Game information processing method and apparatus, medium, and electronic device
By responding to user actions and generating height information markers on the game map, the problem of not being able to mark height in two-dimensional game maps is solved, improving the gaming experience and operational accuracy.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2025-11-12
- Publication Date
- 2026-05-21
AI Technical Summary
Users cannot mark height information in the 2D game map, resulting in a poor gaming experience.
The system responds to user-triggered actions via a graphical user interface, determines the target height information of the target location, and generates a marker containing the target height information on the game map.
It adds game interaction features, enhances the user gaming experience, and improves the accuracy of game operations and the efficiency of high-level marking.
Smart Images

Figure CN2025134415_21052026_PF_FP_ABST
Abstract
Description
Methods, devices, media and electronic equipment for processing game information
[0001] Cross-references to related applications
[0002] This application claims priority to Chinese Patent Application No. 202411614391.6, filed on November 12, 2024, entitled “Method and Apparatus for Processing Game Information, Medium and Electronic Equipment”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] This disclosure relates to the field of game technology, and more specifically, to a method for processing game information, a device for processing game information, a computer-readable storage medium, and an electronic device. Background Technology
[0004] In the game, users can mark locations on the game map to complete various tasks more efficiently.
[0005] In related technologies, users can only mark two-dimensional plane positions on a two-dimensional game map, but cannot mark height information, resulting in a poor user gaming experience.
[0006] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0007] The purpose of this disclosure is to provide a method for processing game information, a device for processing game information, a computer-readable storage medium, and an electronic device, thereby overcoming, to at least a certain extent, the problems of not being able to mark the height of a position on a game map and the poor user experience.
[0008] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part by practice of this disclosure.
[0009] A first aspect of this disclosure provides a method for processing game information, which provides a graphical user interface (GUI) via a terminal. The GUI includes at least a portion of a game scene. The method includes: displaying a game map corresponding to the game scene via the GUI; responding to a first trigger operation for a target location in the game map; determining target height information to be marked for the target location based on the first trigger operation; and generating a first mark for the target location in the game map, the first mark containing the target height information.
[0010] A second aspect of this disclosure provides a game information processing apparatus that provides a graphical user interface (GUI) for a game via a terminal device. The GUI includes at least a portion of the game scene. The apparatus includes: a game map display module configured to display a game map corresponding to the game scene through the GUI; a target height information determination module configured to perform a response to a first trigger operation for a target location in the game map, and determine target height information to be marked for the target location based on the first trigger operation; and a first mark generation module configured to generate a first mark for the target location in the game map, the first mark containing the target height information.
[0011] A third aspect of this disclosure provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the game information processing method described in the first aspect of the above embodiments.
[0012] A fourth aspect of this disclosure provides an electronic device, including: a processor; and a storage device for storing one or more programs, which, when executed by the one or more processors, cause the one or more processors to implement the game information processing method as described in the first aspect of the above embodiments.
[0013] A fifth aspect of this disclosure provides a computer program product containing instructions that, when run on a computer, cause the computer to perform the steps of the game information processing method as described in the first aspect.
[0014] As can be seen from the above technical solutions, the game information processing method, the game information display device, and the computationally readable storage medium and electronic device for implementing the game information processing method in the exemplary embodiments of this disclosure have at least the following advantages and positive effects:
[0015] In some embodiments of the present disclosure, in response to a first triggering operation targeting a target location in a game map, target height information to be marked for the target location is determined based on the first triggering operation; a first mark of the target location is generated in the game map, the first mark containing the target height information. Compared with related technologies, on the one hand, the present disclosure can mark height information in the game map through user triggering operations, increasing game interaction functions and improving the user's gaming experience; on the other hand, the present disclosure can assist users in improving the accuracy of game operations by marking height information in the game map; furthermore, the present disclosure can determine the target height information based on the first triggering operation, thereby directly marking the height in the game map, improving the efficiency of height marking.
[0016] It should be understood that the foregoing general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0017] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0018] Figure 1 illustrates a schematic diagram of an exemplary system architecture to which embodiments of the present disclosure may be applied;
[0019] Figure 2 shows a flowchart illustrating a method for processing game information provided in one of the embodiments of this disclosure;
[0020] Figure 3 shows a flowchart illustrating a method for determining target height information provided in one of the embodiments of this disclosure;
[0021] Figure 4 shows a flowchart illustrating a method for displaying a height selection control in a graphical user interface according to an embodiment of the present disclosure;
[0022] Figure 5 shows a schematic diagram of a graphical user interface displaying height selection controls provided in one of the embodiments of this disclosure;
[0023] Figure 6 shows a schematic diagram of a graphical user interface displaying a first mark provided in one of the embodiments of the present disclosure;
[0024] Figure 7 shows a schematic diagram of a graphical user interface displaying a second mark provided in one of the embodiments of this disclosure;
[0025] Figure 8 shows a schematic diagram of the composition of a game information processing device provided in one of the embodiments of the present disclosure;
[0026] Figure 9 shows a schematic diagram of the structure of an electronic device provided in one of the embodiments of this disclosure. Detailed Implementation
[0027] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of the specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.
[0028] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.
[0029] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.
[0030] In related technologies, the locations marked by users on a two-dimensional game map only have two-dimensional location information and no height information. Users cannot mark height information on the two-dimensional game map, resulting in a poor user gaming experience.
[0031] To address the aforementioned issues, this disclosure provides a method and apparatus for processing game information, which can be applied to the system architecture of the exemplary application environment shown in Figure 1.
[0032] As shown in Figure 1, the system architecture 100 may include a terminal device 110 and a server 120. The terminal device 110 may be a smartphone, tablet, desktop computer, laptop, smart wearable device, or other similar device. The server 120 generally refers to the backend system providing services related to the game information processing method in this exemplary embodiment, and may be a single server or a cluster of multiple servers. The terminal device 110 and the server 120 can be connected via wired or wireless communication links for data interaction.
[0033] In one exemplary embodiment, the aforementioned game information processing method can be executed by the terminal device 110. Correspondingly, a game information processing device can be installed in the terminal device 110 to implement corresponding module functions. For example, when a user logs into a game using the terminal device 110 and opens the game map during gameplay, the opened game map can be displayed in the graphical user interface of the terminal device 110. In response to a first trigger operation targeting a target location on the displayed game map, the terminal device 110 can determine the target height information to be marked at the target location based on the first trigger operation and generate a first marker containing the target height information for the target location on the game map.
[0034] In one exemplary embodiment, the game information processing method described above can be executed by server 120. Correspondingly, a game information processing device can be installed in server 120 to implement corresponding module functions. For example, when a user logs into the game using terminal device 110, after receiving the user's instruction to open the game map, server 120 sends a control instruction to terminal device 110 to control the display of the game map in the graphical user interface of the terminal device; server 120 responds to a first trigger operation for a target location in the game map, determines the target height information to be marked for the target location based on the first trigger operation, and generates a first marker containing the target height information for the target location in the game map.
[0035] It should be understood that the number of terminal devices and servers in Figure 1 is merely illustrative. Depending on the implementation requirements, there can be any number of terminal devices and servers. For example, server 120 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0036] In one embodiment of this disclosure, the game information processing method can run on a local terminal device or a server. When the game information processing method runs 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.
[0037] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game information processing are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the user operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0038] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the user through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the user in various ways, such as rendering it on the terminal's display screen or providing it to the user through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0039] However, those skilled in the art will readily understand that the above application scenarios are merely illustrative and are not intended to limit the scope of this exemplary embodiment.
[0040] In one possible implementation, this disclosure provides a method for processing game information, which provides a graphical user interface (GUI) through a terminal device. The GUI includes at least a portion of the game scene. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0041] Figure 2 shows a flowchart of a game information processing method according to an exemplary embodiment of the present disclosure. A graphical user interface is provided through a terminal device, the graphical user interface including at least a portion of the game scene. Referring to Figure 2, the method includes:
[0042] Step S210: Display the game map corresponding to the game scene through the graphical user interface;
[0043] Step S220: Respond to the first trigger operation for the target location in the game map, and determine the target height information to be marked for the target location based on the first trigger operation;
[0044] Step S230: Generate a first marker for the target location on the game map. The first marker contains the target height information.
[0045] In the technical solution provided by the embodiment shown in Figure 2, in response to a first trigger operation targeting a target location in the game map, target height information to be marked for the target location is determined based on the first trigger operation; a first mark of the target location is generated in the game map, the first mark containing the target height information. Compared with related technologies, on the one hand, this disclosure can mark height information in the game map through user trigger operations, increasing game interaction functions and improving the user's gaming experience; on the other hand, this disclosure can assist users in improving the accuracy of game operations by marking height information in the game map; furthermore, this disclosure can determine the target height information based on the first trigger operation, thereby directly marking the height in the game map, improving the efficiency of height marking.
[0046] The following is a detailed description of the specific implementation method of "step S210, displaying the game map corresponding to the game scene through the graphical user interface".
[0047] In one exemplary implementation, a game map corresponding to the game scene can be displayed in the map display area of the graphical user interface.
[0048] For example, the game map can be continuously displayed in the graphical user interface (GUI), such as in the top left, top right, bottom left, or bottom right corner. When the user needs to edit the game map, they can trigger the map editing mode on the game map or the first map control, putting the game map into edit mode and allowing them to perform editing operations, such as generating a first or second marker on the game map.
[0049] Of course, during gameplay, the graphical user interface can also only display the game screen and the map opening control. When the user triggers the map opening control, the game map can be opened and displayed in the graphical user interface of the terminal device. The opened game map is automatically in edit mode, and the user can edit the opened game map.
[0050] Of course, during the game, the game map can also be opened based on other specific trigger operations. That is, without configuring any map opening control in the graphical user interface, the game map can be opened through a pre-agreed specific gesture or trigger operation. For example, it is pre-agreed that the game map can be opened by double-clicking any position on the terminal device screen. In response to the double-click operation at any position in the graphical user interface, the game map can be opened and displayed in the graphical user interface. The opened game map is automatically in edit mode.
[0051] Of course, other methods can also be used to display the game map in the graphical user interface of the terminal device and make the displayed game map editable. This exemplary embodiment does not impose any special limitations on this.
[0052] In one exemplary embodiment, the game map in this disclosure may include a two-dimensional game map or a three-dimensional game map, and this exemplary embodiment does not make any special limitation thereto.
[0053] The following is a detailed description of the specific implementation of "step S220, responding to a first trigger operation for a target location in the game map, and determining the target height information to be marked for the target location based on the first trigger operation".
[0054] In one exemplary implementation, target height information is used to characterize the height information of a target area of a target scene object, wherein the target scene object is an object in the game scene at a target scene location corresponding to the target location. Specifically, the height information mentioned in this embodiment can correspond to hierarchical information. For example, if the target scene object at the target scene location is a multi-story building or a multi-story cave, the height information here can refer to the hierarchy. That is, "determining the target height information to be marked for the target location based on the first triggering operation" can refer to "determining the target hierarchy to be marked for the target location based on the first triggering operation," and the first marker can include hierarchical information.
[0055] For example, if the target location in the game map is location A1, and A1 is mapped to the target scene location B1 in the game scene, and the object at B1 is a mountain C1, then C1 is the target scene object, and the target height information is used to represent the height information of the target scene location B1 of mountain C1 in the game scene.
[0056] The specific implementation of step S220 will now be described with reference to FIG3. FIG3, for example, shows a flowchart illustrating a method for determining target height information according to an exemplary embodiment of the present disclosure. Referring to FIG3, the method may include steps S310 to S320.
[0057] In step S310, in response to a first triggering operation for the target location, a height selection control is displayed in the graphical user interface.
[0058] For example, Figure 4 shows a flowchart of a method for displaying a height selection control in a graphical user interface according to an exemplary embodiment of the present disclosure;
[0059] In step S410, in response to the first trigger operation for the target location in the game map, the preset height range corresponding to the target scene object is obtained.
[0060] In one exemplary implementation, as previously described, the target scene object is the object in the game scene located at the target scene position corresponding to the target position. For example, as mentioned above, mountain C1.
[0061] For example, a game scene can be divided into different game scene regions based on different height-tagged game scene objects. Game scene regions sharing the same geographical height range, such as a river, can be classified as a game scene region. Similarly, a tree or a building can each be classified as a game scene region. After dividing the game scene into different regions, the corresponding two-dimensional coordinate range can be determined, and this range can be used to represent the game scene region. For example, a circular game scene region can be represented by the coordinates of its center and radius; a rectangular game scene region can be represented by the two-dimensional coordinate range corresponding to the coordinates of its four corner vertices and center point.
[0062] Regions within the same game scene share the same geographical height range. Therefore, a region identifier can be configured for each game scene region, and then the region identifier can be pre-associated with the corresponding two-dimensional coordinate range and height range of the game scene region.
[0063] Based on this, a specific implementation of step S410 may include: in response to a first trigger operation targeting a target location in the game map, determining the target scene location mapped to the target location in the game scene; matching the target scene location with the pre-stored two-dimensional coordinate ranges of each game scene region; determining the game scene region corresponding to the successfully matched two-dimensional coordinate range as the target game scene region; and then obtaining the preset height range associated with the region identifier of the target scene region, thereby obtaining the preset height range corresponding to the target scene object. Specifically, when the coordinate point indicated by the two-dimensional coordinates of the target scene location belongs to a coordinate point within the two-dimensional coordinate range of a certain game scene region, then that game scene region is determined to be the target scene region.
[0064] For example, if the minimum height of mountain C1 is 0 meters and the maximum height is 500 meters, then the identifier of mountain C1 can be associated with its corresponding two-dimensional coordinate range and the preset height range "0 meters to 500 meters". For instance, if a user triggers a coordinate point D1 in the game map, mapping that coordinate point in the game map to the game scene area yields coordinate point D2. D2 belongs to the coordinate point within the game scene area corresponding to the target scene object mountain C1, and thus the preset height range "0 meters to 500 meters" associated with mountain C1 can be obtained.
[0065] In one exemplary implementation, the preset height range may include a preset floor range. For example, the height range corresponding to a game scene area of a certain building may be the floor range of that building.
[0066] In other words, the height range associated with a game scene area can include a continuous height interval, such as 0 meters to 500 meters as mentioned above, or it can include a quantified floor range, such as the 1st floor to the 5th floor. For a certain game scene area, it can be associated with only the continuous height interval, or only the quantified floor range, or both. For example, for a game scene area corresponding to a 5-story building that is 20 meters high, its associated preset height range can be 0 meters to 20 meters, or the 1st floor to the 5th floor, or both the 0 meters to 20 meters and the 1st floor to the 5th floor.
[0067] In step S420, a height selection control is generated based on the preset height range.
[0068] For example, if the pre-associated height range of a game scene area to which a certain location belongs is 0 to 20 meters, then the height selection control will also indicate a height range of 0 to 20 meters. Similarly, if the pre-associated height range of a game scene area to which a certain location belongs is -50 to 20 meters, then the height selection control will also indicate a height range of -50 to 20 meters. If a height coordinate axis can be displayed in the graphical user interface, with a range of -50 to 20, this height coordinate axis can be understood as a height selection control. If the pre-associated preset height range of a game scene area to which a certain location belongs is 1 to 5 layers, then the height selection control will indicate a height range of 1 to 5 layers.
[0069] For a game scene area that is associated with both a continuous height range and a quantified floor range, if the target scene location indicated by the first trigger operation belongs to this game scene area, two height selection controls can be generated. The user can choose which height selection control to use for height marking as needed. Of course, a corresponding height selection control can also be generated randomly based on either the continuous height range or the quantified floor range; this exemplary implementation does not impose any special limitations on this.
[0070] Taking a preset height range associated with the target scene object corresponding to the target location triggered by the first triggering operation as a floor range, and the floor being from floor 1 to floor 4, as an example, Figure 5 shows a graphical user interface displaying a height selection control in an exemplary embodiment of this disclosure. As shown in Figure 5, when the user performs the first triggering operation in the game map 52, a height selection control 51 can be generated according to the floor range of the triggered target location, from floor 1 to floor 4.
[0071] In step S430, the height selection control is displayed in the graphical user interface.
[0072] For example, after generating the height selection control corresponding to the target location of the first trigger operation indication, the height selection control can be displayed in the graphical user interface. For instance, the height selection control 51 shown in Figure 5 above can be displayed in the graphical user interface.
[0073] In one exemplary embodiment, if there is no corresponding preset height range for the object at the target location, a first prompt message is displayed in the graphical user interface, the first prompt message indicating that there is no spatial height at the location.
[0074] For example, for game scene areas without spatial height, such as open ground or areas that don't require height marking, they don't need to be associated with a preset height range, or their associated height range is 0. Therefore, if a certain location in the game scene has no associated height information or its associated height information is 0, a first prompt can be pushed to the terminal to be displayed in the terminal's graphical user interface. This first prompt informs the user that the triggered location has no spatial height and cannot be marked with height. For example, the first prompt could be something like, "This location is ground and cannot be marked with height. Please select another location to mark with height," thus preventing users from repeatedly triggering operations at that location because they are unaware that height marking is not possible, improving the user's gaming experience.
[0075] In one exemplary implementation, the first triggering operation is a press operation or a long press operation.
[0076] For example, when the first triggering operation is a pressing operation, this pressing operation can be understood as a hard press operation, such as the operation where the pressure of the touch medium on the target position reaches a first preset value. The first preset value can be customized as needed, and this exemplary embodiment does not impose any special limitations on it. The touch medium may include the user's finger or the stylus of an electronic device, etc., and this exemplary embodiment does not impose any special limitations on it.
[0077] For example, when the first operation is a long press, the long press can be understood as an operation in which the pressing duration on the target position is greater than a second preset value. That is to say, the pressing force can be less than the first preset value, but the duration of action can be greater than the second preset value.
[0078] For example, when the pressure applied by the touch medium to a target location on the game map reaches a first preset value, a height selection control corresponding to the target location can be displayed in the graphical user interface according to steps S410 to S430. Alternatively, when the duration of the press on the target location on the game map reaches a second preset value, the height selection control corresponding to the target location can be displayed in the graphical user interface according to steps S410 to S430.
[0079] Of course, the first triggering operation may also include other triggering operations that can bring up the height selection control of the target location in the game map in the graphical user interface, and this exemplary embodiment does not impose any special limitations on this.
[0080] As previously stated, in one exemplary embodiment of this disclosure, the height selection control is determined based on the preset height range of the target game scene object indicated by the target location triggered by the user; that is, different target locations generate different height selection controls.
[0081] In another exemplary implementation, the height selection control can also be determined based on the height range of the entire game scene, that is, generated based on the maximum and minimum heights in the entire game scene. In this way, the generated height selection control is identical for every location on the game map.
[0082] In step S320, in response to a selection operation on the height selection control, target height information is determined.
[0083] In one exemplary implementation, the height selection control includes multiple height indicators. These multiple height indicators may include the aforementioned floors, with each floor corresponding to a floor level indicator, which can be understood as the height indicator for that floor. Multiple floors correspond to multiple height indicators.
[0084] For example, one specific implementation of step S320 may include: in response to a selection operation for a first height identifier among the plurality of height identifiers, determining the first height information corresponding to the first height identifier as the target height information.
[0085] In one exemplary implementation, the selection operation is a first press operation that is consecutive to the first trigger operation.
[0086] For example, if the first triggering operation is a pressing operation on the target position by the touch medium where the pressing force reaches a first preset value, the selected operation can be to continue the first pressing operation on the target position after the pressing force of the first triggering operation reaches the first preset value.
[0087] For example, when a user wants to mark a height at a certain location, they can press that location on the displayed game map with a certain amount of pressure. When the pressure reaches a first preset value, the height selection control corresponding to that location can be displayed in the graphical user interface. When the user continues to press the location, the first height indicator corresponding to the user's current pressure can be determined in real time. This first height indicator can be understood as the first height indicator selected by the user from multiple height indicators.
[0088] For example, the height selection control can display a prompt for the first height indicator corresponding to the current pressure level. This prompt is used to indicate to the user that the currently selected height indicator is the first height indicator indicated by the prompt. For example, in Figure 5 above, the prompt for the second layer indicates that the first height indicator corresponding to the current pressure level is the second layer, and the currently selected height is the second layer. Therefore, the current target height information is the height information of "2nd layer" indicated by the second layer height indicator.
[0089] The form of the prompt can be customized according to requirements, such as pointing to the second layer with an arrow in Figure 5. This exemplary implementation does not impose any special limitations on this.
[0090] An exemplary implementation of determining target height information may include: responding to a first press operation that is continuous with the first trigger operation and applied to the target location; determining first height information from the height information corresponding to the height selection control based on the current first pressure value of the first press operation; and determining the first height information as the target height information.
[0091] For example, the current pressure applied during a press can be detected in real time using a pressure sensor in the terminal device. This pressure sensor can include a strain sensor. The terminal device can detect the pressure applied by the user through a strain sensor built into the screen. The strain sensor measures the deformation of an object; the greater the deformation, the higher the value received by the strain sensor.
[0092] In one exemplary implementation, a preset mapping relationship between pressure range and height can be pre-configured. Taking the height selection control as an example, which includes multiple height indicators, i.e., the height range is the floor range, and the pressure sensing also has a range, such as level 1 to 10. Then the preset mapping relationship can be determined as: [number of floors corresponding to the floor range] /
[0010] = [pressure range corresponding to each floor].
[0093] For example, a height selection control with two height indicators means that when the current first pressure value is between 1 and 5, it corresponds to the height of the first floor, and when the first pressure value is between 5.1 and 10, it corresponds to the height of the second floor. For a height selection control with three height indicators means that when the current first pressure value is between 1 and 3.33, it corresponds to the height of the first floor, when the current first pressure value is between 3.34 and 6.66, it corresponds to the height of the second floor, and when the current first pressure value is between 6.67 and 10, it corresponds to the height of the third floor.
[0094] For example, a preset mapping relationship between the pressure intensity and height of a given location can be determined first, based on a preset pressure sensing range (such as levels 1 to 10 mentioned above) and a preset height range corresponding to the game scene area to which the location belongs. Then, the current pressure intensity of the press operation at that location is matched with the pressure intensity range in the preset mapping relationship corresponding to that location to determine the first pressure intensity range to which the current first pressure value belongs. The height corresponding to this first pressure intensity range is then found in the preset mapping relationship, and this height is determined as the first height corresponding to the current first pressure value, thereby obtaining the first height information. This first height information is then determined as the target height information.
[0095] It should be noted that when displaying the height selection control, the pressing pressure must reach a first preset value for the corresponding height selection control to be displayed in the graphical user interface. However, once the height selection control is displayed in the graphical user interface, as long as the touch medium does not leave the pressed position, that is, as long as the pressing operation continues at that position, even if the pressing pressure is less than the first preset value, the height selection control will continue to be displayed in the graphical user interface and will not be canceled because the pressing pressure is less than the first preset value.
[0096] In one exemplary implementation, taking the height range as the floor range and the height selection control generated based on the floor range as an example, the selection operation can also include a double-click operation on any position in the game map. For example, the first double-click operation corresponds to the lowest floor in the floor range. Each subsequent double-click operation increases the floor by one level. When the highest floor is reached, each double-click operation decreases the floor by one level. This process can be repeated to determine the target height information based on the selection operation.
[0097] In one exemplary implementation: in response to the first pressing operation switching from a first pressure value to a second pressure value, second height information is determined from the height information corresponding to the height selection control based on the second pressure value; the second height information is determined as the target height information.
[0098] For example, a user can adjust the pressure of the first press operation according to the desired height, thereby changing the first pressure value of the first press operation. When the pressure value of the first press operation switches from the first pressure value to the second pressure value, the second height information corresponding to the second pressure value can be redefined, and this second height information can be redefined as the target height information. In other words, the target height information is related to the current pressure value of the user's first press operation, and the target height information changes in real time as the current pressure value of the first press operation changes.
[0099] The specific implementation method for determining the second altitude information of the second pressure value pair is the same as the specific implementation method for determining the first altitude information corresponding to the current first pressure value, and this exemplary implementation method does not impose any special limitations on it.
[0100] For example, the height selection control can display a real-time prompt indicating the height currently selected by the user. For instance, when the first press operation switches from a first pressure value to a second pressure value, the height indicator displayed in the height selection control changes from the first height indicator corresponding to the first pressure value to the second height indicator corresponding to the second pressure value.
[0101] The following is a detailed description of the specific implementation method of "step S230, generating a first marker of the target location in the game map".
[0102] For example, one implementation of step S230 may include: in response to a determination command, generating a first marker at the target location based on current target height information.
[0103] In one exemplary implementation, the determination instruction is generated in response to the end of the selection operation.
[0104] For example, the end of the selection operation may include the end of the first press operation, such as when the touch medium leaves the target position. Once the selection operation is confirmed to be over, a first mark can be generated at the target position based on the target height information corresponding to the height indicator displayed when the touch medium leaves the target position.
[0105] In one exemplary implementation, the first marker contains target height information. For example, target height information can be displayed at a target location on the game map to generate a first marker at the target location. Taking the height selection control as 51 in Figure 5 above, and the current prompt displaying layer 2 (i.e., the current target height information is layer 2) as an example, as shown by the arrow in Figure 5 indicating layer 2 and highlighting layer 2, the first marker "layer 2" can be generated (i.e. displayed) at the target location, as shown by 61 in Figure 6.
[0106] Taking the user's finger as an example, when the user selects the height they want to mark, that is, when the target height information currently displayed in the height selection control is the height the user wants to mark, the user can release their hand, and the height displayed in the height selection control when the user releases their hand will be displayed at the target location on the game map.
[0107] In one exemplary embodiment, the game map in step S210 includes a two-dimensional game map, and the target location in step S220 includes a two-dimensional planar location in the two-dimensional game map.
[0108] For example, a 2D game map displays geographical information on a two-dimensional plane, without including 3D models. It primarily uses lines and symbols to represent geographical elements such as roads and buildings. The advantages of 2D maps are their simplicity, clarity, ease of understanding and use, and low hardware requirements. A 2D plane location is a location that does not include elevation information.
[0109] Based on this, in one exemplary embodiment, the game information processing method of this disclosure may further include: in response to a second triggering operation for the target location, generating a second marker of the target location in the game map, wherein the second marker does not contain the target height information.
[0110] For example, the second marker is used to indicate the two-dimensional planar position information of the target location, that is, the second marker does not include the target height information of the target location.
[0111] In one exemplary embodiment, the second triggering operation may include a click operation, such as a single click, or, if the selection operation described above is not a double click, the second triggering operation may include a double click, etc.
[0112] For example, when the first trigger operation is a long press, the pressure applied to the target location by the first and second trigger operations can be the same. However, the distinction between the first and second trigger operations lies in their duration. The duration of the first trigger operation is longer than that of the second trigger operation. If the pressure applied to the target location is less than a second preset value and the duration is greater than a first preset duration, the current operation is determined to be the first trigger operation. If the pressure applied to the target location is less than the second preset value and the duration is less than the first preset duration, the current operation is determined to be the second trigger operation. The second preset value is less than the first preset value.
[0113] Of course, the second trigger operation can also include other operations, such as sliding on the game map along any trajectory and stopping, where the position where the sliding stops is the target position. This exemplary embodiment does not impose any special limitations on this.
[0114] For example, a user can open a two-dimensional game map and make it editable. When the two-dimensional game map is editable, when the user taps any coordinate position on the two-dimensional game map, a second marker can be generated at that position, and the two-dimensional position information of that position can be marked and displayed through the second marker.
[0115] For example, the form of the second marker can be customized according to requirements, and this exemplary embodiment does not impose any special limitations on it. For example, the second marker can be as shown in 71 in Figure 7. Taking the coordinates of the two-dimensional plane position tapped by the user in Figure 7 as [100, 100] as an example, the second marker 71 can be displayed at the position with coordinates [100, 100] in the two-dimensional game map. The second marker 71 does not reflect vertical height information.
[0116] In one exemplary embodiment of this disclosure, a user can bring up a height selection control by performing a first trigger operation on a two-dimensional plane position, and then mark height information on a two-dimensional game map based on the selection operation and the height selection control.
[0117] In an exemplary application scenario, a user opens the game map and taps any location on the map, such as the location at coordinates [100, 100]. A second marker is generated at that location. This second marker does not contain height information. If the user wants to mark height information, and if the game scene area to which the location belongs is pre-associated with a height range, the user can bring up the height selection control corresponding to that location by pressing harder. While holding down the button, the height selection arrow switches between different heights corresponding to different pressure levels. For example, if the height selection control is generated based on a floor range, the greater the pressure, the higher the selected floor; the less pressure, the lower the selected floor. In other words, the greater the pressure, the deeper (lower) the selected floor; the less pressure, the shallower (higher) the selected floor. When the user releases the button, the selected floor level is displayed at coordinates [100, 100] on the game map. For example, if the user selected floor 2, the words "Floor 2" (i.e., the first marker) will be displayed next to the second marker.
[0118] In one exemplary embodiment, the game information processing method of this disclosure may further include: responding to a third triggering operation for the first marker by displaying map information within the target area in the game map.
[0119] Taking the target height information contained in the first marker as the second floor of a building A in the game map as an example, that is, the second floor is the target area. In response to the third trigger operation for the first marker, the internal map information of the second floor of building A can be displayed in the game map. The third trigger operation can be customized according to the requirements, such as a single click operation, a double click operation, a press operation, etc., and this exemplary embodiment does not make any special limitations on it.
[0120] In one exemplary embodiment, the game information processing method of this disclosure may further include: in response to a marking operation of map information within the target area, generating a third marker in the game map, the third marker being used to mark a location within the target area.
[0121] For example, after displaying map information of the target area in the game map, the user can mark locations within the target area. For instance, if the user clicks or presses on the second target location in the map information of the second floor of building A, a third mark can be generated on the game map for that second target location. The form of the third mark can be customized as needed, such as the second target location's two-dimensional coordinates or a special symbol, such as a highlighted dot. This exemplary embodiment does not impose any special limitations on this. In this disclosure, the user can mark heights on the game map, increasing the game's interactive functionality. Furthermore, the user can directly mark heights on the two-dimensional game map without converting it to a three-dimensional game map, improving the efficiency of height marking.
[0122] Furthermore, it should be noted that the above figures are merely illustrative representations of the processes included in the methods according to exemplary embodiments of this disclosure, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.
[0123] Furthermore, an exemplary embodiment of this disclosure also provides a game information processing apparatus that provides a graphical user interface (GUI) via a terminal device, the GUI including at least a portion of the game scene. Referring to FIG8, the game information processing apparatus 800 may include the following program modules: a game map display module 810, configured to display a game map corresponding to the game scene through the GUI; a target height information determination module 820, configured to execute a response to a first trigger operation for a target location in the game map, and determine target height information to be marked for the target location based on the first trigger operation; and a first mark generation module 830, configured to generate a first mark for the target location in the game map, the first mark containing the target height information.
[0124] In one exemplary implementation, based on the foregoing embodiments, the target height information is used to characterize the height information of the target area of the target scene object, wherein the target scene object is the object in the game scene at the target scene position corresponding to the target position.
[0125] In one exemplary implementation, based on the foregoing embodiments, the apparatus further includes: a second marker generation module, which may be specifically configured to perform: in response to a second triggering operation for the target location, generating a second marker for the target location in the game map, wherein the second marker does not contain the target height information.
[0126] In one exemplary implementation, based on the foregoing embodiments, the target height information determination module 820 may be specifically configured to perform: in response to a first triggering operation for the target location, displaying a height selection control in the graphical user interface; in response to a selection operation for the height selection control, determining target height information; and in response to a determination instruction, generating a first marker at the target location based on the target height information.
[0127] In one exemplary implementation, based on the foregoing embodiments, the determination instruction is generated in response to the end of the selection operation.
[0128] In one exemplary implementation, based on the foregoing embodiments, the height selection control includes a plurality of height identifiers; determining the target height information in response to a selection operation on the height selection control includes: in response to a selection operation on a first height identifier among the plurality of height identifiers, determining the first height information corresponding to the first height identifier as the target height information.
[0129] In one exemplary implementation, based on the foregoing embodiments, the selection operation is a first press operation that is consecutive to the first trigger operation; the step of determining the target height information in response to the selection operation for the height selection control includes: in response to the first press operation that is consecutive to the first trigger operation applied to the target position, determining first height information in the height information corresponding to the height selection control based on the current first pressure value of the first press operation; and determining the first height information as the target height information.
[0130] In one exemplary implementation, based on the foregoing embodiments, the device further includes a target height information adjustment module, which can be specifically configured to perform: switching from a first pressure value to a second pressure value in response to the first pressing operation; determining second height information in the height information corresponding to the height selection control based on the second pressure value; and determining the second height information as the target height information.
[0131] In one exemplary implementation, based on the foregoing embodiments, the first triggering operation includes a pressing operation or a long-press operation, and the second triggering operation includes a clicking operation.
[0132] In one exemplary implementation, based on the foregoing embodiments, displaying a height selection control in the graphical user interface in response to a first trigger operation for the target location includes: in response to a first trigger operation for the target location in the game map, obtaining a preset height range corresponding to a target scene object, wherein the target scene object is an object in the game scene at a target scene location corresponding to the target location; generating a height selection control based on the preset height range; and displaying the height selection control in the graphical user interface.
[0133] In one exemplary embodiment, based on the foregoing embodiments, the device further includes a prompting module, which can be configured to perform: if there is no corresponding preset height range for the object at the target location, displaying a first prompting message in the graphical user interface, the first prompting message indicating that there is no spatial height at the location.
[0134] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0135] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0136] Furthermore, although the steps of the method in this disclosure are described in a specific order in the accompanying drawings, this does not require or imply that the steps must be performed in that specific order, or that all the steps shown must be performed to achieve the desired result. Additional or alternative steps may be omitted, multiple steps may be combined into one step, and / or a step may be broken down into multiple steps.
[0137] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the aforementioned method for processing game information.
[0138] In one embodiment, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing the computer program, such as read-only memory, NAND flash memory, etc.
[0139] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.
[0140] Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, C++, and Python. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).
[0141] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic radiation, and infrared radiation. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, the processor of the electronic device to execute) the method steps of various exemplary embodiments of this disclosure, such as the game information processing method described above, which includes the following steps: displaying a game map corresponding to the game scene through a graphical user interface of a terminal device; responding to a first trigger operation for a target location in the game map, determining target height information to be marked for the target location based on the first trigger operation; and generating a first mark for the target location in the game map, the first mark containing the target height information.
[0142] By executing the above method steps through a computer program, on the one hand, height information can be marked on the game map through user triggering operations and height selection controls, increasing game interaction functions and improving the user's gaming experience; on the other hand, marking height information on the game map can help users improve the accuracy of game operations; furthermore, this disclosure can determine the target height information based on the first triggering operation, thereby directly marking the height on the game map, improving the efficiency of height marking.
[0143] Exemplary embodiments of this disclosure also provide an electronic device, such as the terminal device 110 or server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as computer programs. The processor executes these executable instructions to perform the method steps of various exemplary embodiments of this disclosure. Furthermore, the electronic device may also include a display for displaying a graphical user interface.
[0144] Referring now to FIG9, an electronic device will be described by way of example in the form of a general-purpose computing device. It should be understood that the electronic device 900 shown in FIG9 is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments of this disclosure.
[0145] As shown in Figure 9, the electronic device 900 may include: a processor 910, a memory 920, a bus 930, an I / O (input / output) interface 940, a network adapter 950, and a display 960.
[0146] The memory 920 may include volatile memory, such as RAM 921 and cache unit 922, and may also include non-volatile memory, such as ROM 923. The memory 920 may also include one or more program modules 924, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 924 may include the modules described above.
[0147] The processor 910 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0148] The processor 910 can be used to execute executable instructions stored in the memory 920, such as the above-described method for processing game information, which includes the following steps: displaying a game map corresponding to the game scene through the graphical user interface of the terminal device; responding to a first trigger operation for a target location in the game map, determining target height information to be marked for the target location based on the first trigger operation; and generating a first mark for the target location in the game map, wherein the first mark contains the target height information.
[0149] By implementing the above method through a computer program, on the one hand, height information can be marked on the game map through user trigger operations and height selection controls, increasing game interaction functions and improving the user's gaming experience; on the other hand, marking height information on the game map can help users improve the accuracy of game operations; furthermore, this disclosure can determine the target height information based on the first trigger operation, thereby directly marking the height on the game map, improving the efficiency of height marking.
[0150] Bus 930 is used to connect different components of electronic device 900 and may include data bus, address bus and control bus.
[0151] Electronic device 900 can communicate with one or more external devices 1000 (such as keyboard, mouse, external controller, etc.) through I / O interface 940.
[0152] Electronic device 900 can communicate with one or more networks via network adapter 950. For example, network adapter 950 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 950 can communicate with other modules of electronic device 900 via bus 930.
[0153] Electronic device 900 can display a graphical user interface via display 960, such as displaying the graphical user interface corresponding to the height selection control.
[0154] Although not shown in Figure 9, other hardware and / or software modules may be configured in the electronic device 900, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0155] Furthermore, the above figures are merely illustrative of the processes included in the method according to exemplary embodiments of this disclosure and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.
[0156] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or a combination of hardware and software implementations, which may be referred to as "circuit," "module," or "system," respectively.
[0157] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.
Claims
1. A method for processing game information, providing a graphical user interface via a terminal, the graphical user interface including at least a portion of the game scene, the method comprising: The game map corresponding to the game scene is displayed through the graphical user interface. In response to a first trigger operation for a target location in the game map, determine the target height information to be marked for the target location based on the first trigger operation; A first marker is generated in the game map for the target location, and the first marker contains the target height information.
2. The method of claim 1, wherein, The target height information is used to characterize the height information of the target area of the target scene object, wherein the target scene object is the object in the game scene at the target scene position corresponding to the target position.
3. The method of claim 1, wherein, The method further includes: In response to a second triggering operation for the target location, a second marker for the target location is generated in the game map. The second marker is used to mark the target location and does not contain the target height information.
4. The method of claim 1, wherein, The step of responding to a first trigger operation for a target location in the game map, and determining target height information to be marked for the target location based on the first trigger operation, includes: In response to a first triggering operation for the target location, a height selection control is displayed in the graphical user interface; In response to a selection operation on the height selection control, the target height information is determined.
5. The method of claim 4, wherein, Generating a first marker for the target location in the game map includes: In response to the end of the selection operation, a confirmation instruction is generated; In response to the determination instruction, a first marker is generated at the target location on the game map based on the target height information.
6. The method of claim 4, wherein, The height selection control includes multiple height indicators; The step of determining the target height information in response to a selection operation on the height selection control includes: In response to the selection operation of a first height identifier among the plurality of height identifiers, the first height information corresponding to the first height identifier is determined as the target height information.
7. The method of claim 4, wherein, The selection operation is a first press operation that is consecutive to the first trigger operation; The step of determining the target height information in response to a selection operation on the height selection control includes: In response to a first press operation that is continuous with the first trigger operation and applied to the target position, the first height information is determined from the height information corresponding to the height selection control based on the current first pressure value of the first press operation. The first altitude information is determined as the target altitude information.
8. The method of claim 7, wherein, The method further includes: In response to the first press operation, the pressure value is switched from the first pressure value to the second pressure value, and the second height information is determined from the height information corresponding to the height selection control based on the second pressure value. The second altitude information is determined as the target altitude information.
9. The method of claim 3, wherein, The first triggering operation includes a pressing operation or a long pressing operation, and the second triggering operation includes a clicking operation.
10. The method of claim 4, wherein, The step of displaying a height selection control in the graphical user interface in response to a first triggering operation for the target location includes: In response to a first trigger operation targeting a target location in the game map, a preset height range corresponding to the target scene object is obtained, wherein the target scene object is an object in the game scene at the target scene location corresponding to the target location; A height selection control is generated based on the preset height range; The height selection control is displayed in the graphical user interface.
11. The method of claim 10, wherein, The method further includes: If there is no corresponding preset height range for the object at the target location, a first prompt message is displayed in the graphical user interface. The first prompt message is used to indicate that there is no spatial height at the location.
12. The method of claim 2, wherein, The method further includes: In response to a third triggering operation for the first marker, map information of the target area is displayed on the game map.
13. The method of claim 12, wherein, The method further includes: In response to a marking operation on map information within the target area, a third marker is generated in the game map, the third marker being used to mark locations within the target area.
14. A device for processing game information, providing a graphical user interface via a terminal, the graphical user interface including at least a portion of the game scene, the device comprising: The game map display module is configured to display the game map corresponding to the game scene through the graphical user interface; The target height information determination module is configured to execute a first trigger operation in response to a target location in the game map, and determine the target height information to be marked for the target location based on the first trigger operation. The first marker generation module is configured to generate a first marker for the target location in the game map, the first marker containing the target height information.
15. A computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, implements a method for processing game information as described in any one of claims 1 to 13.
16. An electronic device comprising: One or more processors; A storage device for storing one or more programs, which, when executed by one or more processors, cause the one or more processors to implement the method for processing game information as described in any one of claims 1 to 13.