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CN112774192B - Game scene jumping method and device, electronic equipment and storage medium - Google Patents

Game scene jumping method and device, electronic equipment and storage medium Download PDF

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Publication number
CN112774192B
CN112774192B CN202110115192.0A CN202110115192A CN112774192B CN 112774192 B CN112774192 B CN 112774192B CN 202110115192 A CN202110115192 A CN 202110115192A CN 112774192 B CN112774192 B CN 112774192B
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CN
China
Prior art keywords
scene
shortcut
game
identifier
jump
Prior art date
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Active
Application number
CN202110115192.0A
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Chinese (zh)
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CN112774192A (en
Inventor
段欣如
王树
芦静
林志宏
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110115192.0A priority Critical patent/CN112774192B/en
Publication of CN112774192A publication Critical patent/CN112774192A/en
Application granted granted Critical
Publication of CN112774192B publication Critical patent/CN112774192B/en
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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/0482Interaction with lists of selectable items, e.g. menus

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Optics & Photonics (AREA)
  • General Physics & Mathematics (AREA)
  • Radar, Positioning & Navigation (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides a game scene jump method, a game scene jump device, electronic equipment and a storage medium, and relates to the technical field of games. The method displays a graphical user interface through a terminal device, the graphical user interface at least comprising a game scene and a map thumbnail, the method comprising: responding to an operation instruction triggered by the map thumbnail, displaying a game map interface and a shortcut selection window through a graphical user interface, wherein the shortcut selection window comprises at least one scene shortcut jump identifier; responding to a selection instruction triggered by a shortcut selection window, and determining a target scene shortcut jump identifier from at least one scene shortcut jump identifier; the control is jumped to the game scene corresponding to the target scene shortcut jump identifier, and the embodiment of the application can quickly and accurately jump to the game scene corresponding to the target scene identifier by quickly selecting the scene shortcut jump identifier in the window, thereby improving the jump efficiency and the user experience.

Description

Game scene jumping method and device, electronic equipment and storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to a game scene skipping method, a device, an electronic device, and a storage medium.
Background
Currently, in most game scenes, a map is usually set. The map is usually a thumbnail of the game scene, and some important places, route information and the like in the game scene are marked in the map, so that a player can quickly know the current position of the game character controlled by the player, and the information such as the route to a destination through the map.
In the prior art, when a player enters a target game scene through a map, the player needs to select a target scene identifier in the map to enter.
However, the existing selection mode is simpler, and particularly when the map is smaller, a plurality of scene identifications are overlapped, and a player is difficult to select the target scene identification, so that the existing interaction mode has the problems of low interaction efficiency and low accuracy.
Disclosure of Invention
The application aims to overcome the defects in the prior art and provide a game scene skipping method, a device, electronic equipment and a storage medium, which can realize rapid and accurate skipping of a game scene.
In order to achieve the above purpose, the technical scheme adopted by the embodiment of the application is as follows:
In a first aspect, the present invention provides a game scene skipping method, displaying, by a terminal device, a graphical user interface, where the graphical user interface includes at least a game scene and a map thumbnail, the method including:
Responding to an operation instruction triggered by the map thumbnail, displaying a game map interface and a shortcut selection window through a graphical user interface, wherein the game map interface comprises at least one scene identifier, the scene identifier configuration responds to triggering operation control to enter a corresponding game scene, the shortcut selection window comprises at least one scene shortcut jump identifier, and the game scene corresponding to the scene shortcut jump identifier is identical to the game scene corresponding to the at least one scene identifier in the game map interface;
determining a target scene shortcut jump identifier from the at least one scene shortcut jump identifier in response to a selection instruction triggered by the shortcut selection window;
and controlling to jump to the game scene corresponding to the target scene shortcut jump identifier.
In an alternative embodiment, the method further comprises:
responding to an editing instruction, and starting an editing mode of the shortcut selection window;
responding to an adding instruction, and controlling adding a scene shortcut jump identifier corresponding to the scene identifier in the game map interface in the shortcut selection window;
and responding to the deleting instruction, and controlling to delete the scene shortcut jump identification in the shortcut selection window.
In an optional embodiment, the controlling, in response to the deletion instruction, deletion of the scene shortcut skip identifier in the shortcut selection window includes:
in the editing mode, displaying a deletion control of the scene shortcut jump identifier in the shortcut selection window;
And deleting the scene shortcut jump identifier corresponding to the deletion control corresponding to the first operation in response to the first operation of the deletion control, and acquiring the edited shortcut selection window.
In an optional embodiment, the controlling, in response to the deletion instruction, deletion of the scene shortcut skip identifier in the shortcut selection window includes:
In the editing mode, responding to the moving operation of the scene shortcut jump mark, moving the scene shortcut jump mark corresponding to the moving operation to the outside of the shortcut selection window, deleting the scene shortcut jump mark corresponding to the moving operation, and obtaining the edited shortcut selection window.
In an optional embodiment, the controlling, in response to the adding instruction, adding, in the shortcut selection window, a scene shortcut skip identifier corresponding to a scene identifier in the game map interface, includes:
In the editing mode, in response to an operation of adding a control, displaying an identification list, wherein the identification list comprises: the method comprises the steps that a part of game map interfaces contained in a current interface correspond to a to-be-selected scene identifier, or all game scenes in the game map interfaces correspond to the to-be-selected scene identifier;
And responding to the selection operation of at least one to-be-selected scene identifier in the identifier list, adding a scene shortcut jump identifier corresponding to the selected to-be-selected scene identifier in the shortcut selection window, and obtaining the edited shortcut selection window.
In an optional embodiment, the controlling, in response to the adding instruction, adding, in the shortcut selection window, a scene shortcut skip identifier corresponding to a scene identifier in the game map interface, includes:
In the editing mode, displaying a shortcut adding control of a scene identifier in a game map interface;
And responding to a second operation of the shortcut adding control, adding a scene shortcut jump identifier corresponding to the shortcut adding control corresponding to the second operation in the shortcut selecting window, and acquiring the edited shortcut selecting window.
In an optional implementation manner, the shortcut adding control for displaying the scene identifier in the game map interface includes: and displaying a shortcut adding control of the scene mark in the game map interface by a preset animation.
In an optional embodiment, the controlling, in response to the adding instruction, adding, in the shortcut selection window, a scene shortcut skip identifier corresponding to a scene identifier in the game map interface, includes:
In the editing mode, responding to a moving operation of a scene identifier corresponding to a target game scene in a game map interface, moving the scene identifier corresponding to the target game scene into the shortcut selection window, adding a scene shortcut jump identifier corresponding to the target game scene into the shortcut selection window, and acquiring the edited shortcut selection window.
In an optional embodiment, after the obtaining the edited shortcut selection window, the method includes:
If the number of the scene shortcut skip identifiers in the edited shortcut selection window is larger than the preset number, displaying the preset number of scene shortcut skip identifiers in the shortcut selection window according to a preset sequence; or displaying a scene shortcut jump identifier corresponding to the game scene in the part of game map interfaces contained in the current interface in the shortcut selection window.
In an optional embodiment, before determining the target scene shortcut jump identifier from the at least one scene shortcut jump identifier in response to the selection instruction triggered by the shortcut selection window, the method includes:
If the number of the scene shortcut jump identifiers in the edited shortcut selection window is larger than the preset number, the scene shortcut jump identifiers displayed in the shortcut selection window are adjusted in response to the sliding operation of the shortcut selection window, and the adjusted shortcut selection window is controlled to contain the target scene shortcut jump identifiers.
In an alternative embodiment, the method further comprises:
and adjusting the game scene displayed by the game map interface in response to the adjustment operation of the current game map interface.
In an alternative embodiment, the adjusting the game scene displayed by the game map interface in response to the adjustment operation on the current game map interface includes:
Responding to the zooming operation of the current game map interface, and adjusting the game scene displayed in the current game map interface; or in response to a drag operation on the current game map interface, moving and adjusting the game scene displayed in the current game map interface.
In a second aspect, the present invention provides a game scene jump apparatus, displaying a graphical user interface through a terminal device, the graphical user interface including at least a game scene and a map thumbnail, the game scene jump apparatus comprising:
the display module is used for responding to an operation instruction triggered by the map thumbnail, displaying a game map interface and a shortcut selection window through a graphical user interface, wherein the game map interface comprises at least one scene identifier, the scene identifier configuration responds to triggering operation control to enter a corresponding game scene, the shortcut selection window comprises at least one scene shortcut jump identifier, and the game scene corresponding to the scene shortcut jump identifier is the same as the game scene corresponding to the at least one scene identifier in the game map interface;
the determining module is used for responding to a selection instruction triggered by the shortcut selection window and determining a target scene shortcut jump identifier from the at least one scene shortcut jump identifier;
and the control module is used for controlling the jump to the game scene corresponding to the target scene shortcut jump identifier.
In an alternative embodiment, the game scene jump device further includes: the editing module is used for responding to an editing instruction and starting an editing mode of the shortcut selection window; responding to an adding instruction, and controlling adding a scene shortcut jump identifier corresponding to the scene identifier in the game map interface in the shortcut selection window; and responding to the deleting instruction, and controlling to delete the scene shortcut jump identification in the shortcut selection window.
In an optional embodiment, the editing module is specifically configured to display, in the editing mode, a deletion control of the scene shortcut jump identifier in the shortcut selection window;
And deleting the scene shortcut jump identifier corresponding to the deletion control corresponding to the first operation in response to the first operation of the deletion control, and acquiring the edited shortcut selection window.
In an optional implementation manner, in the editing mode, the editing module is specifically configured to respond to a moving operation on the scene shortcut skip identifier, move the scene shortcut skip identifier corresponding to the moving operation out of the shortcut selection window, delete the scene shortcut skip identifier corresponding to the moving operation, and obtain the edited shortcut selection window.
In an optional implementation manner, the editing module is specifically configured to, in the editing mode, respond to an operation of adding a control, display an identification list, where the identification list includes: the method comprises the steps that a part of game map interfaces contained in a current interface correspond to a to-be-selected scene identifier, or all game scenes in the game map interfaces correspond to the to-be-selected scene identifier;
And responding to the selection operation of at least one to-be-selected scene identifier in the identifier list, adding a scene shortcut jump identifier corresponding to the selected to-be-selected scene identifier in the shortcut selection window, and obtaining the edited shortcut selection window.
In an optional embodiment, the editing module is specifically configured to display, in the editing mode, a shortcut addition control of a scene identifier in a game map interface;
And responding to a second operation of the shortcut adding control, adding a scene shortcut jump identifier corresponding to the shortcut adding control corresponding to the second operation in the shortcut selecting window, and acquiring the edited shortcut selecting window.
In an optional embodiment, the editing module is specifically configured to display a shortcut adding control of the scene identifier in the game map interface with a preset animation.
In an optional embodiment, the editing module is specifically configured to, in the editing mode, respond to a movement operation of a scene identifier corresponding to a target game scene in a game map interface, move the scene identifier corresponding to the target game scene into the shortcut selection window, and add a scene shortcut skip identifier corresponding to the target game scene in the shortcut selection window, so as to obtain an edited shortcut selection window.
In an alternative embodiment, the game scene jump device further includes: the display module is used for displaying the preset number of scene shortcut jump identifiers in the shortcut selection window according to a preset sequence if the number of the scene shortcut jump identifiers in the edited shortcut selection window is larger than the preset number; or displaying a scene shortcut jump identifier corresponding to the game scene in the part of game map interfaces contained in the current interface in the shortcut selection window.
In an optional implementation manner, the display module is specifically configured to, if the number of scene shortcut skip identifiers in the edited shortcut selection window is greater than a preset number, adjust the scene shortcut skip identifiers displayed in the shortcut selection window in response to a sliding operation for the shortcut selection window, and control the adjusted shortcut selection window to include the target scene shortcut skip identifiers.
In an alternative embodiment, the game scene jump device further includes: and the adjusting module is used for responding to the adjusting operation of the current game map interface and adjusting the game scene displayed by the game map interface.
In an optional implementation manner, the adjusting module is specifically configured to adjust a game scene displayed in the current game map interface in response to a zooming operation on the current game map interface; or in response to a drag operation on the current game map interface, moving and adjusting the game scene displayed in the current game map interface.
In a third aspect, the present invention provides an electronic device comprising: a processor, a storage medium, and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor in communication with the storage medium via the bus when the electronic device is running, the processor executing the machine-readable instructions to perform the steps of the game scene jump method as in any of the previous embodiments.
In a fourth aspect, the present invention provides a storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the game scene jump method according to any of the previous embodiments.
The beneficial effects of the application are as follows:
In the game scene skipping method, the game scene skipping device, the electronic equipment and the storage medium provided by the embodiment of the application, a graphical user interface is displayed through the terminal equipment, wherein the graphical user interface at least comprises a game scene and a map thumbnail, and the method comprises the following steps: responding to an operation instruction triggered by a map thumbnail, displaying a game map interface and a shortcut selection window through a graphical user interface, wherein the game map interface comprises at least one scene identifier, the scene identifier configuration responds to triggering operation control to enter a corresponding game scene, the shortcut selection window comprises at least one scene shortcut jump identifier, and the game scene corresponding to the scene shortcut jump identifier is the same as the game scene corresponding to the at least one scene identifier in the game map interface; responding to a selection instruction triggered by a shortcut selection window, and determining a target scene shortcut jump identifier from at least one scene shortcut jump identifier; the control is jumped to the game scene corresponding to the target scene shortcut jump identifier, and the embodiment of the application can quickly and accurately jump to the game scene corresponding to the target scene identifier by quickly selecting the scene shortcut jump identifier in the window, thereby improving the jump efficiency and the user experience.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic flow chart of a game scene jump method according to an embodiment of the present application;
FIG. 2 is a schematic flow chart of another method for jumping game scenes according to an embodiment of the present application;
FIG. 3 is a flowchart illustrating another method for jumping game scenes according to an embodiment of the present application;
FIG. 4 is a schematic flow chart of another method for jumping game scenes according to an embodiment of the present application;
FIG. 5 is a flowchart illustrating another method for jumping game scenes according to an embodiment of the present application;
FIG. 6 is a diagram of a graphical user interface provided by an embodiment of the present application;
FIG. 7 is a schematic diagram of another graphical user interface provided by an embodiment of the present application;
FIG. 8 is a schematic diagram of yet another graphical user interface provided by an embodiment of the present application;
FIG. 9 is a schematic diagram of functional modules of a game scene jump device according to an embodiment of the present application;
FIG. 10 is a schematic diagram of functional modules of another game scene jump device according to an embodiment of the present application;
fig. 11 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are some embodiments of the present application, but not all embodiments of the present application. The components of the embodiments of the present application generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the application, as presented in the figures, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
It should be noted that: like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures.
The game scene jump method in one embodiment of the present disclosure may be run on a terminal device or a server. The terminal device may be a local terminal device. When the game scene jump method runs on the server, the game scene jump method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the game scene jump method are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the terminal device for information processing is cloud game server of cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, 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.
In the existing game interaction, when a player enters a target game scene through a map, the player needs to select a target scene identifier to enter in the map, but when the map is smaller, a plurality of game scene identifiers are overlapped, and at the moment, the player is difficult to select the target game scene identifier, so that the existing interaction mode has the problems of low interaction efficiency and low accuracy.
Fig. 1 is a schematic flow chart of a game scene jump method provided in an embodiment of the present application, where the method may be applied to a terminal device, where the terminal device may display a graphical user interface, and the terminal device may be the aforementioned local terminal device, or may be a client device in the aforementioned cloud interaction system, for example, the local terminal device may be a mobile phone, a tablet, a computer, or the like, and the present application is not limited herein. In embodiments of the present application, the graphical user interface may include at least a game scene and a map thumbnail. Wherein the game scene may include, but is not limited to: environments, buildings, machinery, props, non-player characters (Non-PLAYER CHARACTER, NPC) and the like in the game can be different according to different game categories; map thumbnails, i.e., minimap, which may be frequently placed at preset locations (e.g., corner locations in the upper left, upper right, etc.) of a graphical user interface, may assist players in determining their location in the game world. As shown in fig. 1, the method may include:
And S101, responding to an operation instruction triggered by the map thumbnail, and displaying a game map interface and a shortcut selection window through a graphical user interface.
The game map interface may be a partial or full map of the whole game scene, and may include at least one scene identifier, where the scene identifier configuration response triggers operation control to enter the corresponding game scene, and the shortcut selection window includes at least one scene shortcut jump identifier, where the game scene corresponding to the scene shortcut jump identifier is the same as the game scene corresponding to the at least one scene identifier in the game map interface.
Alternatively, the user may generate an operation instruction based on the touch display screen acting on a preset position (for example, a center position, etc.) or an arbitrary position in the map thumbnail through clicking, multi-clicking, long-pressing, sliding, etc., and in response to the operation instruction triggered by the map thumbnail, the game map interface and the shortcut selection window may be displayed through the graphical user interface.
For the game map interface, the game map interface may include at least one scene identifier, where each scene identifier corresponds to a corresponding game scene, and the scene identifier configuration responds to the trigger operation to control entering into the corresponding game scene, that is, when the player generates the trigger operation for a certain scene identifier on the game map interface, control enters into the game scene corresponding to the scene identifier, so as to implement scene-to-scene skip. Alternatively, the scene identifier may be a scene name of the game scene, where the scene name may include letters, numbers, symbols, and the like, and may be used to uniquely identify a game scene in the game map interface according to the scene identifier.
For the shortcut selection window, the shortcut selection window may be displayed at a preset position (for example, the upper left corner, the lower right corner, etc.) of the graphical user interface, or may be suspended in the game map interface, and according to an actual application scenario, the player may adjust the suspension position of the shortcut selection window, so that the operation of the player is convenient, which is not limited herein. The shortcut selection window may include at least one scene shortcut jump identifier, different scene shortcut jump identifiers may correspond to different game scenes in the game map interface, the game scene corresponding to the scene shortcut jump identifier may be the same as the game scene corresponding to at least one scene identifier in the game map interface, it may be understood that the scene shortcut jump identifier is a shortcut jump instruction corresponding to the scene identifier, and triggering the scene shortcut jump identifier may control entering into the game scene corresponding to the scene shortcut jump identifier.
S102, determining a target scene shortcut jump identifier from at least one scene shortcut jump identifier in response to a selection instruction triggered by the shortcut selection window.
It may be appreciated that the shortcut selection window includes at least one scene shortcut jump identifier, optionally, when jumping, any scene shortcut jump identifier in the shortcut selection window may be acted on by a single click, multiple clicks, long presses, sliding, etc. based on the touch display screen to generate a selection instruction, and in response to the selection instruction triggered by the shortcut selection window, the target scene shortcut jump identifier may be determined from the at least one scene shortcut jump identifier.
S103, controlling to jump to a game scene corresponding to the target scene shortcut jump identifier.
After determining the target scene shortcut jump identifier, it can be understood that the target scene shortcut jump identifier is a shortcut jump instruction corresponding to the target scene identifier, so that the jump to the game scene corresponding to the target scene shortcut jump identifier can be controlled to realize accurate jump.
In summary, the game scene skipping method provided by the embodiment of the application displays a graphical user interface through a terminal device, wherein the graphical user interface at least comprises a game scene and a map thumbnail, and the method comprises the following steps: responding to an operation instruction triggered by a map thumbnail, displaying a game map interface and a shortcut selection window through a graphical user interface, wherein the game map interface comprises at least one scene identifier, the scene identifier configuration responds to triggering operation control to enter a corresponding game scene, the shortcut selection window comprises at least one scene shortcut jump identifier, and the game scene corresponding to the scene shortcut jump identifier is the same as the game scene corresponding to the at least one scene identifier in the game map interface; responding to a selection instruction triggered by a shortcut selection window, and determining a target scene shortcut jump identifier from at least one scene shortcut jump identifier; the control is jumped to the game scene corresponding to the target scene shortcut jump identifier, and the embodiment of the application can quickly and accurately jump to the game scene corresponding to the target scene identifier by quickly selecting the scene shortcut jump identifier in the window, thereby improving the jump efficiency and the user experience.
Fig. 2 is a flowchart of another game scene jump method according to an embodiment of the present application. In an alternative embodiment, as shown in fig. 2, the above game scene jump method further includes:
s201, responding to an editing instruction, and starting an editing mode of the shortcut selection window.
In some embodiments, the shortcut selection window may include an editing control, where the editing control may be disposed at a preset position (for example, an upper left corner, an upper right corner, etc.) of the shortcut selection window, and the user may act on the editing control to generate an editing instruction based on the touch display screen through a single click, multiple clicks, long presses, sliding, etc. manner, or the user may act on any scene identifier in the game map interface based on the touch display screen through a single click, multiple clicks, long presses, sliding, etc. manner, so as to generate an editing instruction, which is not limited herein, and may be flexibly adjusted according to an actual application scenario. In response to the editing instruction, an editing mode of the shortcut selection window may be started, that is, an editing mode of the shortcut selection window is entered.
Optionally, in the editing mode of the shortcut selection window, the user may edit at least one scene shortcut jump identifier included in the shortcut selection window, where the editing mode may include, but is not limited to: the names of the scene shortcut skip identifiers are updated, the existing scene shortcut skip identifiers are deleted, new scene shortcut skip identifiers are added, and the like, and the method is not limited herein.
S202, responding to an adding instruction, and controlling a scene shortcut jump identifier corresponding to a scene identifier in a game map interface to be added in a shortcut selection window; and responding to the deleting instruction, and controlling the scene shortcut jump identification in the deleting shortcut selection window.
It can be understood that after the editing mode of the shortcut selection window is started, the user can further generate an adding instruction, a deleting instruction and the like through triggering operation in the editing mode, wherein in response to the adding instruction, the adding of the scene shortcut jump identifier corresponding to the scene identifier in the game map interface in the shortcut selection window can be controlled, and it can be understood that the added scene shortcut jump identifier can be not included in the shortcut selection window, so that under different application scenes, the user can customize the scene shortcut jump identifier in the shortcut selection window, and the applicability is improved.
In addition, it can be also understood that if the scene shortcut skip identifications in the shortcut selection window are too many in response to the multiple addition instruction, the user operation is affected, the deletion instruction can be generated through the triggering operation, and the scene shortcut skip identifications in the shortcut selection window can be controlled to be deleted in response to the deletion instruction, so that the number of the scene shortcut skip identifications in the shortcut selection window can be effectively reduced through the deletion operation, and the selection efficiency can be improved when the user selects the target scene shortcut skip identifications from at least one scene shortcut skip identification.
Fig. 3 is a flowchart of another method for jumping game scenes according to an embodiment of the present application. In an alternative embodiment, as shown in fig. 3, the controlling the deletion of the scene shortcut jump identifier in the shortcut selection window in response to the deletion instruction may include:
S301, displaying a deletion control of a scene shortcut skip identifier in a shortcut selection window in an editing mode.
Optionally, in the edit mode, a deletion control of each scene shortcut skip identifier in the shortcut selection window may be displayed in a floating manner at a preset position (for example, may be an upper left corner, an upper right corner, a middle position, etc.) of each scene shortcut skip identifier, and the deletion control may be marked with a preset symbol, for example, "-", "×", etc., which is not limited herein, and may be different according to actual application scenes.
S302, deleting a scene shortcut skip identifier corresponding to the deletion control corresponding to the first operation in response to the first operation of the deletion control, and acquiring an edited shortcut selection window.
After the deletion control of the scene shortcut jump identifier in the shortcut selection window is displayed, a user can generate a first operation for the deletion control by clicking, pressing for a long time and the like based on the touch display screen, and the scene shortcut jump identifier corresponding to the deletion control corresponding to the first operation can be deleted in response to the first operation, so that the edited shortcut selection window is obtained, deletion of any scene shortcut jump identifier in the shortcut selection window is realized, and applicability is improved.
In an optional embodiment, in order to make the deletion manner of the scene shortcut jump identifier in the shortcut selection window diversified, the controlling to delete the scene shortcut jump identifier in the shortcut selection window in response to the deletion instruction may include:
In the editing mode, responding to the moving operation of the scene shortcut jump mark, moving the scene shortcut jump mark corresponding to the moving operation to the outside of the shortcut selection window, deleting the scene shortcut jump mark corresponding to the moving operation, and obtaining the edited shortcut selection window.
Optionally, the user may act on the scene shortcut skip identifier in the shortcut selection window by sliding, dragging, flicking, or the like based on the touch display screen to trigger generation of a movement operation, and in response to the movement operation, the target identifier may be moved out of the shortcut selection window, and the target identifier displayed in the shortcut selection window may be deleted. It can be appreciated that, in response to the moving operation, the target identifier is moved out of the shortcut selection window, so that for a user, the whole moving process can be intuitively observed from the shortcut selection window, and the user interaction experience is improved.
Fig. 4 is a flowchart of another game scene jump method according to an embodiment of the present application. In an alternative embodiment, as shown in fig. 4, the above-mentioned response to the adding instruction controls to add, in the shortcut selection window, a scene shortcut skip identifier corresponding to the scene identifier in the game map interface, including:
S401, in an editing mode, in response to operation of adding a control, displaying an identification list, wherein the identification list comprises: and the current interface comprises a part of the to-be-selected scene identifications corresponding to the game scenes in the game map interface or the to-be-selected scene identifications corresponding to all the game scenes in the game map interface.
Optionally, the shortcut selection window may include an add control, where the add control may be disposed at a preset position of the shortcut selection window, for example, may be disposed at a leftmost or rightmost edge of a plurality of transversely arranged scene shortcut jump identifiers in the shortcut selection window, which is not limited herein. In the editing mode, a user can act on the adding control in a single click, multi-click, long-press, sliding, dragging and other modes based on the touch display screen to trigger an operation for the adding control, and in response to the operation for the adding control, an identification list can be displayed.
For the identification list, the identification list can comprise the identification of the to-be-selected scene corresponding to all the game scenes in the game map interface, and it can be understood that in this case, the player can add and display any identification of the to-be-selected scene in the game map interface in the shortcut selection window, so that the applicability of the game scene jump method is improved; or the identification list may include a candidate scene identification corresponding to a game scene in a part of the game map interfaces included in the current interface, it may be understood that in this scenario, the loading speed of the identification list may be effectively improved, the loading time is avoided from being too long, the game experience of the player is improved, and according to an actual application scenario, the player may be allowed to perform configuration, which is not limited herein. Alternatively, if the scene identifier is already in the shortcut selection window, the scene identifier may be displayed in a preset manner in the identifier list, for example, gray display, or non-touch manner, which is not limited herein; or the scene identifications existing in the shortcut selection window are not displayed in the identification list.
S402, adding a scene shortcut skip identifier corresponding to the selected scene identifier to the shortcut selection window in response to the selection operation of at least one scene identifier to be selected in the identifier list, and obtaining the edited shortcut selection window.
Based on the description of the above embodiment, after the identifier list is displayed, at least one candidate scene identifier may be selected from the identifier list by clicking, multi-clicking, dragging or the like based on the touch display screen to generate a selection operation, optionally, a batch selection may be performed, that is, a user may select a plurality of (e.g., 2, 3, etc.) candidate scene identifiers in the identifier list for adding, so that the adding efficiency may be improved. In response to a selection operation of at least one to-be-selected scene identifier in the identifier list, a scene shortcut skip identifier corresponding to the selected to-be-selected scene identifier can be added in the shortcut selection window, and it can be understood that if the selection is batch selection, the addition can be batch addition.
Optionally, when at least one to-be-selected scene identifier is selected in the identifier list for adding to the shortcut selection window, the selection may also be performed by means of keyword searching, which is not limited herein, so that the adding efficiency may be improved.
Fig. 5 is a flowchart of another game scene jump method provided by the embodiment of the present application, in an alternative implementation manner, in order to further improve the efficiency of adding a scene shortcut jump identifier, as shown in fig. 5, the controlling, in response to an adding instruction, adding a scene shortcut jump identifier corresponding to a scene identifier in a game map interface in a shortcut selection window includes:
s501, in the editing mode, a shortcut adding control of a scene identifier in a game map interface is displayed.
Optionally, the shortcut adding control may be displayed at a preset position (for example, an upper left corner, an upper right corner, or a position of a surrounding area) of a scene identifier corresponding to each game scene, and marked with a preset symbol, for example, "+", etc., which is not limited herein, and may be adjusted according to an actual application scene.
S502, adding a scene shortcut jump identifier corresponding to the shortcut adding control corresponding to the second operation in the shortcut selecting window in response to the second operation of the shortcut adding control, and acquiring the edited shortcut selecting window.
Wherein, based on the shortcut adding control of the scene mark displayed in the game map interface, the user can generate a second operation for the shortcut adding control by clicking, double clicking and the like based on the touch display screen, and in response to the second operation, the scene shortcut jump mark corresponding to the shortcut adding control corresponding to the second operation can be added in the shortcut selecting window, it can be understood that the scene shortcut jump identifier corresponding to the shortcut adding control is the scene shortcut jump identifier corresponding to the scene identifier corresponding to the shortcut adding control, and after the adding is completed, the edited shortcut selection window can be obtained.
It can be appreciated that by applying the embodiment of the application, a player can quickly add the target scene shortcut jump identifier corresponding to the target scene identifier to the shortcut selection window through the shortcut adding control of the scene identifier in the game map interface at any time in the game process, so that the game experience of the user is improved.
It should be noted that, according to an actual application scenario, the game scenario jump method may include the embodiments of step S401, step S402, step S501 and step S502 at the same time, so that under different application scenarios, a user may select a corresponding adding manner to quickly add the target scenario shortcut jump identifier corresponding to the target scenario identifier to the shortcut selection window.
In an alternative embodiment, a shortcut addition control for displaying a scene identifier in a game map interface includes: and displaying a shortcut adding control of the scene mark in the game map interface by a preset animation.
Optionally, in order to facilitate the user to distinguish the shortcut adding control well from other contents in the game scene, the shortcut adding control of the scene identifier in the game map interface may be displayed in a preset animation. For example, a swinging special effect, a high-light special effect and the like can be added for quickly adding the control, but the method is not limited to the method.
In an optional embodiment, the controlling, in response to the adding instruction, adding, in the shortcut selection window, a scene shortcut skip identifier corresponding to a scene identifier in the game map interface, includes:
In the editing mode, responding to the moving operation of the scene identifier corresponding to the target game scene in the game map interface, moving the scene identifier corresponding to the target game scene into the shortcut selection window, adding the scene shortcut jump identifier corresponding to the target game scene into the shortcut selection window, and obtaining the edited shortcut selection window.
Of course, in the actual operation process, the scene shortcut jump identifier corresponding to the target game scene can be added in the shortcut selection window through mobile operation, so that the diversity of the adding modes is improved, and the user experience is improved. Optionally, a moving operation for the scene identifier corresponding to the target game scene in the game map interface can be generated by sliding, dragging, swinging and the like based on the touch display screen, the scene identifier corresponding to the target game scene can be moved into the shortcut selection window in response to the moving operation, and the scene shortcut skip identifier corresponding to the target game scene is added in the shortcut selection window, so that a user can intuitively observe the whole moving process, and the game interaction experience of the user is improved. For example, when the flick mode is configured in advance to control the flick of the scene identifier corresponding to the game scene in the direction in which the shortcut selection window is located, the movement operation for the scene identifier corresponding to the game scene may be considered to be generated, but the actual operation mode is not limited thereto.
In addition, it can be understood that after editing, the edited scene shortcut skip identifier can be saved by clicking the save control, or saved in a real-time saving manner, which is not limited herein, and finally, the edited shortcut selection window can be obtained, and the shortcut selection skip operation of the scene can be performed based on the edited shortcut selection window, and the specific content can be found in the related parts.
Based on the description of the embodiment, the application can respond to the second operation of the quick adding control or respond to the moving operation of the corresponding scene identifier of the target game scene in the game map interface through responding to the operation of the adding control so as to achieve the purpose of adding the scene quick jump identifier in the quick selection window, thereby leading the adding modes to be diversified. Of course, any two operation modes may be combined according to actual application scenarios.
In an alternative embodiment, after obtaining the edited shortcut selection window, the method further includes:
If the number of the scene shortcut skip identifiers in the edited shortcut selection window is larger than the preset number, displaying the preset number of scene shortcut skip identifiers in the shortcut selection window according to the preset sequence; or displaying a scene shortcut jump identifier corresponding to the game scene in the part of game map interfaces contained in the current interface in the shortcut selection window.
It will be appreciated that, in general, in order not to affect other operations of the user, to avoid blocking the line of sight, the number of scene shortcut skip markers displayable in the shortcut selection window is limited, which may display a preset number of markers at most, alternatively, the preset number may be 5, 8, 10, etc., which is not limited herein. If the number of the scene shortcut skip identifiers in the edited shortcut selection window is greater than the preset number, the preset number of the identifiers may be displayed in the shortcut selection window according to a preset sequence, alternatively, the preset sequence may be determined according to an adding sequence of each scene shortcut skip identifier, or may be determined according to a coordinate position of a game scene corresponding to each scene shortcut skip identifier in the game map, which is not limited herein.
In some embodiments, in order to avoid that the user operation is affected by displaying excessive scene shortcut skip identifiers in the shortcut selection window, the scene shortcut skip identifiers corresponding to the game scenes in the part of the game map interfaces included in the current interface may be displayed in the shortcut selection window, so that on one hand, loading efficiency of the shortcut selection window may be improved, and on the other hand, when the user later selects the target scene shortcut skip identifier, selection efficiency may be improved.
In an alternative embodiment, before determining the target scene shortcut jump identifier from the at least one scene shortcut jump identifier in response to a selection instruction triggered by the shortcut selection window, the method includes:
if the number of the scene shortcut jump identifiers in the edited shortcut selection window is larger than the preset number, the scene shortcut jump identifiers displayed in the shortcut selection window are adjusted in response to the sliding operation for the shortcut selection window, and the adjusted shortcut selection window is controlled to contain the target scene shortcut jump identifiers.
It can be understood that if the number of scene shortcut jump identifiers in the edited shortcut selection window is greater than the preset number, that is, the shortcut selection window cannot display all scene shortcut jump identifiers to the user at the same time, the scene shortcut jump identifiers can be paged and displayed, alternatively, the user can act on any position of the shortcut selection window interface in a sliding manner (such as left sliding, right sliding, up sliding, down sliding, etc.), a sliding operation for the shortcut selection window is generated, and in response to the sliding operation, the scene shortcut jump identifiers displayed in the shortcut selection window can be adjusted. Of course, it should be noted that the present application is not limited to the adjustment times, and multiple adjustments may be performed according to the actual application scenario until the adjusted shortcut selection window includes the target scenario shortcut jump identifier for the user to select.
By applying the embodiment of the application, when the shortcut selection window comprises a plurality of scene shortcut jump identifiers, any scene shortcut jump identifier can still be selected as the target scene shortcut jump identifier, and the applicability is improved.
In an alternative embodiment, the method further comprises: and responding to the adjustment operation of the current game map interface, and adjusting the game scene displayed by the game map interface.
For the current game map interface, the game scene displayed by the current game map interface may be adjusted according to the actual application scene, and it may be understood that if the adjustment is performed, the scene identifier included in the game map interface will be adaptively adjusted according to the game scene.
Among them, the adjustment modes include but are not limited to: the present invention is not limited to the above examples, but may be applied to any type of game device.
In an optional embodiment, the adjusting the game scene displayed on the game map interface in response to the adjusting operation on the current game map interface includes:
Responding to the zooming operation of the current game map interface, and adjusting the game scene displayed in the current game map interface; or in response to a drag operation on the current game map interface, moving adjusts the game scene displayed in the current game map interface.
Optionally, a preset zoom control may be included in the game map interface, where the preset zoom control may be disposed at a fixed location on the game map interface, or may be suspended on the game map interface, which is not limited herein. The zoom control may include an zoom-in control and a zoom-out control that may be used to zoom in or out on the game map interface, thereby achieving the goal of adjusting the game scene displayed in the current game map interface.
Of course, the game map interface may also be configured to respond to the multi-touch operation, and adjust to zoom in or zoom out the game scene displayed in the current game map interface. For example, the player may zoom in or out on the current game map interface by way of a double-assignment slide, which is not limited herein.
In addition, according to the actual application scene, the user can generate a drag operation for the current game map interface by clicking, multi-clicking, long-pressing, sliding, dragging and the like based on the touch display screen, and can move and adjust the game scene displayed in the current game map interface in response to the drag operation. For example, the user may select any map position in the current game map interface in a long-press manner based on the touch display screen, and then move and adjust the area displayed by the map in the current interface in a dragging manner, which is not limited herein.
Fig. 6 is a schematic diagram of a graphical user interface provided by an embodiment of the present application, fig. 7 is a schematic diagram of another graphical user interface provided by an embodiment of the present application, and fig. 8 is a schematic diagram of yet another graphical user interface provided by an embodiment of the present application. Optionally, as shown in fig. 6 to 8, the graphical user interface may display a game map interface and a shortcut selection window, where the game map interface may include at least one scene identifier 110, and the shortcut selection window may include at least one scene shortcut skip identifier 121, and in the editing mode, the player may display an identifier list through the touch adding control 130, and in response to a selection operation of at least one candidate scene identifier in the identifier list, may add a scene shortcut skip identifier corresponding to the selected candidate scene identifier, such as a scene shortcut skip identifier 122 corresponding to a scene identifier "forbidden forest", in the shortcut selection window; or the player can add the scene mark shortcut adding control displayed in the game map interface, such as the scene mark "bedroom" shortcut adding control 140, optionally, a second operation for the shortcut adding control 140 can be generated by clicking, multi-clicking, long-pressing and the like on the basis of the touch display screen, the scene shortcut jump mark 123 corresponding to the "bedroom" can be added in the shortcut selecting window in response to the second operation, and after the adding, optionally, the edited shortcut selecting window can be obtained by storing through the touch control storing control 150; or may be added in the foregoing manner, and the present application is not described herein.
In addition, as shown in fig. 8, in the editing mode, a deletion control of the scene shortcut jump identifier in the shortcut selection window may be displayed, for example, a deletion control 190 of the scene shortcut jump identifier 121 corresponding to the scene identifier "library" may be displayed, optionally, a first operation for the deletion control 190 may be generated by acting on the deletion control 190 in a single click, multiple clicks, long press or the like manner based on the touch display screen, and in response to the first operation, the scene shortcut jump identifier corresponding to the deletion control 190 corresponding to the first operation may be deleted, that is, the scene shortcut jump identifier 121 corresponding to the scene identifier "library" may be deleted, which may, of course, also be deleted in other manners.
In some embodiments, as shown in fig. 8, the shortcut selection window may further include an up-page control 170 and a down-page control 160, and optionally, the player may act on the up-page control 170 or the down-page control 160 by clicking on the touch display screen, so that a scene shortcut skip identifier displayed in the shortcut selection window may be adjusted, and the adjusted shortcut selection window is controlled to include the target scene shortcut skip identifier. Optionally, the game map interface may further include a preset zoom control 180, and as can be seen from the above description, the player may touch the preset zoom control 180 to zoom in or zoom out on the game map interface, so as to achieve the purpose of adjusting the game scene displayed in the current game map interface.
Of course, it should be noted that the schematic manner of the shortcut selection window is not limited to the above illustration, and may be flexibly adjusted according to the actual application scenario.
Fig. 9 is a schematic functional block diagram of a game scene jump device according to an embodiment of the present application, where the device may display a graphical user interface through a terminal device, where the graphical user interface includes at least a game scene and a map thumbnail, and the basic principle and the technical effects of the device are the same as those of the foregoing corresponding method embodiment, and for brevity, no part is mentioned in this embodiment, and reference may be made to corresponding contents in the method embodiment. As shown in fig. 9, the game scene jump apparatus 200 includes:
The display module 210 is configured to respond to an operation instruction triggered by the map thumbnail, and display a game map interface and a shortcut selection window through a graphical user interface, where the game map interface includes at least one scene identifier, the scene identifier configuration responds to triggering operation control to enter a corresponding game scene, the shortcut selection window includes at least one scene shortcut skip identifier, and a game scene corresponding to the scene shortcut skip identifier is the same as a game scene corresponding to at least one scene identifier in the game map interface;
A determining module 220, configured to determine a target scene shortcut skip identifier from at least one scene shortcut skip identifier in response to a selection instruction triggered by the shortcut selection window;
The control module 230 is configured to control the game scenario corresponding to the fast jump identifier of the jump to the target scenario.
Fig. 10 is a schematic functional block diagram of another game scene jumping device according to an embodiment of the present application. In an alternative embodiment, as shown in fig. 10, the game scene jump apparatus 200 further includes: an editing module 240, configured to initiate an editing mode of the shortcut selection window in response to an editing instruction; responding to the adding instruction, and controlling to add a scene shortcut jump identifier corresponding to the scene identifier in the game map interface in the shortcut selection window; and responding to the deleting instruction, and controlling the scene shortcut jump identification in the deleting shortcut selection window.
In an alternative embodiment, the editing module 240 is specifically configured to display, in the editing mode, a deletion control of the scene shortcut jump identifier in the shortcut selection window; and deleting the scene shortcut skip identifier corresponding to the deletion control corresponding to the first operation in response to the first operation of the deletion control, and acquiring the edited shortcut selection window.
In an alternative embodiment, the editing module 240 is specifically configured to, in an editing mode, respond to a movement operation on the scene shortcut skip identifier, move the scene shortcut skip identifier corresponding to the movement operation out of the shortcut selection window, delete the scene shortcut skip identifier corresponding to the movement operation, and obtain the edited shortcut selection window.
In an alternative embodiment, the editing module 240 is specifically configured to, in an editing mode, display an identifier list in response to an operation of adding a control, where the identifier list includes: the method comprises the steps that a part of game map interfaces contained in a current interface are provided with to-be-selected scene identifiers corresponding to game scenes or to-be-selected scene identifiers corresponding to all game scenes; and adding a scene shortcut skip identifier corresponding to the selected scene identifier to the shortcut selection window in response to the selection operation of at least one scene identifier to be selected in the identifier list, and obtaining the edited shortcut selection window.
In an alternative embodiment, the editing module 240 is specifically configured to display, in an editing mode, a shortcut addition control for a scene identifier in the game map interface; and responding to a second operation of the shortcut adding control, adding a scene shortcut jump identifier corresponding to the shortcut adding control corresponding to the second operation in the shortcut selecting window, and acquiring the edited shortcut selecting window.
In an alternative embodiment, the editing module 240 is specifically configured to display the shortcut adding control of the scene identifier in the game map interface in a preset animation.
In an optional embodiment, the editing module 240 is specifically configured to, in an editing mode, respond to a moving operation on a scene identifier corresponding to a target game scene in the game map interface, move the scene identifier corresponding to the target game scene into the shortcut selection window, and add a scene shortcut skip identifier corresponding to the target game scene in the shortcut selection window, so as to obtain the edited shortcut selection window.
In an alternative embodiment, the game scene jump apparatus further includes: the display module is used for displaying the preset number of scene shortcut skip identifiers in the shortcut selection window according to the preset sequence if the number of the scene shortcut skip identifiers in the edited shortcut selection window is larger than the preset number; or displaying a scene shortcut jump identifier corresponding to the game scene in the part of game map interfaces contained in the current interface in the shortcut selection window.
In an optional embodiment, the display module is specifically configured to, if the number of scene shortcut skip identifiers in the edited shortcut selection window is greater than a preset number, adjust the scene shortcut skip identifiers displayed in the shortcut selection window in response to a sliding operation for the shortcut selection window, and control the adjusted shortcut selection window to include the target scene shortcut skip identifiers.
In an alternative embodiment, the game scene jump apparatus further includes: and the adjusting module is used for responding to the adjusting operation of the current game map interface and adjusting the game scene displayed by the game map interface.
In an alternative embodiment, the adjusting module is specifically configured to adjust a game scene displayed in the current game map interface in response to a zoom operation of the current game map interface; or in response to a drag operation on the current game map interface, moving adjusts the game scene displayed in the current game map interface.
The foregoing apparatus is used for executing the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, and are not described herein again.
The above modules may be one or more integrated circuits configured to implement the above methods, for example: one or more Application SPECIFIC INTEGRATED Circuits (ASIC), or one or more microprocessors (DIGITAL SIGNAL Processor DSP), or one or more field programmable gate arrays (Field Programmable GATE ARRAY FPGA), etc. For another example, when a module above is implemented in the form of a processing element scheduler code, the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, CPU) or other processor that may invoke the program code. For another example, the modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 11 is a schematic structural diagram of an electronic device according to an embodiment of the present application. As shown in fig. 11, the electronic device may include: processor 510, storage medium 520, and bus 530, storage medium 520 storing machine-readable instructions executable by processor 510, processor 510 and storage medium 520 communicating over bus 530 when the electronic device is running, processor 510 executing machine-readable instructions to perform the steps of the method embodiments described above. The specific implementation manner and the technical effect are similar, and are not repeated here.
Optionally, the present application further provides a storage medium, on which a computer program is stored, which when being executed by a processor performs the steps of the above-described method embodiments. The specific implementation manner and the technical effect are similar, and are not repeated here.
In the several embodiments provided by the present application, it should be understood that the disclosed apparatus and method may be implemented in other manners. For example, the apparatus embodiments described above are merely illustrative, e.g., the division of elements is merely a logical functional division, and there may be additional divisions of actual implementation, e.g., multiple elements or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or units, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed over a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in hardware plus software functional units.
The integrated units implemented in the form of software functional units described above may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium, and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (english: processor) to perform part of the steps of the methods of the embodiments of the application. And the aforementioned storage medium includes: u disk, mobile hard disk, read-Only Memory (ROM), random access Memory (Random Access Memory, RAM), magnetic disk or optical disk, etc.
It should be noted that in this document, relational terms such as "first" and "second" and the like are used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article, or apparatus that comprises an element.
The above is only a preferred embodiment of the present application, and is not intended to limit the present application, but various modifications and variations can be made to the present application by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the protection scope of the present application. It should be noted that: like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures. The above is only a preferred embodiment of the present application, and is not intended to limit the present application, but various modifications and variations can be made to the present application by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (15)

1. A game scene jump method characterized by displaying a graphical user interface through a terminal device, the graphical user interface comprising at least a game scene and a map thumbnail, the method comprising:
Responding to an operation instruction triggered by the map thumbnail, displaying a game map interface and a shortcut selection window through a graphical user interface, wherein the game map interface comprises at least one scene identifier, the scene identifier configuration responds to triggering operation control to enter a corresponding game scene, the shortcut selection window comprises at least one scene shortcut jump identifier, and the game scene corresponding to the scene shortcut jump identifier is identical to the game scene corresponding to the at least one scene identifier in the game map interface;
determining a target scene shortcut jump identifier from the at least one scene shortcut jump identifier in response to a selection instruction triggered by the shortcut selection window;
The control jumps to the game scene corresponding to the target scene shortcut jump mark;
The method further comprises the steps of:
responding to an editing instruction, and starting an editing mode of the shortcut selection window;
and responding to the deleting instruction, controlling to delete the scene shortcut jump identifier in the shortcut selection window, and displaying the scene shortcut jump identifier corresponding to the game scene in the part of game map interfaces contained in the current interface in the shortcut selection window.
2. The method according to claim 1, wherein the method further comprises:
And responding to the adding instruction, and controlling the adding of the scene shortcut jump identifier corresponding to the scene identifier in the game map interface in the shortcut selection window.
3. The method of claim 1, wherein the controlling the deletion of the scene shortcut jump identification in the shortcut selection window in response to the deletion instruction comprises:
in the editing mode, displaying a deletion control of the scene shortcut jump identifier in the shortcut selection window;
And deleting the scene shortcut jump identifier corresponding to the deletion control corresponding to the first operation in response to the first operation of the deletion control, and acquiring the edited shortcut selection window.
4. The method of claim 1, wherein the controlling the deletion of the scene shortcut jump identification in the shortcut selection window in response to the deletion instruction comprises:
In the editing mode, responding to the moving operation of the scene shortcut jump mark, moving the scene shortcut jump mark corresponding to the moving operation to the outside of the shortcut selection window, deleting the scene shortcut jump mark corresponding to the moving operation, and obtaining the edited shortcut selection window.
5. The method of claim 2, wherein the controlling, in response to the adding instruction, adding a scene shortcut jump identifier corresponding to a scene identifier in the game map interface in the shortcut selection window includes:
In the editing mode, in response to an operation of adding a control, displaying an identification list, wherein the identification list comprises: the method comprises the steps that a part of game map interfaces contained in a current interface correspond to a to-be-selected scene identifier, or all game scenes in the game map interfaces correspond to the to-be-selected scene identifier;
And responding to the selection operation of at least one to-be-selected scene identifier in the identifier list, adding a scene shortcut jump identifier corresponding to the selected to-be-selected scene identifier in the shortcut selection window, and obtaining the edited shortcut selection window.
6. The method of claim 2, wherein the controlling, in response to the adding instruction, adding a scene shortcut jump identifier corresponding to a scene identifier in the game map interface in the shortcut selection window includes:
In the editing mode, displaying a shortcut adding control of a scene identifier in a game map interface;
And responding to a second operation of the shortcut adding control, adding a scene shortcut jump identifier corresponding to the shortcut adding control corresponding to the second operation in the shortcut selecting window, and acquiring the edited shortcut selecting window.
7. The method of claim 6, wherein displaying a shortcut addition control for a scene identification in a game map interface comprises:
And displaying a shortcut adding control of the scene mark in the game map interface by a preset animation.
8. The method of claim 2, wherein the controlling, in response to the adding instruction, adding a scene shortcut jump identifier corresponding to a scene identifier in the game map interface in the shortcut selection window includes:
In the editing mode, responding to a moving operation of a scene identifier corresponding to a target game scene in a game map interface, moving the scene identifier corresponding to the target game scene into the shortcut selection window, adding a scene shortcut jump identifier corresponding to the target game scene into the shortcut selection window, and acquiring the edited shortcut selection window.
9. The method according to any one of claims 3-8, wherein after the obtaining the edited shortcut selection window, the game scene jump method further comprises:
And if the number of the scene shortcut skip identifiers in the edited shortcut selection window is larger than the preset number, displaying the preset number of scene shortcut skip identifiers in the shortcut selection window according to a preset sequence.
10. The method of claim 9, wherein the game scene jump method further comprises, prior to determining a target scene shortcut jump identifier from the at least one scene shortcut jump identifier in response to a selection instruction triggered by a shortcut selection window:
If the number of the scene shortcut jump identifiers in the edited shortcut selection window is larger than the preset number, the scene shortcut jump identifiers displayed in the shortcut selection window are adjusted in response to the sliding operation of the shortcut selection window, and the adjusted shortcut selection window is controlled to contain the target scene shortcut jump identifiers.
11. The method according to claim 1, wherein the method further comprises:
and adjusting the game scene displayed by the game map interface in response to the adjustment operation of the current game map interface.
12. The method of claim 11, wherein adjusting the game scene displayed by the game map interface in response to an adjustment operation of the current game map interface comprises:
Responding to the zooming operation of the current game map interface, and adjusting the game scene displayed in the current game map interface; or alternatively
And responding to the drag operation of the current game map interface, and moving and adjusting the game scene displayed in the current game map interface.
13. A game scene jump apparatus characterized in that a graphic user interface including at least a game scene and a map thumbnail is displayed through a terminal device, the game scene jump apparatus comprising:
the display module is used for responding to an operation instruction triggered by the map thumbnail, displaying a game map interface and a shortcut selection window through a graphical user interface, wherein the game map interface comprises at least one scene identifier, the scene identifier configuration responds to triggering operation control to enter a corresponding game scene, the shortcut selection window comprises at least one scene shortcut jump identifier, and the game scene corresponding to the scene shortcut jump identifier is the same as the game scene corresponding to the at least one scene identifier in the game map interface;
the determining module is used for responding to a selection instruction triggered by the shortcut selection window and determining a target scene shortcut jump identifier from the at least one scene shortcut jump identifier;
The control module is used for controlling the jump to the game scene corresponding to the target scene shortcut jump mark;
The editing module is used for responding to an editing instruction and starting an editing mode of the shortcut selection window; and responding to the deleting instruction, controlling to delete the scene shortcut jump identifier in the shortcut selection window, and displaying the scene shortcut jump identifier corresponding to the game scene in the part of game map interfaces contained in the current interface in the shortcut selection window.
14. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating over the bus when the electronic device is running, the processor executing the machine-readable instructions to perform the steps of the game scene jump method of any of claims 1-12.
15. A storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the game scene jump method of any of claims 1-12.
CN202110115192.0A 2021-01-27 2021-01-27 Game scene jumping method and device, electronic equipment and storage medium Active CN112774192B (en)

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