the battle scene.
[0061] Step S12: In response to the player's first input on the first city interface, the first city interface is switched to the second city interface. The second city interface displays the second area of the city and multiple second controls. The second controls correspond to the buildings in the second area. The buildings in the second area are used to indicate target tasks that are different from the battle scene. The second controls are used to trigger the target tasks indicated by the corresponding buildings. The game scene corresponding to the target tasks is different from the battle scene.
[0062] Optionally, the method further includes: obtaining first attribute information of a first building in the first city interface or the second city interface; and adjusting the display form of the first building to a first form that matches the first attribute information based on the second attribute information that is different from the first building's second attribute information, wherein the second attribute information corresponds to the current display form of the first building.
[0063] Optionally, the first region and the second region have associated region elements.
[0064] Optionally, the method further includes: in response to a second input from the player on the second city interface, switching the displayed second city interface to the first city interface; the first input is a trigger operation by the player on a first switching control displayed on the first city interface; or, the first input is a sliding operation by the player on the first city interface along a first predetermined direction; the second input is a trigger operation by the player on a second switching control displayed on the second city interface; or, the second input is a sliding operation by the player on the second city interface along a second predetermined direction.
[0065] Optionally, the method further includes: displaying path elements extending in a first set direction or the direction indicated by a first switching control on a first city interface; displaying path elements extending in a second set direction or the direction indicated by a second switching control on a second city interface; displaying a first switching effect when switching from the first city interface to the second city interface, the first switching effect being used to simulate the effect of a virtual character entering the second area from the direction of the path elements in the first area; and displaying a second switching effect when switching from the second city interface to the first city interface, the second switching effect being used to simulate the effect of a virtual character entering the first area from the direction of the path elements in the second area.
[0066] Optionally, the first setting direction is opposite to the second setting direction, or the pointing direction of the first switching control is opposite to the pointing direction of the second switching control.
[0067] Optionally, the method further includes: in response to the player's input to the second control, displaying the target task interface corresponding to the second building; and, if the target task is completed, increasing the attribute parameter value of the virtual character controlled by the player, or increasing the player's resource parameter value.
[0068] <System Implementation Example>
[0069] This application also discloses a game system with a processor. The processor performs the following processes and achieves the same effects as the first to third embodiments, which will not be elaborated further here:
[0070] In response to the player's input to enter the city, the first city interface is displayed. The first city interface shows the first area of the city and multiple first controls. The first controls correspond to the buildings in the first area. The buildings in the first area are used for combat functions in the battle scene.
[0071] In response to the player's first input on the first city interface, the first city interface is switched to the second city interface. The second city interface displays the second area of the city and multiple second controls. The second controls correspond to the buildings in the second area. The buildings in the second area are used to indicate target tasks that are different from the battle scene. The second controls are used to trigger the target tasks indicated by the corresponding buildings. The game scene corresponding to the target tasks is different from the battle scene.
[0072] Optionally, the processor also performs the following processing: obtaining the first attribute information of the first building in the first city interface or the second city interface; and adjusting the display form of the first building to a first form that matches the first attribute information based on the second attribute information that is different from the first building's second attribute information, wherein the second attribute information corresponds to the current display form of the first building.
[0073] Optionally, the first region and the second region have associated region elements.
[0074] Optionally, the processor further performs the following processing: in response to a second input from the player on the second city interface, switching the displayed second city interface to the first city interface; the first input is a trigger operation by the player on a first switching control displayed on the first city interface; or, the first input is a sliding operation by the player on the first city interface along a first set direction; the second input is a trigger operation by the player on a second switching control displayed on the second city interface; or, the second input is a sliding operation by the player on the second city interface along a second set direction.
[0075] Optionally, the processor also performs the following processing: displaying path elements extending in a first set direction or the direction indicated by a first switching control on the first city interface; displaying path elements extending in a second set direction or the direction indicated by a second switching control on the second city interface; displaying a first switching effect when switching from the first city interface to the second city interface, the first switching effect being used to simulate the effect of a virtual character entering the second area from the direction of the path elements in the first area; and displaying a second switching effect when switching from the second city interface to the first city interface, the second switching effect being used to simulate the effect of a virtual character entering the first area from the direction of the path elements in the second area.
[0076] Optionally, the first setting direction is opposite to the second setting direction, or the pointing direction of the first switching control is opposite to the pointing direction of the second switching control.
[0077] Optionally, the processor also performs the following processing: in response to the player's input to the second control, displays the target task interface corresponding to the second building; if the target task is completed, increases the attribute parameter value of the virtual character controlled by the player, or increases the player's resource parameter value.
[0078] <Program Product Example>
[0079] This application also discloses a computer program product, including a game program, which causes the processor to perform the following processes and achieves the same effects as the first to third embodiments, which will not be elaborated further here:
[0080] In response to the player's input to enter the city, the first city interface is displayed. The first city interface shows the first area of the city and multiple first controls. The first controls correspond to the buildings in the first area. The buildings in the first area are used for combat functions in the battle scene.
[0081] In response to the player's first input on the first city interface, the first city interface is switched to the second city interface. The second city interface displays the second area of the city and multiple second controls. The second controls correspond to the buildings in the second area. The buildings in the second area are used to indicate target tasks that are different from the battle scene. The second controls are used to trigger the target tasks indicated by the corresponding buildings. The game scene corresponding to the target tasks is different from the battle scene.
[0082] Optionally, the processor also performs the following processing: obtaining the first attribute information of the first building in the first city interface or the second city interface; and adjusting the display form of the first building to a first form that matches the first attribute information based on the second attribute information that is different from the first building's second attribute information, wherein the second attribute information corresponds to the current display form of the first building.
[0083] Optionally, the first region and the second region have associated region elements.
[0084] Optionally, the processor further performs the following processing: in response to a second input from the player on the second city interface, switching the displayed second city interface to the first city interface; the first input is a trigger operation by the player on a first switching control displayed on the first city interface; or, the first input is a sliding operation by the player on the first city interface along a first set direction; the second input is a trigger operation by the player on a second switching control displayed on the second city interface; or, the second input is a sliding operation by the player on the second city interface along a second set direction.
[0085] Optionally, the processor also performs the following processing: displaying path elements extending in a first set direction or the direction indicated by a first switching control on the first city interface; displaying path elements extending in a second set direction or the direction indicated by a second switching control on the second city interface; displaying a first switching effect when switching from the first city interface to the second city interface, the first switching effect being used to simulate the effect of a virtual character entering the second area from the direction of the path elements in the first area; and displaying a second switching effect when switching from the second city interface to the first city interface, the second switching effect being used to simulate the effect of a virtual character entering the first area from the direction of the path elements in the second area.
[0086] Optionally, the first setting direction is opposite to the second setting direction, or the pointing direction of the first switching control is opposite to the pointing direction of the second switching control.
[0087] Optionally, the processor also performs the following processing: in response to the player's input to the second control, displays the target task interface corresponding to the second building; if the target task is completed, increases the attribute parameter value of the virtual character controlled by the player, or increases the player's resource parameter value.
[0088] The various embodiments in this specification are described in a progressive manner. Similar or identical parts between embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, the device and apparatus embodiments are basically similar to the method embodiments, so the descriptions are relatively simple; relevant parts can be referred to the descriptions of the method embodiments.
[0089] The foregoing has described specific embodiments of this specification. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recited in the claims may be performed in a different order than that shown in the embodiments and may still achieve the desired result. Furthermore, the processes depicted in the drawings do not necessarily require the specific or sequential order shown to achieve the desired result. In some embodiments, multitasking and parallel processing are possible or may be advantageous.
[0090] Embodiments of this specification may be devices, methods, and / or computer program products. A computer program product may include a computer-readable storage medium having computer-readable program instructions loaded thereon for causing a processor to implement various aspects of the embodiments of this specification.
[0091] Computer-readable storage media can be tangible devices capable of holding and storing instructions for use by an instruction execution device. Computer-readable storage media can be, for example—but not limited to—electrical storage devices, magnetic storage devices, optical storage devices, electromagnetic storage devices, semiconductor storage devices, or any suitable combination thereof. More specific examples (a non-exhaustive list) of computer-readable storage media include: portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), static random access memory (SRAM), portable compact disc read-only memory (CD-ROM), digital multifunction disc (DVD), memory sticks, floppy disks, mechanical encoding devices, such as punch cards or recessed protrusions storing instructions thereon, and any suitable combination thereof. The computer-readable storage media used herein are not to be construed as transient signals themselves, such as radio waves or other freely propagating electromagnetic waves, electromagnetic waves propagating through waveguides or other transmission media (e.g., light pulses through fiber optic cables), or electrical signals transmitted through wires.
[0092] The computer-readable program instructions described herein can be downloaded from computer-readable storage media to various computing / processing devices, or downloaded via a network, such as the Internet, local area network, wide area network, and / or wireless network, to an external computer or external storage device. The network may include copper transmission cables, fiber optic transmission, wireless transmission, routers, firewalls, switches, gateway computers, and / or edge servers. A network adapter card or network interface in each computing / processing device receives the computer-readable program instructions from the network and forwards them to the computer-readable storage media in the respective computing / processing device.
[0093] Computer program instructions used to perform the operations of the embodiments described herein may be assembly instructions, instruction set architecture (ISA) instructions, machine instructions, machine-dependent instructions, microcode, firmware instructions, state setting data, or source code or object code written in any combination of one or more programming languages, including object-oriented programming languages such as Smalltalk, C++, etc., and conventional procedural programming languages such as the "C" language or similar programming languages. The computer-readable program instructions may execute entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving a remote computer, the remote computer may be connected to the user's computer via any type of network—including a local area network (LAN) or a wide area network (WAN)—or may be connected to an external computer (e.g., via the Internet using an Internet service provider). In some embodiments, electronic circuitry, such as programmable logic circuitry, field-programmable gate arrays (FPGAs), or programmable logic arrays (PLAs), is personalized by utilizing state information from the computer-readable program instructions. This electronic circuitry can execute the computer-readable program instructions to implement various aspects of the embodiments described herein.
[0094] Various aspects of embodiments of this specification are described herein with reference to flowchart illustrations and / or block diagrams of methods, apparatus (devices), and computer program products according to embodiments of this specification. It should be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer-readable program instructions.
[0095] These computer-readable program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, or other programmable data processing apparatus to produce a machine such that, when executed by the processor of the computer or other programmable data processing apparatus, they create means for implementing the functions / actions specified in one or more blocks of the flowchart and / or block diagram. These computer-readable program instructions can also be stored in a computer-readable storage medium that causes a computer, programmable data processing apparatus, and / or other device to operate in a particular manner; thus, the computer-readable medium storing the instructions comprises an article of manufacture that includes instructions for implementing aspects of the functions / actions specified in one or more blocks of the flowchart and / or block diagram.
[0096] Computer-readable program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other device to cause a series of operational steps to be performed on the computer, other programmable data processing apparatus, or other device to produce a computer-implemented process, thereby causing the instructions executed on the computer, other programmable data processing apparatus, or other device to perform the functions / actions specified in one or more boxes of a flowchart and / or block diagram.
[0097] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this specification. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of an instruction, which contains one or more executable instructions for implementing a specified logical function. In some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions. It will be well known to those skilled in the art that implementation in hardware, implementation in software, and implementation using a combination of software and hardware are equivalent.
[0098] Various embodiments of this specification have been described above. These descriptions are exemplary and not exhaustive, nor are they limited to the disclosed embodiments. Many modifications and variations will be apparent to those skilled in the art without departing from the scope of the described embodiments. The terminology used herein is chosen to best explain the principles, practical application, or improvement of the technology in the market, or to enable others skilled in the art to understand the embodiments disclosed herein.
Claims
1. A computer-readable storage medium storing a game program, characterized in that, The game program causes the processor to perform the following processes: In response to a player's input to enter a city, the first city interface is displayed. The first city interface displays the first area of the city and multiple first controls. The first controls correspond to the buildings in the first area, and the buildings in the first area are used for combat functions in the battle scene. In response to the player's first input on the first city interface, the first city interface is switched to the second city interface, wherein the second city interface displays a second area of the city and multiple second controls. The second controls correspond to buildings in the second area. The buildings in the second area are used to indicate target tasks that are different from the battle scene. The second controls are used to trigger the target task indicated by the corresponding building. The game scene corresponding to the target task is different from the battle scene.
2. The computer-readable recording medium storing a game program according to claim 1, characterized in that, The game program also causes the processor to perform the following processes: Obtain the first attribute information of the first building in the first city interface or the second city interface; Based on the first attribute information being different from the second attribute information of the first building, the display form of the first building is adjusted to a first form that matches the first attribute information, wherein the second attribute information corresponds to the current display form of the first building.
3. The computer-readable recording medium storing a game program according to claim 1, characterized in that, The first region and the second region have associated region elements.
4. The computer-readable recording medium storing a game program according to claim 3, characterized in that, The game program also causes the processor to perform the following processes: In response to the player's second input on the second city interface, the displayed second city interface will be switched to the first city interface; The first input is a player's trigger operation on the first switching control displayed on the first city interface; or, the first input is a player's sliding operation on the first city interface along a first set direction. The second input is the player's triggering operation on the second switching control displayed on the second city interface; Alternatively, the second input can be a sliding operation by the player on the second city interface along a second set direction.
5. The computer-readable recording medium storing a game program according to claim 4, characterized in that, The game program also causes the processor to perform the following processes: The first city interface displays path elements extending in a first set direction or the direction indicated by the first switching control; the second city interface displays path elements extending in a second set direction or the direction indicated by the second switching control. When switching from the first city interface to the second city interface, a first switching effect is displayed. The first switching effect is used to simulate the effect of a virtual character entering the second area from the extension direction of the path element in the first area. When switching from the second city interface to the first city interface, a second switching effect is displayed. The second switching effect is used to simulate the effect of a virtual character entering the first area from the extension direction of the path element in the second area.
6. The computer-readable recording medium storing a game program according to claim 4, characterized in that, The first setting direction is opposite to the second setting direction, or the indication direction of the first switching control is opposite to the indication direction of the second switching control.
7. The computer-readable recording medium storing a game program according to claim 1, characterized in that, The game program also causes the processor to perform the following processes: In response to the player's input to the second control, the player enters the target mission interface corresponding to the second building; If the target task is completed, increase the attribute parameter values of the virtual character controlled by the player, or increase the resource parameter values of the player.
8. A game processing method, characterized in that, include: In response to a player's input to enter a city, the first city interface is displayed. The first city interface displays the first area of the city and multiple first controls. The first controls correspond to the buildings in the first area, and the buildings in the first area are used for combat functions in the battle scene. In response to the player's first input on the first city interface, the first city interface is switched to the second city interface, wherein the second city interface displays a second area of the city and multiple second controls. The second controls correspond to buildings in the second area. The buildings in the second area are used to indicate target tasks that are different from the battle scene. The second controls are used to trigger the target task indicated by the corresponding building. The game scene corresponding to the target task is different from the battle scene.
9. A game system comprising a processor, said processor performing the following processes: In response to the player's input to enter the city, the first city interface is displayed, in which... The first city interface displays the first area of the city and multiple first controls. The first controls correspond to the buildings in the first area, and the buildings in the first area are used for combat functions in the battle scene. In response to the player's first input on the first city interface, the first city interface is switched to the second city interface, wherein the second city interface displays a second area of the city and multiple second controls. The second controls correspond to buildings in the second area. The buildings in the second area are used to indicate target tasks that are different from the battle scene. The second controls are used to trigger the target task indicated by the corresponding building. The game scene corresponding to the target task is different from the battle scene.
10. A computer program product, comprising a game program, said game program causing a processor to perform the following processes: In response to the player's input to enter the city, the first city interface is displayed, in which... The first city interface displays the first area of the city and multiple first controls. The first controls correspond to the buildings in the first area, and the buildings in the first area are used for combat functions in the battle scene. In response to the player's first input on the first city interface, the first city interface is switched to the second city interface, wherein the second city interface displays a second area of the city and multiple second controls. The second controls correspond to buildings in the second area. The buildings in the second area are used to indicate target tasks that are different from the battle scene. The second controls are used to trigger the target task indicated by the corresponding building. The game scene corresponding to the target task is different from the battle scene.
