A display control method and device in a game

By responding to movement and viewing commands in MOBA games and utilizing a picture-in-picture display method to quickly locate and switch game scenes in the graphical user interface, the problem of virtual cameras being unable to quickly locate game events is solved, achieving efficient and accurate control of the game situation and improving the player experience.

CN113952718BActive Publication Date: 2026-01-02NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111161140.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-09-30
Publication Date
2026-01-02
Estimated Expiration
2041-09-30

AI Technical Summary

Technical Problem

In MOBA games, the virtual camera cannot quickly locate the game scene corresponding to the game event, which makes it impossible for players to control the game situation efficiently and accurately. When the virtual camera is moved by sliding the graphical user interface or the global map, the existing technology cannot effectively control the main game scene from the player's perspective.

Method used

By responding to movement control commands to move virtual characters, determining the display area of ​​the game scene in the graphical user interface based on their position, outputting notification information for the target event, and responding to viewing commands to display the game scene area corresponding to the target event in the graphical user interface, the associated identifier can be displayed using picture-in-picture display mode or the user can directly switch to the target event scene, thus achieving rapid positioning and control.

Benefits of technology

It enables players to quickly locate and efficiently obtain information about the game scene corresponding to game events, while maintaining control over the main game scene from their own perspective, thus improving the game experience and the efficiency of tactical decision-making.

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Patent Text Reader

Abstract

The application discloses a display control method and device in a game, the method comprising: in response to a movement control instruction, controlling a first virtual character to move in a game scene, and determining a first game scene area in a graphical user interface in which the game scene is displayed according to the position of the first virtual character; in response to a target event occurring in a third game scene area in the game scene, outputting notification information for the target event in the graphical user interface; and in response to a viewing instruction for the target event, displaying the third game scene area corresponding to the target event in the graphical user interface. By using the method, the condition of the third game scene corresponding to the target event can be efficiently learned, and the player can efficiently and accurately control the game situation.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of human-computer interaction, in particular to a display control method in a game. The present application also relates to a display control device in a game, a game terminal and a computer readable storage medium. BACKGROUND

[0002] In a mainstream MOBA game (Multiplayer Online Battle Arena Games) on a mobile platform, a virtual camera is locked on a virtual character controlled by a player. When other game events occur and a notification of the game event is generated (the game event can be any event, such as a teammate being killed or an enemy being killed), the player wants to view other game scenes corresponding to the game event (for example, the global situation of the game after the game event occurs), and the processing manner of the virtual camera is inconvenient. SUMMARY

[0003] Embodiments of the present application provide a display control method, device, game terminal and computer readable storage medium in a game to solve the technical problem of the inconvenient processing manner of the virtual camera in the prior art, for example, the virtual camera can only be moved by a field of view control manner such as sliding a graphical user interface or a global map (mini-map) of a game scene, and the display scene of the graphical user interface has to change. Embodiments of the present application provide a display control method in a game, the game including a first virtual character in a game scene, the method comprising:

[0004] in response to a movement control instruction, controlling the first virtual character to move in the game scene, and determining a first game scene area in which the game scene is displayed in a graphical user interface according to a position of the first virtual character;

[0005] in response to a target event occurring in a third game scene area in the game scene, outputting notification information for the target event in the graphical user interface;

[0006] in response to a viewing instruction for the target event, displaying the third game scene area corresponding to the target event in the graphical user interface.

[0007] Optionally, the displaying the third game scene area corresponding to the target event in the graphical user interface in response to the viewing instruction for the target event comprises:

[0008] in response to a triggering instruction for the notification information of the target event, displaying the third game scene area corresponding to the target event in the graphical user interface.

[0009] Optionally, the method further comprises: in response to a target event occurring in a third game scene region in the game scene, outputting an associated identifier corresponding to the target event;

[0010] The response to the viewing instruction for the target event displays the third game scene region corresponding to the target event on the graphical user interface, which comprises:

[0011] In response to a trigger instruction for the associated identifier corresponding to the target event, the third game scene region corresponding to the target event is displayed on the graphical user interface.

[0012] Optionally, after determining the first game scene region in which the game scene is displayed on the graphical user interface according to the position of the first virtual role, the method further comprises:

[0013] In response to a field of view control instruction, a second game scene region in which the game scene is displayed on the graphical user interface is determined according to the field of view control instruction.

[0014] Optionally, while displaying the third game scene region corresponding to the target event on the graphical user interface, the method further comprises: displaying the first game scene region on the graphical user interface in a picture-in-picture display mode.

[0015] Optionally, the method further comprises: displaying the second game scene region on the graphical user interface in a picture-in-picture display mode.

[0016] Optionally, the output of the associated identifier corresponding to the target event comprises: displaying the third game scene region in a picture-in-picture display mode; correspondingly, the associated identifier comprises: a sub-picture corresponding to the first game scene region.

[0017] Optionally, the display of the third game scene in a picture-in-picture display mode comprises: displaying a real-time rendering picture of the third game scene region in a picture-in-picture display mode in the displayed first game scene region; or, displaying a scene in which the target event occurs in a picture-in-picture display mode in a predetermined fast playback mode in the displayed first game scene region, and displaying the real-time rendering picture of the third game scene in a seamless manner.

[0018] Optionally, the display of the third game scene region in a picture-in-picture display mode comprises: displaying the scene in which the target event occurs in a picture-in-picture display mode in the first game scene region.

[0019] Optionally, the displaying the third game scene region corresponding to the target event on the graphical user interface comprises: switching the first game scene region of the graphical user interface to a real-time presentation picture of the third game scene region.

[0020] Optionally, the association identifier comprises a control for displaying the third game scene region.

[0021] Optionally, the control is displayed within a predetermined range of the notification information.

[0022] Optionally, the control is displayed in a global map of a game scene and corresponds to a position of the third game scene region in the global map.

[0023] Optionally, the control has a lens shape.

[0024] Optionally, the method further comprises: obtaining a detection result of whether the third game scene region meets a display condition; and the outputting the association identifier corresponding to the target event comprises: in response to the detection result being that the third game scene region meets the display condition, outputting the association identifier corresponding to the target event.

[0025] Optionally, the detection result is a real-time change state, and a display state of the association identifier changes in adaptation to the real-time change state of the detection result.

[0026] Optionally, the obtaining the detection result of whether the third game scene region meets the display condition comprises: obtaining whether a game operation subject currently has a field of view for the third game scene region.

[0027] Optionally, the displaying the third game scene region corresponding to the target event on the graphical user interface in response to the trigger instruction for the association identifier corresponding to the target event comprises: in response to a trigger instruction generated after the association identifier is clicked, switching the first game scene region displayed on the graphical user interface to the third game scene region corresponding to the target event.

[0028] The method further comprises: in response to a release trigger instruction generated after the association identifier is released, switching the third game scene region displayed on the graphical user interface back to the first game scene region.

[0029] Optionally, the method further comprises: restoring the first game scene region to be displayed on the graphical user interface within a predetermined time.

[0030] Optionally, the method further includes: in response to a virtual joystick for controlling the first virtual character to move being triggered, the first game scene region is further displayed in the graphical user interface.

[0031] Optionally, the third game scene region corresponding to the target event is displayed in the graphical user interface, including: the third game scene region corresponding to the target event is displayed in the first game scene region displayed in the graphical user interface in a picture-in-picture manner.

[0032] Embodiments of the present application further provide a display control device in a game, which is arranged in a game terminal, the game including a first virtual character in a game scene, and the device includes:

[0033] A first game scene region determination unit is configured to control the first virtual character to move in the game scene in response to a movement control instruction, and determine a first game scene region of the game scene displayed in a graphical user interface according to a position of the first virtual character.

[0034] A notification information output unit is configured to output notification information for a target event in a third game scene region of the game scene in the graphical user interface in response to the target event.

[0035] A third game scene region display unit is configured to display the third game scene region corresponding to the target event in the graphical user interface in response to a viewing instruction for the target event.

[0036] Embodiments of the present application further provide a game terminal including a processor and a memory; wherein the memory is configured to store one or more computer instructions, wherein the one or more computer instructions are executed by the processor to implement the display control method of the game.

[0037] Embodiments of the present application further provide a computer readable storage medium having one or more computer instructions stored thereon, wherein the instructions are executed by a processor to implement the display control method of the game.

[0038] Compared with the prior art, embodiments of the present application have the following advantages:

[0039] The display control method in the game provided in this application embodiment, in response to a movement control command, controls a first virtual character to move in the game scene, and determines a first game scene area to be displayed in the graphical user interface based on the position of the first virtual character; in response to a target event occurring in a third game scene area in the game scene, outputs notification information for the target event in the graphical user interface; in response to a viewing command for the target event, displays the third game scene area corresponding to the target event in the graphical user interface. For example, after the graphical user interface outputs notification information for the target event, it outputs a corresponding association identifier for the target event. After the association identifier is triggered, the third game scene area corresponding to the target event is displayed in the graphical user interface; or, after the above notification information is triggered by the player, the third game scene area corresponding to the target event is displayed in the graphical user interface, and the first game scene area can be displayed in a picture-in-picture manner within the displayed third game scene area. This method uses the output of the target event's notification information as a prerequisite for displaying the third game scene area corresponding to the target event. Compared to methods that rely on sliding the virtual camera through the graphical user interface or the game scene's global map (minimap) to determine the game scene corresponding to a game event, this application allows players to quickly locate the third game scene area corresponding to the target event. This enables players to efficiently understand the status of the third game scene area, facilitating their efficient and accurate control of the game situation. Furthermore, after displaying the third game scene area corresponding to the target event in the graphical user interface, the first game scene area can also be displayed in a picture-in-picture manner within the graphical user interface. This allows players to efficiently understand the status of the third game scene area while simultaneously maintaining control over the first game scene area, effectively enhancing the player experience. Attached Figure Description

[0040] Figure 1 This is a schematic diagram of the structure of a game system provided in an embodiment of this application;

[0041] Figure 2 This is a schematic diagram of another game system provided in an embodiment of this application;

[0042] Figure 3 This is a flowchart of the display control method in a game provided in the first embodiment of this application;

[0043] Figure 4 This is a flowchart illustrating the display of a third game scene area provided in an embodiment of this application;

[0044] Figure 5 This is a schematic diagram of the output target event in a game scene provided in an embodiment of this application;

[0045] Figure 6is a schematic diagram provided by an embodiment of the present application for displaying a picture-in-picture in a game scene;

[0046] Figure 7 is a schematic diagram provided by an embodiment of the present application for displaying a control in a game scene;

[0047] Figure 8 is a schematic diagram provided by an embodiment of the present application for displaying a control in a global map;

[0048] Figure 9 is a schematic diagram provided by an embodiment of the present application for displaying a control after a game scene switching;

[0049] Figure 10 is a unit block diagram of a display control device in a game provided by a second embodiment of the present application;

[0050] Figure 11 is a logical structure schematic diagram of a game terminal provided by a third embodiment of the present application. DETAILED DESCRIPTION

[0051] In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present application. However, it will be apparent to one skilled in the art that the present application can be practiced without the specific details set forth in this description. In other instances, well-known methods, procedures, components, and circuits have not been described in detail since it is considered that they can be adequately covered by those that are already known to those skilled in the art.

[0052] It should be noted that the terms "first", "second", and "third" and the like in the description and in the claims of the present application are used for distinguishing between similar objects and not necessarily for describing a specific sequential or chronological order. Such terms will be understood by those of ordinary skill in the art, given the context in which they are used, and it is intended that the present application encompasses permutations of the described embodiments. The terms "comprises", "comprising", "includes", "including", and the like specify the presence of stated features, steps, or components but do not preclude the presence or addition of one or more other features, steps, or components. The terminology used herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the present application.

[0053] Figure 1A structural schematic diagram of a game system provided for an embodiment of the present application includes multiple game terminals accessing the same game and a server connected therewith. Among them, the game terminal 1-game terminal 4 can be any device such as a desktop computer, a notebook computer, a personal digital assistant (PDA), a smart phone, a tablet computer, etc. Each game terminal can deploy a client, and in a game scene, a player can control a virtual character in the game scene through the client. The server is responsible for providing services to each game terminal accessed, for example, the server broadcasts the state of a virtual character controlled by a certain game terminal (for example, the virtual character is killed) to other game terminals.

[0054] Figure 2 Another structural schematic diagram of a game system provided for an embodiment of the present application includes multiple game terminals, does not include a server, and each game terminal has the functions of the server shown in Figure 1 .

[0055] MOBA type games (Multiplayer Online Battle Arena) are an important part of network games. In this type of game, players are usually divided into two teams, and the two teams compete with each other in a scattered game map. Each player controls his selected virtual character to fight with teammates through the graphical user interface of the game terminal. The control process can be a movement operation, a normal attack operation, a skill aiming and releasing operation, a lens control, etc. In this process, the virtual lens is locked on the virtual character controlled by the player. When other game events occur and a notification of the game event is generated (the game event can be any event, such as a teammate being killed event or an enemy being killed event), the player can only move the virtual lens by sliding the global map (mini-map) of the game scene or the field of view control mode to find the game scene corresponding to the game event, in order to control the game situation, for example, when a teammate is killed, the player often wants to observe the residual situation of the killing scene due to tactical needs. The player finds the position of the survivor on the global map by observing the global map, and then manually drags the global map to move the virtual lens, in order to find the residual situation of the killing scene. However, this method cannot quickly locate the game scene corresponding to the game event, and cannot efficiently obtain the situation of the game scene corresponding to the game event, so that the player cannot efficiently and accurately control the game situation, for example, the inconvenience and inefficiency of finding the residual situation and switching the lens will miss the best opportunity for tactical decision.

[0056] And in the process of positioning the game scene corresponding to the game event by using the field of vision control mode such as dragging the global map or the display screen, the display scene of the graphical user interface changes, so that the player cannot control the main game scene of his own perspective.

[0057] Therefore, in the process of displaying the game scene based on the game event, in order to quickly locate the game scene corresponding to the game event, to efficiently learn the situation of the game scene corresponding to the game event, so that the player can efficiently and accurately control the game situation, and in order to meet the premise of the player efficiently learning the situation of the game scene corresponding to the game event in the process of locating the game scene corresponding to the game event, the player can control the main game scene of his own perspective, the present application provides a game scene display method, a game scene display device corresponding to the method, a game terminal capable of implementing the game scene display method and a computer readable storage medium. The following embodiments are provided to describe the above method, device, game terminal and computer readable storage medium in detail.

[0058] The first embodiment of the present application provides a display control method in a game, which can include a plurality of virtual characters in a game scene. The first virtual character in the game scene is taken as an example for description. The application subject of the display control method in the game can be a computing device application for controlling the first virtual character by a game operation subject (game player). The computing device application can run on a game terminal, and is used for controlling and displaying the game scene by the game terminal. Figure 3 The flowchart of the display control method in the game provided by the first embodiment of the present application is as follows: Figure 3 The display control method in the game provided by the first embodiment is described in detail. The embodiments described below are used to explain the principles of the method, and are not limited in actual use.

[0059] As shown in the figure, Figure 3 The display control method in the game provided by the first embodiment includes the following steps:

[0060] S301, in response to the movement control instruction, controlling the first virtual character to move in the game scene, and determining the first game scene area in the graphical user interface according to the position of the first virtual character.

[0061] The game operation subject controls the first virtual character in the game scene based on the graphical user interface, and generates a movement control instruction accordingly. This step is used to control the first virtual character to move in the game scene in response to the movement control instruction, and determine a first game scene area in the graphical user interface based on the position of the first virtual character. The first game scene area changes in real time based on the change of the movement position of the first virtual character. In the MOBA game, the first game scene area can be the main game scene corresponding to the player's own perspective when the first virtual character controlled by the game operation subject is taken as the core attention area.

[0062] S302, in response to a target event occurring in a third game scene area in the game scene, outputting notification information for the target event on the graphical user interface.

[0063] After determining the first game scene area in the graphical user interface based on the above steps, this step is used to output notification information for the target event on the graphical user interface in response to a target event occurring in a third game scene area in the game scene. The third game scene area is a different area in the game scene corresponding to the first game scene area. The notification information for the target event can be text information describing the target event, voice broadcast information corresponding to the target event, a combination of text information and voice broadcast information, or other forms of information types (such as simulated animation for the target event), or different forms of information types can be used to output for different event types corresponding to the target event, which is not limited here. For example, in the MOBA game, the target event is the "game event" in the above content. For example, the barrage information displayed in the center of the top of the graphical user interface is "enemy (my) hero A killed (my) hero M", and voice broadcast prompt information can be added. As shown in the figure, the notification information of the target event is the text information "ally has been killed" displayed in the current game scene. Figure 5

[0064] S303, in response to a viewing instruction for the target event, displaying the third game scene area corresponding to the target event on the graphical user interface.

[0065] ​After the notification information of the target event is output on the graphical user interface through the above steps, the step is used to display the third game scene area corresponding to the target event on the graphical user interface in response to the viewing instruction of the target event. The process can be specifically: after the notification information is triggered by the game operation subject, a trigger instruction (i.e., the viewing instruction of the target event) corresponding to the notification information of the target event is generated, and in response to the trigger instruction, the third game scene area corresponding to the target event is displayed on the graphical user interface, for example, the first game scene area displayed on the graphical user interface is switched to the third game scene area corresponding to the target event. As shown in Figure 5 the notification information of the target event is the text information "ally has been killed" displayed in the current game scene. After the text information "ally has been killed" is triggered (e.g., clicked) by the player, the current first game scene area is switched to the third game scene area in which the ally has been killed. The above step of switching the first game scene area of the graphical user interface to the third game scene area corresponding to the target event after the notification information is triggered is to enable the player to quickly locate the third game scene area corresponding to the target event in the manner of triggering the notification information when the player learns about the occurrence of the target event through the notification information, so as to efficiently learn about the occurrence process or the result after the occurrence of the target event, and thus efficiently learn about the situation of the third game scene area corresponding to the target event, which is conducive to the efficient and accurate control of the game situation by the player.

[0066] As shown in Figure 4 in another embodiment of the present application, in addition to the above-mentioned manner of directly triggering the notification information, the above step S303 can also be implemented by triggering the associated identifier, and the process is specifically as follows:

[0067] S303-1, in response to the target event occurring in a third game scene region in the game scene, output an associated identifier corresponding to the target event. For example, after outputting the notification information for the target event in the first game scene region displayed in the graphical user interface, output the associated identifier of the third game scene region corresponding to the target event. In this embodiment, the output of the associated identifier corresponding to the target event can mean that the third game scene region is displayed in the first game scene region in a picture-in-picture (PiP) display mode. PiP is a display technology that superimposes two pictures of different sizes to display two display pictures simultaneously in a graphical user interface, that is, one or more scaled sub-pictures are inserted into the main picture to display the content of the sub-pictures while focusing on the main picture. Correspondingly, the associated identifier corresponding to the target event can be that the third game scene region corresponds to the sub-picture of the first game scene region, that is, the picture displayed in the first game scene region is the main picture of the picture displayed in the third game scene region, and the picture displayed in the third game scene region is the sub-picture of the picture displayed in the first game scene region (as shown in FIG. 8). Figure 6

[0068] In this embodiment, the displayed third game scene region can be a playback picture of the scene where the target event occurs, or a real-time display picture of the scene after the target event occurs at the current time point. The display of the third game scene region in the first game scene region in the picture-in-picture display mode can include the following types:

[0069] Type one: display the real-time display picture of the third game scene region in the first game scene region in the picture-in-picture display mode. That is, the player can preliminarily know the real-time display picture of the scene after the target event occurs at the current time point through the sub-picture in the picture-in-picture.

[0070] Type two: display the occurrence scene of the target event in the first game scene region in the picture-in-picture display mode in a predetermined fast playback mode, and display the real-time display picture of the third game scene region in a seamless manner. That is, the sub-picture of the first game scene region displays a fast playback of the occurrence scene of the target event, and the fast playback picture is combined and displayed with the real-time display picture of the third game scene region. In this way, the player can preliminarily know the whole picture of the target event (including the occurrence process and the real-time display picture after the occurrence) through the sub-picture in the picture-in-picture.

[0071] ​Type three: the occurrence scene of the target event is displayed in a picture-in-picture manner in the first game scene area. That is, the player only preliminarily knows the occurrence scene of the target event through a sub-picture in the picture-in-picture, which is a historical scene, not a real-time scene at the current time point after the occurrence of the target event.

[0072] It should be noted that the above association identifier can also be a control (for example, a button for switching from the displayed first game scene area to the third game scene area) for displaying the third game scene. The control can be displayed at any position of the first game scene area. In this embodiment, in order to remind the player, the control is preferably displayed within a predetermined range of the notification information of the target event, for example, the control is displayed at a position adjacent to the notification information of the target event (as shown in Figure 7 The player can perceive the control in the shortest possible time and make a decision on whether to trigger it.

[0073] In another embodiment of the present application, the control can also be displayed in a global map (mini-map) of the game scene, and the position of the control corresponds to the position of the third game scene area in the global map (as shown in Figure 8 That is, the area covered by the control is the occurrence area of the target event. Through this setting, the occurrence area of the target event can be more intuitively displayed to the player, so that the player can more quickly know the orientation information of the occurrence area of the target event relative to the global map.

[0074] In this embodiment, the display shape of the control can be set to a lens shape (as shown in Figure 7 or Figure 8 This informs the player of the meaning and function of the control. Through this setting, the meaning and function of the control can be more intuitively conveyed to the player, thereby reducing the understanding cost of the player in the operation and game process.

[0075] It should be noted that after the notification information of the target event is output, it is necessary to detect whether the third game scene area meets the display condition to obtain a corresponding detection result, for example, whether the current field of view of the game operation subject exists for the third game scene area, or whether the virtual character operated by the game operation subject currently reaches a level or other limited condition that can realize scene switching. Correspondingly, the association identifier of the third game scene area corresponding to the target event can be specifically defined as: in response to the detection result that the third game scene area meets the display condition, the association identifier of the target event is output.

[0076] In the embodiment, the detection result of whether the third game scene region obtained by detection meets the display condition can be in a real-time change state. For example, as time goes by, the game scene changes rapidly, the field of view of the first virtual character controlled by the game operation subject to the third game scene region changes at different time points, the energy level, skill level or other limited conditions of the first virtual character controlled by the game operation subject can also change at different time points. In this case, the display state of the associated identifier needs to change to adapt to the real-time change state of the detection result. For example, when the field of view of the first virtual character controlled by the game operation subject to the third game scene region changes from wide to narrow, the picture color of the sub-picture corresponding to the third game scene region in the first game scene region gradually becomes lighter and the brightness gradually decreases (or the color of the lens-shaped control for performing scene switching gradually becomes lighter and the brightness gradually decreases), and when the field of view of the virtual character controlled by the game operation subject to the third game scene region disappears, the sub-picture corresponding to the third game scene region in the first game scene region becomes black and white (or the lens-shaped control for performing scene switching is grayed out and becomes unavailable). In this way, the player can intuitively, dynamically and accurately know whether the display condition of the third game scene region is met based on the display state of the control or the display state of the sub-picture, and then determine whether to display the third game scene region, for example, whether to perform scene switching, thereby improving the convenience, reference, controllability and accuracy of the scene switching process.

[0077] S303-2, in response to the trigger instruction for the associated identifier, displaying the third game scene region corresponding to the target event on the graphical user interface. The first game scene region of the graphical user interface is switched to the third game scene region corresponding to the target event.

[0078] After the sub-step S303-1 outputs the associated identifier corresponding to the target event, this step is used to display the third game scene region corresponding to the target event on the graphical user interface after the associated identifier is triggered (for example, after the control for performing scene switching is selected by the player or the sub-picture displayed in the picture-in-picture mode is selected by the player). For example, the first game scene region displayed on the graphical user interface is switched to the third game scene region corresponding to the target event (as shown in Figure 9 The purpose of switching the first game scene region displayed on the graphical user interface to the third game scene region corresponding to the target event is to enable the player to quickly locate the third game scene region corresponding to the target event, thereby efficiently knowing the occurrence process or the result after the occurrence of the target event, and efficiently knowing the status of the third game scene region corresponding to the target event, which is beneficial to the efficient and accurate control of the game situation by the player.

[0079] Corresponding to the type three "playback display of the occurrence scene of the target event in the first game scene region in the picture-in-picture display mode" corresponding to "displaying the third game scene region in the picture-in-picture display mode in the first game scene region" in step S303-1, switching the first game scene region of the graphical user interface to the third game scene region corresponding to the target event in this step can mean: switching the first game scene region of the graphical user interface to the real-time rendering picture of the third game scene region at the current time point after the target event. For example, the occurrence scene of the target event is played back in the sub-picture of the first game scene region, and when the sub-picture is triggered by the player, the first game scene region as the main picture is switched to the real-time rendering picture of the scene after the target event at the current time point. In this way, the player can quickly know the content of the target event by watching the sub-picture in the first game scene region, and after the scene switching, the real-time rendering picture of the scene after the target event at the current time point can be obtained through the complete graphical user interface, so that the display mode and the display content of the game scene are adapted, and the control of the target event (occurrence and after occurrence) is more comprehensive, which helps the player to make decisions on the basis of accurate control of the game situation. For example, before the first game scene region of the graphical user interface is switched to the third game scene region corresponding to the target event, the player's attention is focused on the first game scene region, the sub-picture is only used as an auxiliary reference to understand the current game situation, and the target event is an event that has occurred and cannot be changed. The game scene at the current time point after the occurrence of the target event has a greater reference value and really affects the current game situation, so the importance of the playback picture of the target event is lower than that of the real-time rendering picture after the occurrence of the target event. Therefore, the playback picture is displayed in the sub-picture before the game scene switching, and the real-time rendering picture is displayed in the graphical user interface after the switching, so as to realize the adaptation of the importance of the display content to the display mode.

[0080] Optionally, while the graphical user interface displays the third game scene region corresponding to the target event, the method further comprises: displaying the first game scene region in the graphical user interface in a picture-in-picture manner.

[0081] In another embodiment of the present application, the response to the trigger instruction of the associated identifier corresponding to the target event is that the third game scene area corresponding to the target event is displayed on the graphical user interface. In addition, the response to the trigger instruction generated after the associated identifier is clicked can also be that the first game scene area displayed on the graphical user interface is switched to the third game scene area corresponding to the target event, and the response to the release trigger instruction generated after the associated identifier is released can also be that the third game scene area displayed on the graphical user interface is switched back to the first game scene area. For example, when the lens-shaped control (the control covers the occurrence area of the target event) corresponding to the position of the occurrence area of the target event in the global map (mini map) displayed on the game interface is pressed (not released) by the player, the first game scene area (the scene of the game operator's own perspective) of the graphical user interface is switched to the third game scene area (the scene after the game operator's teammate is killed) corresponding to the target event. When the control is released by the player, the third game scene area (the scene after the game operator's teammate is killed) of the graphical user interface is switched back to the first game scene area (the scene of the game operator's own perspective). In this way, the target event (occurrence or after occurrence) can be controlled in a more appropriate game scene, that is, during the game operation process, the game situation changes rapidly, and through the operation of the single pressing and releasing control or sub-screen, the target event (occurrence or after occurrence) can be controlled in a continuous and gapless manner, and the scene of the game operator's own perspective can be restored, simplifying the operation and adapting to the efficiency of the game operation process.

[0082] In another embodiment of the present application, the first game scene area can also be restored and displayed on the graphical user interface in the following manners: the first game scene area is restored and displayed on the graphical user interface within a predetermined time, for example, the third game scene area of the graphical user interface is switched back to the first game scene area within a predetermined time (for example, the third game scene area of the graphical user interface is automatically switched back to the first game scene area within 0.5 seconds after the first game scene area of the graphical user interface is switched to the third game scene area corresponding to the target event, without any additional conditions), or the first game scene area is restored and displayed on the graphical user interface in response to a virtual joystick for controlling the movement of the first virtual character being triggered, for example, the third game scene area of the graphical user interface is switched back to the first game scene area after the virtual joystick is triggered (the virtual joystick originally used for controlling the movement of the virtual character is endowed with a new scene restoration function in the present application, i.e., the virtual joystick is clicked by the player to switch the third game scene area of the graphical user interface back to the first game scene area), or the third game scene area of the graphical user interface is switched back to the first game scene area in response to a sub-picture corresponding to the first game scene area displayed in a picture-in-picture manner in the third game scene area being triggered.

[0083] It should be noted that in the present embodiment, after the first game scene area of the graphical user interface is switched to the third game scene area corresponding to the target event, the first game scene area needs to be displayed in a picture-in-picture manner in the third game scene area (as shown in Figure 9 It should be noted that in the present embodiment, after the first game scene area of the graphical user interface is switched to the third game scene area corresponding to the target event, the first game scene area needs to be displayed in a picture-in-picture manner in the third game scene area (as shown in

[0084] It should be noted that in another embodiment of the present application, after determining the first game scene area in which the game scene is displayed in the graphical user interface according to the position of the first virtual role in step S301, the game operation subject further determines a second game scene area in which the game scene is displayed in the graphical user interface according to a field of view control instruction. That is, after determining that the first virtual role moves to the first game scene area, the game operation subject controls the field of view by sliding the graphical user interface or a global map (mini-map) of the game scene, or controls the field of view by other quick tools displayed in the graphical user interface, to generate a field of view control instruction. For example, the field of view control instruction can be a mouse movement instruction (the game operation subject changes the display content of the graphical user interface by moving the mouse to control the field of view of the game scene) or a sliding instruction acting on the graphical user interface (the game operation subject changes the display content of the graphical user interface by directly sliding the graphical user interface to control the field of view of the game scene). In this case, the second game scene area can be the same as the first game scene area in steps S302 and S303, and the first game scene area in steps S302 and S303 can be replaced by the second game scene area. The effects achieved can refer to the related content of the first game scene area in steps S302 and S303. For example, the notification information for the target event output in the graphical user interface in step S302 can also be output in the second game scene area displayed in the graphical user interface; the third game scene area corresponding to the target event displayed in the graphical user interface in step S303 can also mean that the second game scene area displayed in the graphical user interface is switched to the third game scene area, and the second game scene area can also be displayed in the graphical user interface in a picture-in-picture manner. In the output of the associated identifier corresponding to the target event, the associated identifier corresponding to the target event can be a sub-picture of the third game scene area corresponding to the second game scene area, and the display of the third game scene in a picture-in-picture manner can also mean that the real-time rendering picture of the third game scene area is displayed in the second game scene area in a picture-in-picture manner, or the occurrence scene of the target event is played back and displayed in the second game scene area in a picture-in-picture manner in a predetermined fast playback mode and is displayed in conjunction with the real-time rendering picture of the third game scene.The third game scene is displayed in the picture-in-picture manner, and the third game scene corresponding to the target event can also be displayed in the picture-in-picture manner in the second game scene region.

[0085] The display control method in the game provided in the embodiments of the present application comprises the following steps: in response to a movement control instruction, a first virtual character is controlled to move in a game scene, and a first game scene region in which the game scene is displayed in a graphical user interface is determined according to the position of the first virtual character; in response to a target event occurring in a third game scene region in the game scene, notification information about the target event is output in the graphical user interface; and in response to a viewing instruction about the target event, a third game scene region corresponding to the target event is displayed in the graphical user interface. After the notification information about the target event is output in the graphical user interface, an associated identifier of the third game scene region corresponding to the target event is output, and after the associated identifier is triggered, the first game scene region in the graphical user interface is switched to the third game scene region corresponding to the target event, and the first game scene region is displayed in the third game scene region in a picture-in-picture display manner; or after the first game scene region (a main game scene corresponding to a player's own perspective) in the graphical user interface outputs the notification information about the target event and the notification information is triggered by the player, the first game scene region in the graphical user interface is switched to the third game scene region corresponding to the target event, and the first game scene region is displayed in the third game scene region in a picture-in-picture display manner. The method takes output of the notification information about the target event as a prerequisite for displaying the third game scene region. For example, after the associated identifier or the notification information is triggered by the player, the graphical user interface can be directly switched from the current first game scene region to the third game scene region corresponding to the target event. Compared with a manner of moving a virtual lens by sliding the graphical user interface or a global map (a small map) of the game scene to find a game scene corresponding to a game event, the present application enables the player to quickly locate the third game scene region corresponding to the target event, so that the player can efficiently learn the situation of the third game scene region corresponding to the target event, and this is beneficial to efficient and accurate control of the game situation by the player. Moreover, after the third game scene region corresponding to the target event is displayed in the graphical user interface, the first game scene region can also be displayed in the graphical user interface in a picture-in-picture display manner, so that the player can control the first game scene region while efficiently learning the situation of the third game scene region corresponding to the target event, and the player experience is effectively improved.

[0086] The display control method in the game provided by another embodiment of the present application is different from the above-mentioned embodiments in that the game scene area displayed in the graphical user interface is not switched. In this embodiment, the manner in which the third game scene area corresponding to the target event is displayed in the graphical user interface in step S303 is to display the third game scene area corresponding to the target event in a picture-in-picture manner. The purpose is to provide the response manner for the target event in a picture-in-picture display manner on the graphical user interface for performing game operation, to provide the player with a way to know the target event in a manner that does not affect the player's operation experience (without switching the game scene area displayed in the graphical user interface, thereby not affecting the operation for the first game scene area), and to achieve the purpose of controlling the game situation. By using this method, the player can achieve the purpose of controlling the game situation on the basis of not affecting the player's operation experience (without switching the game scene area displayed in the graphical user interface, thereby not affecting the operation for the first game scene area or the second game scene area). Other related details are described above in the description of the embodiments, and will not be described here.

[0087] The first embodiment described above provides a display control method in a game. Correspondingly, the second embodiment of the present application also provides a display control device in a game. The display control device in a game can be applied to a game terminal in the form of software or hardware. The game contains a first virtual character in a game scene. Since the device embodiment is basically similar to the method embodiment, the description is relatively simple. For details of the related technical features, please refer to the corresponding description of the game display control method embodiment provided above. The following description of the device embodiment is only illustrative.

[0088] For reference Figure 10 Understand this embodiment, Figure 10 The unit block diagram of the display control device in a game provided by the present embodiment is shown in Figure 10 The display control device in a game provided by the present embodiment includes:

[0089] The first game scene area determination unit 1001 is configured to respond to a movement control instruction, control the first virtual character to move in the game scene, and determine a first game scene area in which the game scene is displayed in the graphical user interface according to the position of the first virtual character.

[0090] The notification information output unit 1002 is configured to respond to a target event occurring in a third game scene area in the game scene, and output notification information for the target event in the graphical user interface.

[0091] The third game scene area display unit 1003 is configured to display a third game scene area corresponding to the target event on the graphical user interface in response to a viewing instruction for the target event.

[0092] Optionally, the third game scene area corresponding to the target event is displayed on the graphical user interface in response to the viewing instruction for the target event, and the method further includes: displaying the third game scene area corresponding to the target event on the graphical user interface in response to a triggering instruction for the notification information of the target event.

[0093] Optionally, the device further includes an association identifier output unit configured to output an association identifier corresponding to a target event in response to the target event occurring in a third game scene area in the game scene.

[0094] The third game scene area corresponding to the target event is displayed on the graphical user interface in response to the viewing instruction for the target event, and the method further includes: displaying the third game scene area corresponding to the target event on the graphical user interface in response to a triggering instruction for the association identifier corresponding to the target event.

[0095] After the first game scene area in which the game scene is displayed on the graphical user interface is determined according to the position of the first virtual role, the device further includes a second game scene area determination unit configured to determine a second game scene area in which the game scene is displayed on the graphical user interface in response to a field of view control instruction.

[0096] The device further includes a first game scene area display unit configured to display the first game scene area on the graphical user interface in a picture-in-picture manner.

[0097] The device further includes a second game scene area display unit configured to display the second game scene area on the graphical user interface in a picture-in-picture manner.

[0098] Optionally, the association identifier corresponding to the target event is output in a picture-in-picture display manner, and the association identifier includes a sub-picture corresponding to the third game scene area in the first game scene area.

[0099] Optionally, the third game scene is displayed in the picture-in-picture display mode, including: displaying a real-time presentation picture of the third game scene region in the picture-in-picture display mode in the displayed first game scene region; or, playing and displaying the occurrence scene of the target event in a predetermined fast play mode in the picture-in-picture display mode in the displayed first game scene region, and displaying the real-time presentation picture of the third game scene in a seamless manner.

[0100] Optionally, the third game scene region is displayed in the picture-in-picture display mode, including: playing and displaying the occurrence scene of the target event in the picture-in-picture display mode in the first game scene region.

[0101] Optionally, the third game scene region corresponding to the target event is displayed on the graphical user interface, including: switching the first game scene region of the graphical user interface to a real-time presentation picture of the third game scene region.

[0102] Optionally, the association identifier includes a control for displaying the third game scene region.

[0103] Optionally, the control is displayed within a predetermined range of the notification information.

[0104] Optionally, the control is displayed in a global map of a game scene, and corresponds to a position of the third game scene region in the global map.

[0105] Optionally, the control has a lens shape.

[0106] Optionally, the apparatus further includes: a detection result obtaining unit configured to obtain a detection result of whether the third game scene region meets a display condition; and the outputting of the association identifier corresponding to the target event includes: in response to the detection result being that the third game scene region meets the display condition, outputting the association identifier corresponding to the target event.

[0107] Optionally, the detection result is a real-time change state, and a display state of the association identifier changes in adaptation to the real-time change state of the detection result.

[0108] Optionally, the obtaining of the detection result of whether the third game scene region meets the display condition includes: obtaining whether a game operation subject currently has a field of view for the third game scene region.

[0109] Optionally, the response to the trigger instruction of the associated identifier corresponding to the target event comprises: in response to the trigger instruction generated after the associated identifier is clicked, switching the first game scene region displayed on the graphical user interface to the third game scene region corresponding to the target event.

[0110] The device further comprises a display switching unit configured to, in response to a release trigger instruction generated after the associated identifier is released, switch the third game scene region displayed on the graphical user interface back to the first game scene region.

[0111] Optionally, the device further comprises a first restoration display unit configured to restore and display the first game scene region on the graphical user interface within a predetermined time.

[0112] Optionally, the device further comprises a second restoration display unit configured to, in response to a virtual joystick for controlling the movement of the first virtual character being triggered, restore and display the first game scene region on the graphical user interface.

[0113] Optionally, the display of the third game scene region corresponding to the target event on the graphical user interface comprises: displaying the third game scene region corresponding to the target event in a picture-in-picture manner in the first game scene region displayed on the graphical user interface.

[0114] By using the display control device in a game provided by the embodiments of the present application, the player can quickly locate the third game scene region corresponding to the target event, thereby efficiently learning the condition of the third game scene region corresponding to the target event, and facilitating the player to efficiently and accurately control the game situation. Further, after the third game scene region corresponding to the target event is displayed on the graphical user interface, the first game scene region can also be displayed on the graphical user interface in a picture-in-picture manner, so that the player can control the first game scene region while efficiently learning the condition of the third game scene region corresponding to the target event, thereby effectively improving the player experience.

[0115] In the above embodiment, a display control method in a game and a display control device in a game are provided. In addition, the third embodiment of the present application also provides a game terminal, which can implement the display control method in a game provided by the first embodiment, or the game terminal is provided with the display control device in a game provided by the second embodiment in the form of software or hardware. Since the game terminal embodiment is basically similar to the method embodiment, the description is relatively simple, and the details of the related technical features can be referred to the corresponding description of the display control method in a game provided by the above embodiment. The following description of the game terminal embodiment is only illustrative. The game terminal embodiment is as follows:

[0116] Please refer to Figure 11 understand the present embodiment, Figure 11 the schematic diagram of the game terminal provided by the present embodiment.

[0117] As Figure 11 shown, the game terminal provided by the present embodiment includes a processor 1101 and a memory 1102.

[0118] The memory 1102 is used to store computer instructions for executing the display control method in a game. When the computer instructions are read and executed by the processor 1101, the following operations are performed:

[0119] In response to the movement control instruction, the first virtual character is controlled to move in the game scene, and the first game scene area in which the game scene is displayed in the graphical user interface is determined according to the position of the first virtual character.

[0120] In response to a target event occurring in the third game scene area in the game scene, notification information for the target event is output in the graphical user interface.

[0121] In response to a viewing instruction for the target event, the third game scene area corresponding to the target event is displayed in the graphical user interface.

[0122] Optionally, the third game scene area corresponding to the target event is displayed in the graphical user interface in response to the viewing instruction for the target event, including:

[0123] In response to a triggering instruction for the notification information of the target event, the third game scene area corresponding to the target event is displayed in the graphical user interface.

[0124] Optionally, it further includes: in response to a target event occurring in the third game scene area in the game scene, outputting an associated identifier corresponding to the target event.

[0125] The response is a viewing instruction for the target event, and the third game scene area corresponding to the target event is displayed on the graphical user interface, which includes:

[0126] In response to the trigger instruction for the associated identifier corresponding to the target event, the third game scene area corresponding to the target event is displayed on the graphical user interface.

[0127] Optionally, after determining the first game scene area in which the game scene is displayed on the graphical user interface according to the position of the first virtual role, the method further includes:

[0128] In response to the field of view control instruction, a second game scene area in which the game scene is displayed on the graphical user interface is determined according to the field of view control instruction.

[0129] Optionally, it further includes: displaying the first game scene area in a picture-in-picture display mode on the graphical user interface.

[0130] Optionally, it further includes: displaying the second game scene area in a picture-in-picture display mode on the graphical user interface.

[0131] Optionally, the output of the associated identifier corresponding to the target event includes: displaying the third game scene area in a picture-in-picture display mode; correspondingly, the associated identifier includes: the third game scene area corresponds to a sub-picture of the first game scene area.

[0132] Optionally, the third game scene is displayed in a picture-in-picture display mode, which includes: displaying a real-time rendering picture of the third game scene area in a picture-in-picture display mode in the displayed first game scene area; or, displaying the occurrence scene of the target event in a picture-in-picture display mode in a predetermined fast playback mode, and displaying the real-time rendering picture of the third game scene in a seamless manner.

[0133] Optionally, the third game scene area is displayed in a picture-in-picture display mode, which includes: playing back and displaying the occurrence scene of the target event in a picture-in-picture display mode in the first game scene area.

[0134] Optionally, the third game scene area corresponding to the target event is displayed on the graphical user interface, which includes: switching the first game scene area of the graphical user interface to a real-time rendering picture of the third game scene area.

[0135] Optionally, the associated identifier includes: a control for displaying the third game scene area.

[0136] Optionally, the control is displayed within a predetermined range of the notification information.

[0137] Optionally, the control is displayed in a global map of the game scene, and corresponds to a position of the third game scene region in the global map.

[0138] Optionally, the control has a lens shape.

[0139] Optionally, the method further comprises: obtaining a detection result of whether the third game scene region meets a display condition; and the outputting the association identifier corresponding to the target event comprises: in response to the detection result indicating that the third game scene region meets the display condition, outputting the association identifier corresponding to the target event.

[0140] Optionally, the detection result is a real-time change state, and a display state of the association identifier changes in adaptation to the real-time change state of the detection result.

[0141] Optionally, the obtaining the detection result of whether the third game scene region meets the display condition comprises: obtaining whether a game operation subject currently has a field of view for the third game scene region.

[0142] Optionally, the responding to the trigger instruction for the association identifier corresponding to the target event to display the third game scene region corresponding to the target event on the graphical user interface comprises: in response to the trigger instruction generated after the association identifier is clicked, switching the first game scene region displayed on the graphical user interface to the third game scene region corresponding to the target event.

[0143] The method further comprises: in response to a release trigger instruction generated after the association identifier is released, switching the third game scene region displayed on the graphical user interface back to the first game scene region.

[0144] Optionally, the method further comprises: restoring the first game scene region to be displayed on the graphical user interface within a predetermined time.

[0145] Optionally, the method further comprises: in response to a virtual joystick for controlling the first virtual character to move being triggered, restoring the first game scene region to be displayed on the graphical user interface.

[0146] Optionally, the displaying the third game scene region corresponding to the target event on the graphical user interface comprises: displaying the third game scene region corresponding to the target event in the first game scene region displayed on the graphical user interface in a picture-in-picture manner.

[0147] By using the game terminal provided in the embodiment, the player can quickly locate the third game scene area corresponding to the target event, thereby efficiently learning the condition of the third game scene area corresponding to the target event, and facilitating the player to efficiently and accurately control the game situation. Further, after the graphical user interface displays the third game scene area corresponding to the target event, the graphical user interface can also display the first game scene area in a picture-in-picture manner, so that the player can control the first game scene area while efficiently learning the condition of the third game scene area corresponding to the target event, thereby effectively improving the player experience.

[0148] In the above embodiments, a display control method in a game, a display control device in a game, and a game terminal are provided. In addition, the fourth embodiment of the present application also provides a computer readable storage medium for implementing the above-mentioned display control method in a game. The computer readable storage medium embodiment provided in the present application is described relatively simply, and the related parts can be referred to the corresponding description of the above-mentioned method embodiments. The following described embodiments are only illustrative.

[0149] The computer readable storage medium provided in the embodiment stores computer instructions, and the instructions are executed by a processor to implement the following steps:

[0150] In response to the movement control instruction, the first virtual role is controlled to move in the game scene, and the first game scene area in which the game scene is displayed in the graphical user interface is determined according to the position of the first virtual role;

[0151] In response to a target event occurring in a third game scene area in the game scene, notification information for the target event is output in the graphical user interface;

[0152] In response to a viewing instruction for the target event, the third game scene area corresponding to the target event is displayed in the graphical user interface.

[0153] Optionally, the third game scene area corresponding to the target event is displayed in the graphical user interface in response to the viewing instruction for the target event, and the method comprises the following steps of:

[0154] In response to a triggering instruction for the notification information of the target event, the third game scene area corresponding to the target event is displayed in the graphical user interface.

[0155] Optionally, the method further comprises the following step of: in response to a target event occurring in a third game scene area in the game scene, outputting an associated identifier corresponding to the target event;

[0156] The response is a viewing instruction for the target event, and the third game scene area corresponding to the target event is displayed on the graphical user interface, which includes:

[0157] In response to the trigger instruction for the associated identifier corresponding to the target event, the third game scene area corresponding to the target event is displayed on the graphical user interface.

[0158] Optionally, after determining the first game scene area in which the game scene is displayed on the graphical user interface according to the position of the first virtual role, the method further includes:

[0159] In response to the field of view control instruction, a second game scene area in which the game scene is displayed on the graphical user interface is determined according to the field of view control instruction.

[0160] Optionally, the first game scene area is displayed on the graphical user interface in a picture-in-picture display mode.

[0161] Optionally, the second game scene area is displayed on the graphical user interface in a picture-in-picture display mode.

[0162] Optionally, the output of the associated identifier corresponding to the target event includes displaying the third game scene area in a picture-in-picture display mode, and correspondingly, the associated identifier includes a sub-picture of the third game scene area corresponding to the first game scene area.

[0163] Optionally, the third game scene is displayed in a picture-in-picture display mode, which includes displaying a real-time rendering picture of the third game scene area in the displayed first game scene area in a picture-in-picture display mode, or playing and displaying the occurrence scene of the target event in a predetermined fast playback mode in a picture-in-picture display mode in the displayed first game scene area, and displaying the real-time rendering picture of the third game scene in a seamless manner.

[0164] Optionally, the third game scene area is displayed in a picture-in-picture display mode, which includes playing and displaying the occurrence scene of the target event in the first game scene area in a picture-in-picture display mode.

[0165] Optionally, the third game scene area corresponding to the target event is displayed on the graphical user interface, which includes switching the first game scene area of the graphical user interface to a real-time rendering picture of the third game scene area.

[0166] Optionally, the associated identifier includes a control for displaying the third game scene area.

[0167] Optionally, the control is displayed within a predetermined range of the notification information.

[0168] Optionally, the control is displayed in a global map of the game scene, and corresponds to a position of the third game scene region in the global map.

[0169] Optionally, the control has a lens shape.

[0170] Optionally, the method further comprises: obtaining a detection result of whether the third game scene region meets a display condition; and the outputting the association identifier corresponding to the target event comprises: in response to the detection result indicating that the third game scene region meets the display condition, outputting the association identifier corresponding to the target event.

[0171] Optionally, the detection result is a real-time change state, and a display state of the association identifier changes in adaptation to the real-time change state of the detection result.

[0172] Optionally, the obtaining the detection result of whether the third game scene region meets the display condition comprises: obtaining whether a game operation subject currently has a field of view for the third game scene region.

[0173] Optionally, the displaying the third game scene region corresponding to the target event in the graphical user interface in response to the trigger instruction for the association identifier corresponding to the target event comprises: in response to the trigger instruction generated after the association identifier is clicked, switching the first game scene region displayed in the graphical user interface to the third game scene region corresponding to the target event.

[0174] The method further comprises: in response to a release trigger instruction generated after the association identifier is released, switching the third game scene region displayed in the graphical user interface back to the first game scene region.

[0175] Optionally, the method further comprises: restoring the first game scene region to be displayed in the graphical user interface within a predetermined time.

[0176] Optionally, the method further comprises: in response to a virtual joystick for controlling movement of the first virtual character being triggered, restoring the first game scene region to be displayed in the graphical user interface.

[0177] Optionally, the displaying the third game scene region corresponding to the target event in the graphical user interface comprises: displaying the third game scene region corresponding to the target event in the first game scene region displayed in the graphical user interface in a picture-in-picture manner.

[0178] By executing the computer instructions stored on the computer readable storage medium provided in the embodiment, the player can quickly locate the third game scene area corresponding to the target event, thereby efficiently learning the condition of the third game scene area corresponding to the target event, and facilitating the player to efficiently and accurately control the game situation. Further, after the graphical user interface displays the third game scene area corresponding to the target event, the first game scene area can also be displayed in the graphical user interface in a picture-in-picture manner, so that the player can control the first game scene area while efficiently learning the condition of the third game scene area corresponding to the target event, thereby effectively improving the player experience. In one typical configuration, the computing device includes one or more processors (CPUs), input / output interfaces, network interfaces, and memory.

[0179] The memory can include non-persistent memory in the computer readable medium, random access memory (RAM), and / or non-volatile memory, such as read-only memory (ROM) or flash memory (flash RAM). The memory is an example of computer readable media.

[0180] 1. The computer readable medium includes permanent and non-permanent, removable and non-removable media, which can be implemented by any method or technology to store information. The information can be computer readable instructions, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassette, magnetic tape, magnetic disk storage or other magnetic storage device, or any other non-transmission medium that can be used to store information accessible by a computing device. According to the definition herein, computer readable media does not include transitory media, such as modulated data signals and carriers.

[0181] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as a method, a system or a computer program product. Therefore, the present application can adopt a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware aspects. Moreover, the present application can adopt the form of a computer program product implemented on one or more computer usable storage media containing computer usable program code (including but not limited to disk storage, CD-ROM, optical storage, etc.).

[0182] Although the present application is disclosed with reference to the preferred embodiments above, it is not intended to limit the present application, and any person skilled in the art who learns the present application can make possible changes and modifications without departing from the spirit and scope of the present application, and the protection scope of the present application should be defined by the scope of the claims of the present application.

Claims

1. A display control method in a game, the game comprising a first virtual character located in a game scene, characterized in that, The method includes: In response to a movement control command, the first virtual character is controlled to move within the game scene, and a first game scene area displayed in the graphical user interface is determined based on the position of the first virtual character. In response to a target event occurring in a third game scene area within the game scene, a notification message for the target event is output to the graphical user interface; In response to a viewing command for the target event, a third game scene area corresponding to the target event is displayed on the graphical user interface; the third game scene area includes a replay of the scene in which the target event occurred; The viewing instructions for the target event include: triggering instructions for the notification information of the target event.

2. The method according to claim 1, characterized in that, The method further includes: in response to a target event occurring in a third game scene area of ​​the game scene, outputting an associated identifier corresponding to the target event; The response to the viewing instruction for the target event, displaying a third game scene area corresponding to the target event in the graphical user interface, includes: In response to a trigger command for the associated identifier corresponding to the target event, a third game scene area corresponding to the target event is displayed in the graphical user interface.

3. The method according to claim 1, characterized in that, After determining the first game scene area displayed in the graphical user interface based on the position of the first virtual character, the method further includes: In response to a view control command, a second game scene area is determined based on the view control command, in which the game scene is displayed in the graphical user interface.

4. The method according to any one of claims 1-2, characterized in that, The method further includes: displaying the first game scene area in a picture-in-picture manner on the graphical user interface.

5. The method according to claim 3, characterized in that, The method further includes displaying the second game scene area in a picture-in-picture manner on the graphical user interface.

6. The method according to claim 2, characterized in that, The output of the associated identifier corresponding to the target event includes: The third game scene area is displayed in a picture-in-picture manner; correspondingly, the association identifier includes: the third game scene area corresponds to a sub-screen of the first game scene area.

7. The method according to claim 6, characterized in that, The method of displaying the third game scene in a picture-in-picture manner includes: The real-time rendering of the third game scene area is displayed in a picture-in-picture manner within the first game scene area; or... The scene of the target event is displayed in the first game scene area in a picture-in-picture manner and in a predetermined fast playback mode, and is displayed in conjunction with the real-time display of the third game scene.

8. The method according to claim 6, characterized in that, The method of displaying the third game scene area in a picture-in-picture manner includes: The scene of the target event is replayed and displayed in a picture-in-picture manner in the first game scene area.

9. The method according to claim 8, characterized in that, The step of displaying the third game scene area corresponding to the target event in the graphical user interface includes: The real-time display of the first game scene area shown in the graphical user interface is switched to the third game scene area.

10. The method according to claim 2, characterized in that, The associated identifier includes: a control for displaying the third game scene area.

11. The method according to claim 10, characterized in that, The control is displayed within a predetermined range of the notification information.

12. The method according to claim 10, characterized in that, The control is displayed on the global map of the game scene and corresponds to the position of the third game scene area on the global map.

13. The method according to any one of claims 10-12, characterized in that, The control is displayed in a lens shape.

14. The method according to claim 2, characterized in that, The method further includes: obtaining a detection result of whether the third game scene area meets the display conditions; The output of the associated identifier corresponding to the target event includes: In response to the detection result that the third game scene area meets the display conditions, the associated identifier corresponding to the target event is output.

15. The method according to claim 14, characterized in that, The detection result is in a real-time changing state, and the display state of the associated identifier changes accordingly to adapt to the real-time changing state of the detection result.

16. The method according to claim 15, characterized in that, The detection result of whether the third game scene area meets the display conditions includes: Determine whether the game operator currently has a field of vision of the third game scene area.

17. The method according to claim 2, characterized in that, The response to the trigger command of the associated identifier corresponding to the target event, displaying the third game scene area corresponding to the target event in the graphical user interface, includes: In response to the trigger command generated after the associated identifier is pressed, the first game scene area displayed in the graphical user interface is switched to the third game scene area corresponding to the target event; The method further includes: in response to a release trigger command generated after the associated identifier is released from pressing, switching the third game scene area displayed in the graphical user interface back to the first game scene area.

18. The method according to claim 1, characterized in that, The method further includes: restoring and displaying the first game scene area on the graphical user interface within a predetermined time.

19. The method according to claim 1, characterized in that, The method further includes: in response to the triggering of a virtual joystick used to control the movement of the first virtual character, restoring and displaying the first game scene area in the graphical user interface.

20. The method according to claim 1, characterized in that, The step of displaying the third game scene area corresponding to the target event in the graphical user interface includes: The third game scene area corresponding to the target event is displayed in a picture-in-picture manner in the first game scene area displayed in the graphical user interface.

21. A display control device for a game, the device being disposed on a game terminal, the game comprising a first virtual character located in a game scene, characterized in that, The device includes: The first game scene area determination unit is used to respond to a movement control command, control the first virtual character to move in the game scene, and determine the first game scene area displayed in the graphical user interface based on the position of the first virtual character. The notification information output unit is used to output notification information for the target event in the graphical user interface in response to a target event occurring in a third game scene area in the game scene. The third game scene area display unit is used to respond to a viewing command for the target event and display the third game scene area corresponding to the target event on the graphical user interface; the third game scene area includes a replay of the scene in which the target event occurred; The viewing instructions for the target event include: triggering instructions for the notification information of the target event.

22. A game terminal, characterized in that, Includes processor and memory; among which, The memory is used to store one or more computer instructions, wherein the one or more computer instructions are executed by the processor to implement the method as described in any one of claims 1-20.

23. A computer-readable storage medium storing one or more computer instructions thereon, characterized in that, The instruction is executed by the processor to implement the method as described in any one of claims 1-20.

Citation Information

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