Game display control method, device, terminal equipment and storage medium

By marking enemy virtual objects that disappear from view in multiplayer online tactical competitive game maps and sending prompt messages, the problem of teammates being unable to accurately locate the enemy's position is solved, thereby improving the gaming experience.

CN114522422BActive Publication Date: 2025-09-09NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210162992.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-02-22
Publication Date
2025-09-09
Estimated Expiration
2042-02-22

AI Technical Summary

Technical Problem

In existing multiplayer online tactical competitive games, information communication between players is not timely and accurate, resulting in teammates being unable to accurately locate the position of enemy virtual objects, affecting the gaming experience.

Method used

By marking the location of enemy virtual objects that disappear from view on the game map, and sending prompt information to their terminal devices when teammates' virtual objects enter the preset range, including the identification and direction of the enemy virtual objects, the accuracy and timeliness of information transmission are ensured.

Benefits of technology

Effectively and accurately conveying the activity location of enemy virtual objects to teammates improves the gaming experience and avoids game failure caused by teammates ignoring the identification.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application provides a game display control method, device, terminal device and storage medium, which relates to the field of game technology. The method includes: in response to the disappearance of the field of view of the enemy virtual object in the game scene, the identifier of the enemy virtual object that has disappeared from the field of view is displayed on the graphical user interface; in response to the movement operation of the identifier of the enemy virtual object, the position is marked at the end position of the movement operation in the game map; in response to the teammate virtual object being within the preset range of the end position in the game scene, a prompt message is sent to the terminal device of the teammate virtual object, and the prompt message includes at least: the identifier of the enemy virtual object, and the direction of the enemy virtual object in the game scene when the field of view disappears. Through this application, the active position of the enemy virtual object can be effectively and accurately transmitted to teammates, thereby improving the gaming experience.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a game display control method, apparatus, terminal device, and storage medium. Background Art

[0002] Multiplayer Online Battle Arena (MOBA) is a popular game. During the game, cooperation between players plays a vital role in winning the game.

[0003] In existing game solutions, after players understand the enemy's status, they need to use the mini-map mark in the game or communicate with teammates to remind them of the activity location of the enemy's virtual object to ensure that their teammates can also understand the activity location of the enemy's virtual object in time.

[0004] However, the method of marking on the minimap is easily overlooked by teammates, and the method of voice description makes it impossible for teammates to determine the exact location of the enemy virtual object, resulting in game failure due to untimely and inaccurate information communication between teammates, thereby reducing the gaming experience. Summary of the Invention

[0005] The purpose of this application is to address the deficiencies in the above-mentioned prior art and provide a game display control method, device, terminal device and storage, so as to effectively and accurately convey the activity position of enemy virtual objects to teammates and enhance the gaming experience.

[0006] To achieve the above objectives, the technical solutions adopted in the embodiments of the present application are as follows:

[0007] In a first aspect, an embodiment of the present application provides a game display control method, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface displays a game scene and a game map corresponding to the game scene, wherein a plurality of virtual objects are displayed in the game scene, and an identifier of each virtual object is displayed at a position corresponding to each virtual object in the game map, the method comprising:

[0008] In response to a disappearance of the field of view of an enemy virtual object in the game scene, displaying an identifier of the enemy virtual object that has disappeared from the field of view on the graphical user interface;

[0009] In response to a movement operation directed to the mark of the enemy virtual object, a position mark is placed at an end position of the movement operation in the game map;

[0010] In response to the teammate virtual object being within the preset range of the end position in the game scene, a prompt message is sent to the terminal device of the teammate virtual object, and the prompt message includes at least: the identifier of the enemy virtual object, and the direction of the enemy virtual object in the game scene when the field of vision disappears.

[0011] Optionally, in response to the disappearance of the field of view of the enemy virtual object in the game scene, before displaying the identifier of the enemy virtual object that has disappeared from the field of view on the graphical user interface, the method further includes:

[0012] In response to a zoom-in operation on the game map, the zoomed-in game map is displayed in the graphical user interface, and it is detected whether there is an enemy virtual object that disappears from the field of view in the game scene.

[0013] Optionally, if there are multiple enemy virtual objects, displaying the identifier of the enemy virtual object that has disappeared from the field of view on the graphical user interface includes:

[0014] Displaying the identifiers of a plurality of enemy virtual objects on the graphical user interface in sequence according to the length of time the field of view disappears;

[0015] The moving operation includes: a selection operation for an identifier of any enemy virtual object among the plurality of enemy virtual objects, and a sliding operation continuous with the selection operation.

[0016] Optionally, the method further includes:

[0017] The identifier of the enemy virtual object selected by the selection operation among the multiple enemy virtual objects is distinguished and displayed from the identifiers of other enemy virtual objects.

[0018] Optionally, displaying the identifier of the enemy virtual object that has disappeared from the field of view on the graphical user interface includes:

[0019] The identifier of the enemy virtual object is displayed in an outer edge area of ​​the game map on the graphical user interface.

[0020] Optionally, in response to the movement operation for the identification of the enemy virtual object, marking the end position of the movement operation in the game map includes:

[0021] In response to movement operations for the identification of multiple enemy virtual objects, multiple position marks are made at multiple end positions of the movement operations in the game map.

[0022] Optionally, in response to the movement operation for the identification of the enemy virtual object, marking the end position of the movement operation in the game map includes:

[0023] In response to a movement operation for the mark of the enemy virtual object, a direction mark is displayed at an end position of the movement operation in the game map.

[0024] Optionally, the prompt information further includes: a preset duration, where the preset duration is the preset duration for the enemy virtual object to reach a position corresponding to the end position.

[0025] Optionally, in response to the teammate virtual object being within a preset range of the end position in the game scene, sending a prompt message to a terminal device of the teammate virtual object includes:

[0026] In response to the teammate virtual object entering the field of view corresponding to the multiple end positions in the game scene, the prompt information is sent to the terminal device of the teammate virtual object, and the prompt information also includes: the number of the multiple end positions.

[0027] Optionally, the step of displaying a direction mark at an end position of the movement operation in the game map in response to the movement operation directed to the mark of the enemy virtual object includes:

[0028] In response to a movement operation directed to the mark of the enemy virtual object, generating the direction mark and duration setting area at an end position of the movement operation in the game map;

[0029] In response to a duration setting operation input through the duration setting area, determining the duration set by the duration setting operation as a preset duration;

[0030] In response to a confirmation operation on the direction mark, the direction mark is displayed at an end position of the movement operation on the game map.

[0031] Optionally, the method further includes:

[0032] In response to the field of view of the enemy virtual object in the game scene being restored, the direction mark is cancelled at the end position of the movement operation in the game map.

[0033] In a second aspect, an embodiment of the present application further provides a game display control device, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays a game scene and a game map corresponding to the game scene, wherein a plurality of virtual objects are displayed in the game scene, and an identifier of each virtual object is displayed at a position corresponding to each virtual object in the game map, wherein the device includes:

[0034] an identification display module, configured to display an identification of the enemy virtual object that has disappeared from the field of view on the graphical user interface in response to the enemy virtual object disappearing from the field of view in the game scene;

[0035] a position marking module, configured to respond to a movement operation directed to the mark of the enemy virtual object and mark the end position of the movement operation in the game map;

[0036] A prompt information sending module is used to send a prompt information to the terminal device of the teammate virtual object in response to the teammate virtual object being within the preset range of the end position in the game scene. The prompt information at least includes: the identification of the enemy virtual object and the direction of the enemy virtual object in the game scene when the field of view disappears.

[0037] Optionally, the device further includes:

[0038] The virtual object detection module is used to respond to the zoom-in operation on the game map, display the zoomed-in game map in the graphical user interface, and detect whether there is an enemy virtual object that disappears from the field of view in the game scene.

[0039] Optionally, if there are multiple enemy virtual objects, the identification display module is specifically configured to display identifications of multiple enemy virtual objects on the graphical user interface in sequence according to the length of time the visual field disappears;

[0040] The moving operation includes: a selection operation for an identifier of any enemy virtual object among the plurality of enemy virtual objects, and a sliding operation continuous with the selection operation.

[0041] Optionally, the device further includes:

[0042] The identification distinguishing and displaying module is used to distinguish and display the identification of the enemy virtual object selected by the selection operation from the identifications of other enemy virtual objects among the multiple enemy virtual objects.

[0043] Optionally, the identification display module is specifically configured to display the identification of the enemy virtual object in an outer edge area of ​​the game map on the graphical user interface.

[0044] Optionally, the position marking module is specifically configured to respond to movement operations for identification of multiple enemy virtual objects and perform multiple position markings at multiple end positions of the movement operations in the game map.

[0045] Optionally, the position marking module is specifically configured to respond to a movement operation directed to the identifier of the enemy virtual object and display a direction mark at an end position of the movement operation in the game map.

[0046] Optionally, the prompt information further includes: a preset duration, where the preset duration is the preset duration for the enemy virtual object to reach a position corresponding to the end position.

[0047] Optionally, the prompt information sending module is specifically used to send the prompt information to the terminal device of the teammate virtual object in response to the teammate virtual object entering the field of view corresponding to the multiple end positions in the game scene, and the prompt information also includes: the number of the multiple end positions.

[0048] Optionally, the position marking module includes:

[0049] a duration setting display unit, configured to generate the direction mark and the duration setting area at the end position of the movement operation in the game map in response to the movement operation directed to the mark of the enemy virtual object;

[0050] a preset duration setting unit, configured to respond to a duration setting operation input through the duration setting area and determine the duration set by the duration setting operation as a preset duration;

[0051] A direction mark display unit is used to respond to a confirmation operation on the direction mark and display the direction mark at the end position of the movement operation in the game map.

[0052] Optionally, the device further includes:

[0053] A mark cancellation display module is used to cancel the display of the direction mark at the end position of the movement operation in the game map in response to the field of view of the enemy virtual object in the game scene being restored.

[0054] In a third aspect, an embodiment of the present application also provides a terminal device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor. When the terminal device is running, the processor communicates with the storage medium through the bus, and the processor executes the program instructions to perform the steps of the game display control method as described in any of the above embodiments.

[0055] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the game display control method as described in any of the above embodiments are executed.

[0056] The beneficial effects of this application are:

[0057] The present application provides a display control method, apparatus, terminal device and storage medium for a game. In response to the disappearance of the field of view of an enemy virtual object in a game scene, an identifier of the enemy virtual object that has disappeared from the field of view is displayed on a graphical user interface. In response to a move operation on the identifier of the enemy virtual object, a position mark is made at the end position of the move operation in the game map. In response to a teammate virtual object being within a preset range of the end position in the game scene, a prompt message is sent to the terminal device of the teammate virtual object. The prompt message includes at least: the identifier of the enemy virtual object and the direction of the enemy virtual object in the game scene when the field of view disappears. The present application marks the position of the enemy virtual object that has disappeared from the field of view in the game map. When the teammate virtual object is within the preset range of the position, a prompt message is sent to the terminal device of the teammate virtual object to remind the teammate virtual object to pay attention to the direction of the enemy virtual object. The identifier will not be ignored by the teammate, thereby effectively and accurately conveying the active position of the enemy virtual object to the teammate virtual object, thereby improving the gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0058] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.

[0059] Figure 1 This is a diagram of a common MOBA game graphical user interface;

[0060] Figure 2 A flowchart of a method for controlling the display of a game provided in an embodiment of the present application;

[0061] Figure 3 Schematic diagram of the graphical user interface provided in the embodiment of the present application Figure 1 ;

[0062] Figure 4 Schematic diagram of the graphical user interface provided in the embodiment of the present application Figure 2 ;

[0063] Figure 5 Schematic diagram of the graphical user interface provided in the embodiment of the present application Figure 3 ;

[0064] Figure 6 Schematic diagram of the graphical user interface provided in the embodiment of the present application Figure 4 ;

[0065] Figure 7 Schematic diagram of the graphical user interface provided in the embodiment of the present application Figure 5;

[0066] Figure 8 A flowchart of another game display control method provided by an embodiment of the present application;

[0067] Figure 9 Schematic diagram of the graphical user interface provided in the embodiment of the present application Figure 6 ;

[0068] Figure 10 A schematic diagram of the structure of a game display control device provided in an embodiment of the present application;

[0069] Figure 11 A schematic diagram of a terminal device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0070] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in combination with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments.

[0071] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application for protection, but merely represents selected embodiments of the present application. All other embodiments obtained by persons of ordinary skill in the art based on the embodiments in the present application without creative work are within the scope of protection of the present application.

[0072] In addition, the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0073] It should be noted that, in the absence of conflict, the features in the embodiments of this application can be combined with each other.

[0074] In order to better understand the technical solution of the present invention, the relevant technologies involved in the present invention are further introduced in detail below.

[0075] With the development of mobile communication technology, more and more multiplayer online tactical competitive games have emerged, such as the common MOBA games. MOBA games generally include a virtual scene that provides a battle environment and multiple virtual objects located in the virtual scene. The multiple virtual objects usually belong to different game teams and are in a hostile state. Multiple game teams can occupy their respective areas in the virtual scene provided by the game and fight until a game team finally destroys a specific enemy building to win the game and declare the game over.

[0076] For easier understanding, please refer to Figure 1 , which is a schematic diagram of a common MOBA game graphical user interface, such as Figure 1 As shown, the graphical user interface displays a game scene and a game map corresponding to the game scene. Figure 11 , there are multiple virtual objects displayed in the game scene, the game Figure 11 The logo 12 of each virtual object is displayed at the corresponding position of each virtual object, among which virtual objects with the same logo belong to the same team. In this application, the virtual objects controlled by the player and their teammates' virtual objects are represented by smiley face logos, which are logos 120-124 respectively, and the enemy virtual objects are represented by crying face logos, which are logos 125-129 respectively.

[0077] In existing game solutions, after players understand the enemy's status, they need to use the mini-map mark in the game or communicate with teammates to remind them of the activity location of the enemy's virtual object to ensure that their teammates can also understand the activity location of the enemy's virtual object in time.

[0078] Game Land Figure 11 In the graphical user interface, thumbnail maps are usually used to display the game map. Players can Figure 11 Perform a zoom operation to display the enlarged game map in the graphical user interface. Figure 11 , the enlarged game area Figure 11 The logo 12 of each virtual object is still displayed at the position corresponding to each virtual object.

[0079] However, the map marking method is easily overlooked by teammates, and the voice description method makes it impossible for teammates to determine the exact location of the enemy virtual object, resulting in game failure due to untimely and inaccurate information communication between teammates, greatly reducing the player's gaming experience.

[0080] Based on the problems existing in the above-mentioned prior art, the present application proposes the following technical concept: by marking the position of the enemy virtual object that disappears from the field of vision in the game map, when the teammate virtual object is within the preset range of the location of the direction mark, a prompt message is sent to the terminal device of the teammate virtual object to remind the teammate virtual object to pay attention to the direction of the enemy virtual object. The mark will not be ignored by the teammates, and the activity position of the enemy virtual object can be effectively and accurately transmitted to the teammate virtual object, thereby improving the game experience.

[0081] Based on the above introduction, the game display control method, device, terminal device and storage medium provided by this application are introduced in detail below.

[0082] Please refer to Figure 2 , is a flow chart of a method for controlling the display of a game provided by an embodiment of the present application, such as Figure 2 As shown, the method includes:

[0083] S10: In response to the disappearance of the field of view of the enemy virtual object in the game scene, the identifier of the enemy virtual object that has disappeared from the field of view is displayed on the graphical user interface.

[0084] Generally, in the game scene of a MOBA game, there are some virtual shelters for virtual objects to hide. When the player controls the virtual object to enter the virtual shelter, the identifier 12 of the virtual object is cancelled in the game map, and other players cannot determine the position of the virtual object from the game map and the game scene.

[0085] In this embodiment, after detecting that an enemy virtual object has entered a virtual cover, it is determined that the enemy virtual object has disappeared from view. The enemy virtual object that has disappeared from view is the enemy virtual object. By displaying an identifier of the enemy virtual object on the graphical user interface, the player can promptly determine the possible hiding location and possible movement direction of the enemy virtual object based on the enemy virtual object's position in the game scene before disappearing from view and the player's understanding of the position of the virtual cover in the game scene. For example, the identifier of the enemy virtual object can be the appearance of the enemy virtual object.

[0086] In an optional embodiment, displaying the identifier of the enemy virtual object that has disappeared from view on a graphical user interface includes:

[0087] The identification of the enemy virtual object is displayed in the outer edge area of ​​the game map on the graphical user interface.

[0088] In this embodiment, after determining that the enemy virtual object has disappeared from view, the logo of the enemy virtual object is displayed in the outer edge area of ​​the game map on the graphical user interface. On the one hand, this ensures that the player can notice the logo of the enemy virtual object in the outer edge area of ​​the game map in time, and on the other hand, it ensures that the graphical user interface is clean and tidy.

[0089] S20: In response to the movement operation of the identifier of the enemy virtual object, a position mark is made at the end position of the movement operation in the game map.

[0090] In this embodiment, the player determines the possible hiding location and possible movement direction of the enemy virtual object based on the player's position in the game scene before the enemy virtual object disappears from view, as well as the player's knowledge of the location of the virtual cover in the game scene. The player then marks the end position of the move operation on the game map by moving the enemy virtual object's identifier from its display position on the graphical user interface to an arbitrary position on the game map. The end position of the move operation can be the location where the player determines the enemy virtual object may be hiding, or the location where the enemy virtual object may be ambushed after moving behind the virtual cover. The direction of the move operation can be the direction the player determines the enemy virtual object was moving before it disappears from view.

[0091] In an optional implementation manner, the above S20 includes:

[0092] In response to a movement operation directed to the mark of the enemy virtual object, a direction mark is displayed at an end position of the movement operation in the game map.

[0093] In this embodiment, the player moves the identifier of the enemy virtual object from the display position of the graphical user interface to any position on the game map, marks the end position of the moving operation on the game map, and then displays a direction mark at the position mark.

[0094] Furthermore, after the direction mark is displayed, the direction mark is synchronously rendered and displayed at the end position of the game map of the graphical user interface of the terminal device of the teammate virtual object.

[0095] For examples, see Figure 3 , which is a schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 1 ,like Figure 3As shown, the position of the direction mark on the game map is the end position of the movement operation on the game map. This position can be the position where the enemy virtual object disappears from the field of view, or it can be the position where the player determines the enemy virtual object may appear after disappearing from the field of view based on game experience. This application does not impose any restrictions on this. The coverage range of the direction mark can be a circular area within a preset radius with the direction mark as the dot, or a sector-shaped area. If it is a sector-shaped area, the direction of the sector mark can be determined by sliding.

[0096] S30: In response to the teammate virtual object being within a preset range of the end position in the game scene, a prompt message is sent to the terminal device of the teammate virtual object, and the prompt message includes at least: the identifier of the enemy virtual object and the direction of the enemy virtual object in the game scene when the field of view disappears.

[0097] In this embodiment, a teammate player controls a teammate's virtual object to move within the game scene. When the teammate's virtual object enters a preset range of the end point of the movement operation within the game scene, a prompt message is sent to the teammate's virtual object's terminal device. The prompt message includes at least: an identifier of the enemy virtual object and the direction of the enemy virtual object in the game scene when the field of view disappears. Based on this prompt message, the enemy virtual object's identifier is displayed at a preset position on the graphical user interface of the teammate's virtual object's terminal device. This preset position is generally set in the middle area of ​​the graphical user interface where the player can easily notice it. Furthermore, it can be set around the teammate's virtual object and move with the teammate's virtual object within the game scene to ensure that the teammate player will not ignore the identifier. At the same time, the direction of the enemy virtual object's movement before the field of view disappears is displayed at the corresponding end point of the movement operation on the teammate's game map. After receiving this prompt message, the teammate player determines that the enemy virtual object may appear around them and, based on this, determines the teammate's virtual object's movement route or combat strategy.

[0098] In an optional embodiment, the prompt information further includes: a preset duration, where the preset duration is the preset duration for the enemy virtual object to reach a position corresponding to the end position.

[0099] In this embodiment, in addition to displaying the enemy virtual object's identifier on the teammate virtual object's terminal device's graphical user interface, the prompt information is also used to display a preset time duration on the teammate virtual object's terminal device's graphical user interface. The preset time duration can be a preconfigured default time duration that reminds the teammate player how long it will take for the enemy virtual object to reach the end position of the movement operation. The preset time duration can be displayed in a countdown format to attract the teammate player's attention and increase their vigilance.

[0100] For examples, see Figure 4 , which is a schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 2 ,like Figure 4 As shown, the logo and preset duration of the enemy virtual object are displayed around the teammate virtual object, and the movement direction of the enemy virtual object before it disappears from the field of vision is displayed on the game map. Teammate players can determine that the enemy virtual object may appear around them through the logo, movement direction and preset duration of the enemy virtual object, ensuring that teammate players will not be suddenly attacked by the enemy virtual object due to ignoring the logo.

[0101] The display control method of the game provided in the above embodiment marks the position of the enemy virtual object that disappears from the field of vision in the game map. When the teammate virtual object is within the preset range of the end position, a prompt message is sent to the terminal device of the teammate virtual object to remind the teammate virtual object to pay attention to the direction of the enemy virtual object. The mark will not be ignored by the teammates, and the activity position of the enemy virtual object is effectively and accurately transmitted to the teammate virtual object, thereby improving the game experience.

[0102] In an optional embodiment, in response to the disappearance of the field of view of the enemy virtual object in the game scene, before displaying the identifier of the enemy virtual object that has disappeared from the field of view on the graphical user interface, the method further includes:

[0103] In response to a zoom-in operation on the game map, the zoomed-in game map is displayed in the graphical user interface, and it is detected whether there are enemy virtual objects that have disappeared from the field of view in the game scene.

[0104] In this embodiment, after the player notices from the thumbnail map that an enemy virtual object has disappeared from view, or the player directly observes that an enemy virtual object has disappeared from view in the game scene, the player zooms in on the game map to display the zoomed-in game map in the graphical user interface. The zoomed-in game map includes identifiers of multiple own virtual objects and identifiers of enemy virtual objects. Based on all enemy virtual objects and enemy virtual objects existing in the zoomed-in game map, the player determines the enemy virtual objects that do not appear in the zoomed-in game map, and displays the identifiers of the enemy virtual objects that have disappeared from view on the graphical user interface.

[0105] By zooming in on the game map, players can move the markers of enemy virtual objects that have disappeared from their field of vision to generate direction marks in the zoomed-in game map. The advantages of an zoomed-in game map over a thumbnail map are that, on the one hand, it is easier for players to operate, and on the other hand, more detailed information can be determined from the zoomed-in game map, making the position of the direction mark more accurate.

[0106] Based on the above embodiment, if there are multiple enemy virtual objects, displaying the identifiers of the enemy virtual objects that have disappeared from view on the graphical user interface includes:

[0107] The identifiers of multiple enemy virtual objects are displayed in sequence on the graphical user interface according to the length of time the field of view disappears. The movement operation includes: a selection operation for the identifier of any enemy virtual object among the multiple enemy virtual objects, and a sliding operation continuous with the selection operation.

[0108] In this embodiment, in response to multiple enemy virtual objects disappearing from view in a game scene, the multiple enemy virtual objects that have disappeared from view are determined to be multiple enemy virtual objects. The identifiers of the multiple enemy virtual objects are displayed in a graphical user interface in order of the length of time each enemy virtual object has been out of view in the game scene. Furthermore, the identifiers of the multiple enemy virtual objects are displayed in order of the length of time each enemy virtual object has been out of view, at the outer edge of the game map, on the graphical user interface.

[0109] In this embodiment, if there are multiple identifiers of enemy virtual objects, the player can select an identifier of an enemy virtual object from the multiple identifiers of enemy virtual objects through a selection operation according to needs or control strategies, and perform a sliding operation on the selected identifier of the enemy virtual object, and a direction mark is displayed at the end position of the sliding operation in the game map.

[0110] For examples, please refer to Figure 5 , which is a schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 3 ,like Figure 5 As shown, in the outer edge area of ​​the game map, the identifiers of multiple enemy virtual objects are displayed in sequence according to the length of time the vision of the multiple enemy virtual objects disappears. Among them, the vision of the enemy virtual object at the bottom disappears the longest, and the vision of the enemy virtual object at the top disappears the shortest.

[0111] Furthermore, if there are multiple enemy virtual objects, the identifier of the enemy virtual object selected by the selection operation among the multiple enemy virtual objects is displayed separately from the identifiers of the other enemy virtual objects.

[0112] In this embodiment, in order to enable the player to determine the identity of the enemy virtual object selected based on the selection operation from the identities of multiple enemy virtual objects, the identity of the selected enemy virtual object is distinguished from the identities of other enemy virtual objects and displayed. For example, the identity of the selected enemy virtual object can be distinguished from the identities of other enemy virtual objects by graying out, highlighting or flashing the identity of the selected enemy virtual object.

[0113] For examples, please refer to Figure 6 , which is a schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 4 ,like Figure 6As shown, after the identification of any enemy virtual object is selected, the identification of the enemy virtual object is displayed in gray, and then the identification of the enemy virtual object is slid into the game map through a sliding operation continuous with the selection operation, and a direction mark is displayed at the end position of the sliding operation in the game map.

[0114] Based on the above embodiment, if there are multiple enemy virtual objects, in response to a move operation targeting an identifier of the enemy virtual object, a position mark is made at the end position of the move operation in the game map, including:

[0115] In response to movement operations directed to the identifications of the plurality of enemy virtual objects, a plurality of position marks are made at a plurality of end positions of the movement operations in the game map.

[0116] In this embodiment, the player sequentially moves the identifiers of multiple enemy virtual objects according to the needs of the battle strategy or the duration of disappearance of the multiple enemy virtual objects from view, and places multiple position marks at the multiple end positions of the movement operation on the game map. The specific operation method can refer to the operation method described in S20 above, and this application will not elaborate on it here. Furthermore, based on the multiple position marks, multiple direction marks are displayed at the multiple end positions of the movement operation.

[0117] In an optional embodiment, in response to a teammate virtual object entering the field of view corresponding to multiple end positions in the game scene, a prompt message is sent to the terminal device of the teammate virtual object, and the prompt message also includes: the number of multiple end positions.

[0118] In this embodiment, if the coverage areas of multiple end locations overlap, when a teammate player controls a teammate's virtual object to move into the overlapping field of view corresponding to multiple end locations in the game scene, a prompt message will be displayed on the graphical user interface of the teammate's virtual object's terminal device, indicating the number of end locations and the preset durations corresponding to the overlapping field of view. If the preset durations of the multiple end locations are different, the shortest preset duration will be displayed. After the countdown for the shortest preset duration ends, the display will switch to the next shorter preset duration.

[0119] A more preferred display method is to display the number of multiple end positions and preset durations in the form of a prompt marker at the teammate virtual object's location in the game scene on the graphical user interface of the teammate virtual object's terminal device. The prompt marker can follow the teammate virtual object's movement in the game scene. In response to a touch operation on the prompt marker, the identifiers of multiple enemy virtual objects corresponding to the multiple end positions and the preset duration corresponding to each enemy virtual object identifier are further displayed.

[0120] For examples, please refer to Figure 7, which is a schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 5 ,like Figure 7 As shown, a prompt mark is displayed at the location of the teammate virtual object in the game scene on the graphical user interface of the teammate virtual object's terminal device, and the prompt mark includes the number and preset duration of direction marks corresponding to multiple end positions.

[0121] Based on the above embodiment, the present application embodiment also provides a game display control method. Figure 8 , is a flow chart of another method for controlling the display of a game provided by an embodiment of the present application, such as Figure 8 As shown, in response to the movement operation for the mark of the enemy virtual object, a direction mark is displayed at the end position of the movement operation in the game map, including:

[0122] S40: In response to the movement operation directed to the mark of the enemy virtual object, a direction mark and a duration setting area are generated at the end position of the movement operation in the game map.

[0123] In this embodiment, in response to a moving operation targeting the identification of an enemy virtual object, a direction mark is displayed at the end position of the moving operation in the game map, and a duration setting area is displayed around the direction mark in the game map. The duration setting area is used to set a preset duration.

[0124] S50: In response to a duration setting operation input through the duration setting area, determining the duration set by the duration setting operation as a preset duration.

[0125] In this embodiment, by inputting a duration setting operation in the duration setting area, the duration set by the duration setting operation is determined as the preset duration. For example, please refer to Figure 9 , which is a schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 6 ,like Figure 9 As shown, the duration setting area includes: a time increase control, a time decrease control, a time sliding control, and a preview time. The preview time can be adjusted by setting the time of the time increase control, the time decrease control, and the time sliding control. After the preview time meets the requirements, click or double-click in the game map to confirm the generation of the preview time. At this time, the time increase control, the time decrease control, the time sliding control, and the preview time will be cancelled in the game map.

[0126] S60: In response to the confirmation operation on the direction mark, the direction mark is displayed at the end position of the movement operation on the game map.

[0127] In this embodiment, after setting a preset duration for the direction marker, a confirmation operation is performed on the direction marker again. This confirmation operation can be, for example, a single-click operation or a double-click operation to confirm the generation of the direction marker, and the direction marker is displayed on the game map at the end position of the movement operation. If the player needs to abandon the generation of the direction marker, for example, if the player's movement operation ends at the wrong location, or the enemy virtual object's field of view is restored while the player is generating the direction marker, the player can cancel the display of the direction marker by clicking anywhere outside the game map.

[0128] The display control method of the game provided in the above embodiment can customize the preset time length through the time length setting area in the game map, so that players can set different preset time lengths for different direction marks according to their needs, making the setting of the preset time length more flexible and providing players with a better gaming experience.

[0129] In an optional embodiment, the method further includes:

[0130] In response to the restoration of the field of view of the enemy virtual object in the game scene, the direction mark displayed at the end position of the moving operation in the game map is cancelled.

[0131] In this embodiment, when the enemy virtual object leaves the virtual cover, the field of view of the enemy virtual object in the game scene is restored, and the logo of the enemy virtual object with restored field of view is redisplayed in the game map. At this time, the direction mark at the end position of the moving operation is cancelled.

[0132] In addition to canceling the display of direction marks, the logo of enemy virtual objects whose vision is restored is also canceled on the graphical user interface of teammates' virtual objects, as well as the direction of enemy virtual objects in the game scene in the game map.

[0133] The game display control method provided by the above embodiment cancels the display of the direction mark at the end position of the moving operation in the game map after the field of view of the enemy virtual object is restored, thereby avoiding the continuous display of the direction mark and causing misjudgment by the corresponding player, and at the same time facilitates the next response, thereby improving the player's gaming experience.

[0134] Based on the above embodiment, the present application also provides a game display control device, please refer to Figure 10 , is a structural diagram of a display control device for a game provided in an embodiment of the present application, such as Figure 10 As shown, the device includes:

[0135] The identification display module 10 is used to display the identification of the enemy virtual object that has disappeared from the field of view on the graphical user interface in response to the enemy virtual object disappearing from the field of view in the game scene;

[0136] a position marking module 20 for responding to a movement operation directed to the mark of the enemy virtual object and marking the end position of the movement operation in the game map;

[0137] The prompt information sending module 30 is used to send a prompt information to the terminal device of the teammate virtual object in response to the teammate virtual object being within the preset range of the end position in the game scene. The prompt information includes at least: the identification of the enemy virtual object and the direction of the enemy virtual object in the game scene when the field of view disappears.

[0138] Optionally, the device further includes:

[0139] The virtual object detection module is used to respond to the zoom operation on the game map, display the zoomed-in game map in the graphical user interface, and detect whether there are enemy virtual objects that have disappeared from the field of view in the game scene.

[0140] Optionally, if there are multiple enemy virtual objects, the identification display module 10 is specifically configured to display the identifications of the multiple enemy virtual objects in sequence on the graphical user interface according to the length of time the visual field disappears;

[0141] The moving operation includes: a selection operation for an identifier of any enemy virtual object among the multiple enemy virtual objects, and a sliding operation continuous with the selection operation.

[0142] Optionally, the device further includes:

[0143] The identification distinguishing and displaying module is used to distinguish and display the identification of the enemy virtual object selected by the selection operation from the identifications of other enemy virtual objects.

[0144] Optionally, the identification display module 10 is specifically configured to display an identification of an enemy virtual object in an outer edge area of ​​a game map on a graphical user interface.

[0145] Optionally, the position marking module 20 is specifically configured to respond to movement operations for identification of multiple enemy virtual objects and perform multiple position markings at multiple end positions of the movement operations in the game map.

[0146] Optionally, the prompt information further includes: a preset duration, which is a preset duration for the enemy virtual object to reach a position corresponding to the end position.

[0147] Optionally, in response to the teammate's virtual object entering the field of view corresponding to multiple end positions in the game scene, the prompt information also includes: the number of the multiple end positions.

[0148] Optionally, the position marking module 20 includes:

[0149] a duration setting display unit for generating a direction mark and a duration setting area at an end position of the movement operation in the game map in response to a movement operation directed to the mark of the enemy virtual object;

[0150] a preset duration setting unit, configured to respond to a duration setting operation input through the duration setting area and determine the duration set by the duration setting operation as a preset duration;

[0151] The direction mark display unit is used to respond to the confirmation operation on the direction mark and display the direction mark at the end position of the moving operation in the game map.

[0152] Optionally, the device further includes:

[0153] The marking display cancellation module is used to cancel the display of the direction mark at the end position of the moving operation in the game map in response to the field of view of the enemy virtual object in the game scene being restored.

[0154] The above-mentioned device is used to execute the method provided in the above-mentioned embodiment. Its implementation principle and technical effect are similar and will not be repeated here.

[0155] The above modules can be one or more integrated circuits configured to implement the above methods, such as one or more application-specific integrated circuits (ASICs), one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented by scheduling program code through a processing element, the processing element can be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0156] Please refer to Figure 11 , is a schematic diagram of a terminal device provided in an embodiment of the present application. Terminal device 100 includes: a processor 101, a storage medium 102, and a bus. Storage medium 102 stores program instructions executable by processor 101. When terminal device 100 is running, processor 101 and storage medium 102 communicate via the bus, and processor 101 executes the program instructions to perform the above-described method embodiment. The specific implementation methods and technical effects are similar and will not be repeated here.

[0157] Optionally, the present invention further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor at runtime, it is used to execute the above method embodiment.

[0158] Optionally, the present application also provides a program product, such as a computer-readable storage medium, comprising a program, which is used to perform the above method embodiment when executed by a processor.

[0159] In the several embodiments provided in this application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0160] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0161] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or in the form of hardware plus software functional units.

[0162] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium and includes a number of instructions for causing a computer device (which can be a personal computer, server, or network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: a USB flash drive, a mobile hard disk, a read-only memory (English: Read-Only Memory, abbreviated: ROM), a random access memory (English: Random Access Memory, abbreviated: RAM), a disk or an optical disk, and other media that can store program code.

[0163] The above are only specific embodiments of the present application, but the scope of protection of this application is not limited to them. Any changes or substitutions that can be easily conceived by any person skilled in the art within the technical scope disclosed in this application should be included in the scope of protection of this application. Therefore, the scope of protection of this application should be based on the scope of protection of the claims.

Claims

1. A game display control method, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays a game scene and a game map corresponding to the game scene, wherein a plurality of virtual objects are displayed in the game scene, and an identifier of each virtual object is displayed at a position corresponding to each virtual object in the game map, and the method includes: In response to a disappearance of the field of view of an enemy virtual object in the game scene, displaying an identifier of the enemy virtual object that has disappeared from the field of view on the graphical user interface; In response to a movement operation directed to the mark of the enemy virtual object, displaying a direction mark at an end position of the movement operation in the game map; In response to a teammate virtual object being within a preset range of the end position in the game scene, sending a prompt message to a terminal device of the teammate virtual object, the prompt message including at least: an identifier of the enemy virtual object and a direction of the enemy virtual object in the game scene when the field of view disappears; The method further comprises: In response to the field of view of the enemy virtual object in the game scene being restored, the direction mark is cancelled at the end position of the movement operation in the game map.

2. The method according to claim 1, characterized in that In response to the disappearance of the field of view of the enemy virtual object in the game scene, before displaying the identifier of the enemy virtual object that has disappeared from the field of view on the graphical user interface, the method further includes: In response to a zoom-in operation on the game map, the zoomed-in game map is displayed in the graphical user interface, and it is detected whether there is an enemy virtual object that disappears from the field of view in the game scene.

3. The method according to claim 1, characterized in that If there are multiple enemy virtual objects, then displaying the identifiers of the enemy virtual objects that have disappeared from the field of view on the graphical user interface includes: Displaying the identifiers of a plurality of enemy virtual objects on the graphical user interface in sequence according to the length of time the field of view disappears; The moving operation includes: a selection operation for an identifier of any enemy virtual object among the plurality of enemy virtual objects, and a sliding operation continuous with the selection operation.

4. The method according to claim 3, characterized in that The method further comprises: The identifier of the enemy virtual object selected by the selection operation among the multiple enemy virtual objects is distinguished and displayed from the identifiers of other enemy virtual objects.

5. The method according to claim 1, wherein The step of displaying the identifier of the enemy virtual object that has disappeared from the field of view on the graphical user interface includes: The identifier of the enemy virtual object is displayed in an outer edge area of ​​the game map on the graphical user interface.

6. The method according to claim 3, characterized in that The step of marking an end position of the movement operation in response to the movement operation of the enemy virtual object includes: In response to movement operations for the identification of multiple enemy virtual objects, multiple position marks are made at multiple end positions of the movement operations in the game map.

7. The method according to claim 1, characterized in that The prompt information further includes: a preset duration, where the preset duration is the preset duration for the enemy virtual object to reach a position corresponding to the end position.

8. The method according to claim 6, characterized in that In response to the teammate virtual object being within a preset range of the end position in the game scene, sending a prompt message to the terminal device of the teammate virtual object includes: In response to the teammate virtual object entering the field of view corresponding to the multiple end positions in the game scene, the prompt information is sent to the terminal device of the teammate virtual object, and the prompt information also includes: the number of the multiple end positions.

9. The method according to claim 1, characterized in that The step of displaying a direction mark at an end position of the movement operation in response to the movement operation of the enemy virtual object includes: In response to a movement operation directed to the mark of the enemy virtual object, generating the direction mark and duration setting area at an end position of the movement operation in the game map; In response to a duration setting operation input through the duration setting area, determining the duration set by the duration setting operation as a preset duration; In response to a confirmation operation on the direction mark, the direction mark is displayed at an end position of the movement operation on the game map.

10. A game display control device, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays a game scene and a game map corresponding to the game scene, wherein a plurality of virtual objects are displayed in the game scene, and an identifier of each virtual object is displayed at a position corresponding to each virtual object in the game map, wherein the apparatus comprises: an identification display module, configured to display an identification of the enemy virtual object that has disappeared from the field of view on the graphical user interface in response to the enemy virtual object disappearing from the field of view in the game scene; a position marking module, configured to respond to a movement operation directed to the mark of the enemy virtual object and display a direction mark at an end position of the movement operation in the game map; a prompt information sending module, configured to send a prompt information to a terminal device of a teammate virtual object in response to the teammate virtual object being within a preset range of the end position in the game scene, the prompt information including at least: an identifier of the enemy virtual object and a direction of the enemy virtual object in the game scene when the field of view disappears; The device further comprises: A mark cancellation display module is used to cancel the display of the direction mark at the end position of the movement operation in the game map in response to the field of view of the enemy virtual object in the game scene being restored.

11. A terminal device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor. When the terminal device is running, the processor and the storage medium communicate via the bus, and the processor executes the program instructions to perform the steps of the game display control method as described in any one of claims 1 to 9.

12. A computer-readable storage medium, characterized in that The storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the game display control method according to any one of claims 1 to 9 are executed.

Citation Information

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