Method, device, electronic device and storage medium for displaying virtual models in games

By displaying the asset interface and copying maps in the graphical user interface of the SLG game, the problem that players cannot quickly view models around the virtual model is solved, and decision-making efficiency is improved.

CN115105830BActive Publication Date: 2025-08-22NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210788883.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-07-06
Publication Date
2025-08-22
Estimated Expiration
2042-07-06

AI Technical Summary

Technical Problem

In multiplayer online SLG games, players cannot view virtual models and the virtual models around them in a short time, affecting decision efficiency.

Method used

By displaying the asset interface in the game's graphical user interface, the target virtual model is determined in response to the operation of position coordinates, and the copy map is displayed in the asset interface, and the field of vision is on the map of the target virtual model, allowing players to adjust the display of the virtual model.

Benefits of technology

Improves the efficiency of players to view virtual models and their surrounding models in a short period of time, and enhances decision-making ability.

✦ Generated by Eureka AI based on patent content.

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Abstract

Embodiments of the present invention provide a method, apparatus, electronic device, and storage medium for displaying virtual models in a game. The method comprises: displaying an asset interface in a graphical user interface, the asset interface including the location coordinates corresponding to an occupied virtual model; in response to a first operation on the location coordinates, determining target location coordinates from the location coordinates, and determining the occupied virtual model corresponding to the target location coordinates as a first target virtual model; displaying a duplicate map in the asset interface, the duplicate map being a map obtained by duplicating the scene map and with a field of view within the first target virtual model; and in response to a second operation on the duplicate map, adjusting the virtual model displayed in the duplicate map. In embodiments of the present invention, players can quickly view virtual models surrounding and surrounding a virtual model in a short period of time, improving the player's decision-making efficiency.
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Description

Technical Field

[0001] Embodiments of the present invention relate to the field of Internet technology, and in particular to a method for displaying a virtual model in a game, a device for displaying a virtual model in a game, an electronic device, and a computer-readable storage medium. Background Art

[0002] In multiplayer online SLGs (Simulation Games), players constantly occupy virtual models (such as land, buildings, and other occupyable objects). These virtual models are ranked, and different levels of virtual models can produce different amounts of resources. Generally, low-level virtual models produce fewer resources, while high-level virtual models produce more resources. These resources can be used to build cities, train troops, and increase alliance levels. However, there is a limit to the number of virtual models that players can occupy. This means that in order to obtain more resources, players need to constantly give up low-level virtual models and occupy more high-level virtual models.

[0003] Before players abandon a low-level virtual model, they often need to first view the virtual model and the virtual models surrounding it in the scene map (large map) to better decide whether to abandon the virtual model. For example, in SLG games, players can only perform occupation operations such as expeditions on adjacent virtual models that have already been connected. For example, by occupying low-level virtual models around a high-level virtual model, the high-level virtual model can be made available for expedition, and then the high-level virtual model can be occupied. However, currently players cannot view the virtual model and the virtual models surrounding it within a short period of time, which affects the player's decision-making efficiency. Summary of the Invention

[0004] An embodiment of the present invention provides a method, device, electronic device, and computer-readable storage medium for displaying a virtual model in a game to solve the problem that players cannot view the virtual models of a virtual model and its surrounding virtual models in a short period of time, which affects the players' decision-making efficiency.

[0005] An embodiment of the present invention discloses a method for displaying a virtual model in a game, wherein a graphical user interface of the game is provided through a terminal device, the game having a corresponding scene map, the scene map including multiple virtual models, and the method comprising:

[0006] Displaying an asset interface in the graphical user interface, wherein the asset interface includes position coordinates corresponding to the occupied virtual model;

[0007] In response to a first operation on the position coordinates, determining target position coordinates from the position coordinates, and determining the occupied virtual model corresponding to the target position coordinates as a first target virtual model;

[0008] Displaying a duplicate map in the asset interface, wherein the duplicate map is a map obtained by duplicating the scene map and having a field of view within the first target virtual model;

[0009] In response to a second operation on the copied map, the virtual model displayed in the copied map is adjusted.

[0010] Optionally, displaying the asset interface in the graphical user interface includes:

[0011] Displaying a scene map in the current field of view in the graphical user interface;

[0012] In response to an operation instruction to open an asset interface, displaying the asset interface on the scene map;

[0013] The method further comprises:

[0014] In response to an operation instruction to close the asset interface, the map scene in the current field of view is restored to display.

[0015] Optionally, the method further includes:

[0016] The scene map displays game events generated according to game triggering operations;

[0017] The displaying of the copy map in the asset interface includes:

[0018] The game event is updated, and the updated game event is synchronously displayed on the duplicate map in the asset interface.

[0019] Optionally, after displaying an asset interface in the graphical user interface, wherein the asset interface includes the location coordinates corresponding to the occupied virtual model, the method further includes:

[0020] Obtaining a classification label corresponding to the occupied virtual model;

[0021] The category label corresponding to the occupied virtual model is displayed in the asset interface.

[0022] Optionally, after displaying the copied map in the asset interface, the method further includes:

[0023] Obtaining a classification label corresponding to the first target virtual model in the copied map;

[0024] The classification label corresponding to the first target virtual model is displayed in the copied map.

[0025] Optionally, after displaying the copied map in the asset interface, the method further includes:

[0026] determining, according to the classification label of the first target virtual model, a second target virtual model associated with the first target virtual model;

[0027] The first target virtual model and the second target virtual model are displayed in association with each other in the copy map.

[0028] Optionally, the associating and displaying the first target virtual model and the second target virtual model in the duplicate map includes:

[0029] The first target virtual model and the second target virtual model are displayed in association with each other in the copy map in a style corresponding to the classification label of the first target virtual model.

[0030] Optionally, after displaying the copied map in the asset interface, the method further includes:

[0031] In response to a third operation on the virtual model in the copied map, a third target virtual model is determined from the virtual models, and virtual model information corresponding to the third target virtual model is displayed in the copied map.

[0032] Optionally, the location coordinates corresponding to the virtual models in the asset list panel each have a delete control. After displaying the copied map in the asset interface, the method further includes:

[0033] In response to a fourth operation on the deletion control, the corresponding position coordinates of the virtual model in the asset interface are deleted.

[0034] Optionally, after displaying the copied map in the asset interface, the method further includes:

[0035] In response to a fifth operation on the position coordinates corresponding to any virtual model in the asset interface, or in response to a sixth operation on other areas of the graphical user interface except the asset interface, displaying the duplicate map in the asset interface ends.

[0036] Optionally, after responding to the first operation on the location coordinates, the method further includes:

[0037] A visual feedback mark is provided for the position coordinate corresponding to the first operation; the visual feedback mark includes at least one of the following: a highlight mark and a box selection mark.

[0038] Optionally, the virtual model includes at least a plot of land and a virtual character; the virtual model information includes at least the location coordinates, name, level and classification label of the virtual model; the plot of land includes at least land and a building, and the building is built on the land.

[0039] An embodiment of the present invention further provides a device for displaying a virtual model in a game, which provides a graphical user interface of the game through a terminal device. The game has a corresponding scene map, and the scene map includes multiple virtual models, which may specifically include the following modules:

[0040] An asset interface display module, configured to display an asset interface in the graphical user interface, wherein the asset interface includes position coordinates corresponding to occupied virtual models;

[0041] an operation response module, configured to, in response to a first operation on the position coordinates, determine a target position coordinate from the position coordinates, and determine the occupied virtual model corresponding to the target position coordinates as a first target virtual model;

[0042] The copied map display module is used to display a copied map in the asset interface, where the copied map is a map obtained by copying the scene map and having a field of view within the first target virtual model.

[0043] The copy map adjustment module is configured to adjust the virtual model displayed in the copy map in response to a second operation on the copy map.

[0044] Optionally, the asset interface display module is specifically configured to:

[0045] Displaying a scene map in the current field of view in the graphical user interface;

[0046] In response to an operation instruction to open an asset interface, displaying the asset interface on the scene map;

[0047] The device further includes a map scene recovery module, configured to:

[0048] In response to an operation instruction to close the asset interface, the map scene in the current field of view is restored to display.

[0049] Optionally, the device further comprises: a game event generating module, configured to: display game events generated according to game triggering operations in the scene map;

[0050] The duplicate map display module is specifically used to:

[0051] The game event is updated, and the updated game event is synchronously displayed on the duplicate map in the asset interface.

[0052] Optionally, the device further includes: a first category label display module, configured to:

[0053] Obtaining a classification label corresponding to the occupied virtual model;

[0054] The category label corresponding to the occupied virtual model is displayed in the asset interface.

[0055] Optionally, the second category label display module is configured to:

[0056] Obtaining a classification label corresponding to the first target virtual model in the copied map;

[0057] The classification label corresponding to the first target virtual model is displayed in the copied map.

[0058] Optionally, the device further includes: a virtual model association display module, configured to:

[0059] determining, according to the classification label of the first target virtual model, a second target virtual model associated with the first target virtual model;

[0060] The first target virtual model and the second target virtual model are displayed in association with each other in the copy map.

[0061] Optionally, the virtual model is associated with a display module, specifically configured to:

[0062] The first target virtual model and the second target virtual model are displayed in association with each other in the copy map in a style corresponding to the classification label of the first target virtual model.

[0063] Optionally, the device further includes: a virtual model information display module, configured to:

[0064] In response to a third operation on the virtual model in the copied map, a third target virtual model is determined from the virtual models, and virtual model information corresponding to the third target virtual model is displayed in the copied map.

[0065] Optionally, the position coordinates corresponding to the virtual models in the asset list panel each have a deletion control, and the device further includes: a virtual model deletion module, configured to:

[0066] In response to a fourth operation on the deletion control, the corresponding position coordinates of the occupied virtual model in the asset interface are deleted.

[0067] Optionally, the device further includes: a copy map closing module, configured to:

[0068] In response to a fifth operation on the position coordinates corresponding to any virtual model in the asset interface, or in response to a sixth operation on other areas of the graphical user interface except the asset interface, displaying the duplicate map in the asset interface ends.

[0069] Optionally, the device further comprises: a visual feedback identification providing module, configured to:

[0070] A visual feedback mark is provided for the position coordinate corresponding to the first operation; the visual feedback mark includes at least one of the following: a highlight mark and a box selection mark.

[0071] Optionally, the virtual model includes at least a plot of land and a virtual character; the virtual model information includes at least the location coordinates, name, level and classification label of the virtual model; the plot of land includes at least land and a building, and the building is built on the land.

[0072] An embodiment of the present invention further discloses an electronic device, comprising a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory communicate with each other via the communication bus;

[0073] The memory is used to store computer programs;

[0074] The processor is configured to implement the method described in the embodiment of the present invention when executing the program stored in the memory.

[0075] An embodiment of the present invention further discloses a computer-readable storage medium having instructions stored thereon. When executed by one or more processors, the processors are enabled to execute the method according to the embodiment of the present invention.

[0076] An embodiment of the present invention further discloses a computer program product, which is stored in a storage medium and is executed by at least one processor to implement the method described in the embodiment of the present invention.

[0077] The embodiments of the present invention include the following advantages:

[0078] In an embodiment of the present invention, an asset interface is displayed in a graphical user interface of a game provided by a terminal device, wherein the asset interface includes location coordinates corresponding to occupied virtual models. In response to a first operation on the location coordinates, target location coordinates can be determined from the location coordinates, and the occupied virtual model corresponding to the target location coordinates can be determined as a first target virtual model. Subsequently, a scene map of the game can be displayed in the asset interface, with the field of view being the copy of the first target virtual model. Moreover, in response to a second operation on the copy map, the virtual model displayed in the copy map can be adjusted. In this embodiment of the present invention, after displaying the scene map of the game in the asset interface, with the field of view being the copy of the first target virtual model, the player can observe the first target virtual model in the asset interface to make a decision. Furthermore, by adjusting the virtual models displayed in the copy map, the player can observe more virtual models in the copy map (e.g., other virtual models surrounding the first target virtual model) to make a decision. It can be understood that because the player does not need to go through the steps of closing the asset interface, opening the scene map, and jumping to the first target virtual model on the scene map, the player can quickly view the virtual model and its surrounding virtual models in a short period of time, thereby improving the player's decision-making efficiency. BRIEF DESCRIPTION OF THE DRAWINGS

[0079] Figure 1 This is a flowchart of a method for displaying a virtual model in a game provided in an embodiment of the present invention;

[0080] Figure 2 is a schematic diagram of an asset interface provided in an embodiment of the present invention;

[0081] Figure 3 is a schematic diagram of displaying a scene map in an asset interface provided in an embodiment of the present invention;

[0082] Figure 4 This is a schematic diagram of deleting a virtual model in an asset interface provided in an embodiment of the present invention;

[0083] Figure 5 is a schematic diagram of closing a control in an asset interface provided in an embodiment of the present invention;

[0084] Figure 6 is a schematic diagram of a visual feedback indicator in an asset interface provided in an embodiment of the present invention;

[0085] Figure 7 This is a structural block diagram of a device for displaying a virtual model in a game provided in an embodiment of the present invention;

[0086] Figure 8 It is a schematic diagram of the hardware structure of an electronic device for implementing various embodiments of the present invention. DETAILED DESCRIPTION

[0087] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, the present invention is further described in detail below with reference to the accompanying drawings and specific embodiments.

[0088] Currently, in games, a system or interface is usually provided to uniformly display the virtual models owned by players and the virtual model information corresponding to the virtual models. This system or page is usually called an asset interface. Specifically, the asset interface displays all virtual models currently owned by the player and the corresponding virtual model information in a list format. The virtual model information includes but is not limited to the virtual model level, virtual model type (such as land or building), location coordinates, etc. However, although the asset interface displays the virtual models owned by the player and the virtual model information corresponding to the virtual model in the form of a list, it often fails to intuitively display the virtual model and the surrounding virtual models. Therefore, even if the player can choose whether to abandon the virtual model through the asset interface, if the player does not first check the virtual model and the surrounding virtual models before abandoning the virtual model, the decision accuracy will be low. This is because in strategy games such as SLG, players can only perform occupation operations such as expeditions on adjacent virtual models that have already been connected. For example, by occupying low-level land around a high-level virtual model, the high-level virtual model becomes expeditionable and can then be occupied.

[0089] When the player views the virtual model to be abandoned and the virtual models around it, the player can click on the location coordinates corresponding to the virtual model to be abandoned in the asset interface, then close the asset interface and open the scene map, jump to the virtual model to be abandoned on the scene map, and then view the virtual model to be abandoned and the virtual models around it on the scene map, and then determine whether to abandon the virtual model. It can be understood that this method is not convenient for players to view the virtual model and the virtual models around it in a short time.

[0090] To address the above issues, an embodiment of the present invention provides a method for displaying virtual models in a game, which can preview a virtual model and its surrounding virtual models in the asset interface without closing the asset interface or jumping to the scene map, effectively improving the efficiency of information acquisition. Players can view multiple virtual models and their surrounding virtual models in a short period of time, thereby improving the player's decision-making efficiency.

[0091] In one embodiment of the present invention, a method for displaying a virtual model in a game can be executed on a local terminal device or a server. When the method for displaying a virtual model in a game is executed on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0092] In an optional embodiment, various cloud applications, such as cloud gaming, can be run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the operating body of the game program and the main body that presents the game screen are separated. The storage and operation of the display method of the virtual model in the game are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission capabilities close to the user, such as a mobile phone, television, computer, PDA, game console, etc.; however, the method of displaying the virtual model in the game is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device via the network. Finally, the client device decodes and outputs the game screen.

[0093] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0094] Reference Figure 1 , shows a flowchart of the steps of a method for displaying a virtual model in a game provided in an embodiment of the present invention, wherein a graphical user interface of the game is provided through a terminal device, the game has a corresponding scene map, and the scene map includes multiple virtual models. Specifically, the method may include the following steps:

[0095] Step 101: Display an asset interface in the graphical user interface, wherein the asset interface includes position coordinates corresponding to occupied virtual models.

[0096] Among them, virtual models can be virtual characters in the game (virtual characters can be virtual characters controlled by the game player, or non-player characters (NPCs) pre-set by the game developer in a specific game scene, such as friendly troops or enemy troops), land, buildings, or land and buildings, etc. In actual games, virtual models can be independent of each other or interdependent. For example, buildings are built on land. In the game, land and buildings can be independent of each other or can be considered interdependent. Therefore, when demolishing land, if the land and buildings are independent, the buildings on the land must be demolished first and then the land. If the land and buildings are integrated, the land and buildings on the land must be demolished together. Of course, the specific settings of virtual models can be adjusted according to actual game requirements and are not limited in this embodiment of the present invention. Occupied virtual models refer to virtual models owned by players in the game. They are assets allocated by the game system or acquired by the players themselves in the game.

[0097] Specifically, a virtual model has corresponding virtual model information. Taking land as an example, the virtual model information of land includes land information corresponding to the land and building information corresponding to the building. The land information includes at least the land name, land grade, and land location coordinates, and the building information includes at least the building name, building grade, and building location coordinates. A scene map is a map in the game that allows players to observe multiple virtual models. For example, dozens of connected virtual models can be observed simultaneously on the scene map, such as dozens of connected land or dozens of connected buildings. Moreover, by operating a virtual model, the virtual model information corresponding to the virtual model can be viewed, such as the virtual model information of land: "Land Lv5, (1251, 628)".

[0098] In an embodiment of the present invention, if a player is ready to give up some virtual models, such as some low-level land, an asset interface can be displayed in a graphical user interface, wherein an asset list panel is displayed in the asset interface, and the asset list panel can display the position coordinates corresponding to the virtual models occupied by the player in the scene map in a list form. As an example, refer to Figure 2 , is a schematic diagram of an asset interface provided in an embodiment of the present invention, wherein the asset interface includes an asset list panel 201 , in which position coordinates 2011 , position coordinates 2012 , and position coordinates 2013 corresponding to virtual models occupied by players are displayed.

[0099] Step 102: In response to a first operation on the position coordinates, determine target position coordinates from the position coordinates, and determine the occupied virtual model corresponding to the target position coordinates as a first target virtual model.

[0100] The first operation may include a touch operation or a non-touch operation. A touch operation may be a contact operation such as a click gesture, a long press gesture, and a drag gesture performed by a player on a touch display of a terminal device using an operating medium such as a finger or a stylus. A non-touch operation may be a contactless operation performed by hovering an operating medium such as a finger or a stylus in front of the touch display of the terminal device, or a click / long press operation performed by an external device (such as a mouse or a controller).

[0101] Specifically, the click gesture is an operation gesture on the touch display of a terminal device with an operating system such as iOS or Android, that is, a certain operation is triggered by clicking an operation object on the touch display; the long press gesture is an operation gesture on the touch display of a terminal device with an operating system such as iOS or Android, that is, by pressing and holding the operation object on the touch display for a period of time (for example, more than 0.5 seconds (s)), and then releasing it to trigger a certain operation; the drag gesture is an operation gesture on the touch display of a terminal device with an operating system such as iOS or Android, that is, by pressing and holding the operation object on the touch display, dragging it a certain distance to another operation object position on the touch display, and then releasing it to trigger a certain operation. Specifically, the operation object can be a control, game character, game item, etc. displayed on the touch display.

[0102] The first target virtual model is an occupied virtual model that the player hopes to see the virtual models around it in the scene map, for example, some low-level land or low-level buildings that the player is going to delete. Figure 2 , assuming that the player performs a long press operation on the position coordinates (1251, 627) corresponding to the occupied virtual model, in response to the long press operation, the position coordinates (1251, 627) are determined as the target position coordinates, and the occupied virtual model corresponding to the target position coordinates is determined as the first target virtual model.

[0103] Step 103: Display a duplicate map in the asset interface, where the duplicate map is a map obtained by duplicating the scene map and having a field of view within the first target virtual model.

[0104] It should be noted that the copied map can be a map that partially copies the scene map and includes the first target virtual model, or it can be a map that completely copies the scene map. The embodiment of the present invention does not limit this. In addition, it should be noted that the copied map can have all the functions of the scene map. Of course, based on game performance considerations, it can also be set to have only some of the functions of the scene map. For example, it can be set to have only the function of displaying the virtual model and the virtual model information corresponding to the virtual model. In addition, in order to better display the virtual model for the player on the copied map, the embodiment of the present invention can also be set to have some functions that the scene map does not have. The embodiment of the present invention also does not limit this.

[0105] Step 103: In response to a second operation on the copied map, adjust the virtual model displayed in the copied map.

[0106] In some large-scale games, the scene map is very large, so the scene map can usually only be partially displayed in the graphical user interface. For example, the scene map may actually have thousands of virtual models, but only a dozen or dozens of virtual models can be displayed in the graphical user interface.

[0107] It should be noted that in the game, the game screen can be presented through a virtual camera. The position of the virtual camera can move with the movement of the game scene (such as a copied map). As the player drags the copied map, the virtual camera also changes accordingly. In this way, the copied map under different fields of view can be presented through the virtual camera on the touch display.

[0108] In an embodiment of the present invention, after determining the first target virtual model from the virtual models already occupied by the player, a copy map can be displayed in the asset interface, and the content displayed in the copy map is the field of view of the first target virtual model (the field of view of the first target virtual model means that the first target virtual model is displayed at the center position of the copy map, or the first target virtual model can be observed in the copy map). In this way, the player can observe the first target virtual model and the virtual models around it through the copy map, and then make corresponding decisions, such as whether to abandon the first target virtual model.

[0109] In actual gameplay, players can manipulate the copied map of the first target model, such as by dragging the copied map to adjust the virtual camera, thereby adjusting the virtual models displayed in the copied map. This allows players to observe more virtual models surrounding the first target model, or view occupied virtual models of other players besides the first target model. It can be understood that by adjusting virtual objects in the copied map, players can observe more virtual models besides the first target model, thereby making better decisions.

[0110] As an example, assuming that the first target virtual model a and the virtual models around it are originally displayed in the copied map, the player can perform a drag gesture in the copied map, then the content displayed in the copied map will be adjusted from displaying the first target virtual model a and the virtual models around it to displaying virtual model b and the virtual models around it.

[0111] Reference Figure 3 , a schematic diagram of displaying a scene map in an asset interface provided in an embodiment of the present invention, assuming that the player is targeting Figure 2 A long press gesture is performed on the position coordinates (1251, 627) in the occupied virtual model in the game. In response to the long press gesture, the position coordinates (1251, 627) are determined as the target position coordinates, and the occupied virtual model corresponding to the target position coordinates is determined as the first target virtual model. Then, a copy map can be displayed in the asset interface, and the copy map is a map with the field of view at the target position coordinates. Therefore, the player can observe the virtual model corresponding to the target position coordinates and the virtual models 301 around it in the copy map. Of course, in an embodiment of the invention, the corresponding virtual model information can also be displayed on or on the side of the virtual model and the virtual models 301 around it.

[0112] In an embodiment of the present invention, after viewing the virtual model corresponding to a certain location coordinate and the virtual models around it through the copied map on the asset interface, you can continue to click on another location coordinate in the asset list panel of the asset interface, so that you can view the virtual model corresponding to the other location coordinate and the virtual models around it through the copied map on the asset interface. This allows players to view multiple occupied virtual models owned by multiple players and the virtual models around them in a short period of time, and then quickly make corresponding decisions, for example, quickly decide which land needs to be abandoned, which buildings need to be demolished, or which land or buildings need to be occupied in order to occupy higher-level land, etc.

[0113] Optionally, in order to expand the game's gameplay, when the asset interface is opened in the graphical user interface, in addition to displaying the asset list panel in the asset interface, other content can also be displayed in the asset interface. For example, a thumbnail plane (2D) map relative to the scene map can be displayed in the asset interface, and then, when the copy map is displayed in the asset interface, the thumbnail plane map displayed in the asset interface is switched to display the copy map (the copy map can be overlaid on the thumbnail plane map). As a specific example, suppose the game is a strategy game about the Three Kingdoms, and the game scene is divided into thirteen states, namely, Yanzhou, Yuzhou, Xuzhou, Qingzhou, Jizhou, Youzhou, Bingzhou, Yongzhou, Liangzhou, Yizhou, Jingzhou, Yangzhou, and Jiaozhou. When the asset interface is opened in the graphical user interface, the asset list panel and the thumbnail plane map showing an overview of the thirteen states can be displayed in the asset interface. Then, if the player needs to observe a virtual model of Jizhou and its surrounding virtual models, that is, when a copy map needs to be displayed in the asset interface, the thumbnail plane map of the thirteen states displayed in the asset interface can be switched to a copy map that can observe a virtual model of Jizhou and its surrounding virtual models.

[0114] In the above-mentioned method for displaying virtual models in a game, an asset interface is displayed in a graphical user interface of the game provided by a terminal device, wherein the asset interface includes position coordinates corresponding to occupied virtual models. In response to a first operation on the position coordinates, target position coordinates can be determined from the position coordinates, and the occupied virtual model corresponding to the target position coordinates can be determined as a first target virtual model. Subsequently, a copy of the scene map of the copied game can be displayed in the asset interface, wherein the field of view of the copy map is the first target virtual model. In an embodiment of the present invention, after displaying the scene map of the copied game in the asset interface and with the field of view of the copy map of the first target virtual model, the player can observe the first target virtual model and the surrounding virtual models in the asset interface to make a decision. It can be understood that since the player does not need to go through the steps of closing the asset interface and opening the scene map, and jumping to the first target virtual model on the scene map, the player can view the first target virtual model and the surrounding virtual models in a short time, thereby improving the player's decision-making efficiency.

[0115] Based on the above embodiment, a modified embodiment of the above embodiment is proposed. It should be noted that, in order to simplify the description, only the differences from the above embodiment are described in the modified embodiment.

[0116] In an exemplary embodiment, the step 101 of displaying the asset interface in the graphical user interface may include the following steps:

[0117] Displaying the scene map in the current field of view in the graphical user interface;

[0118] In response to an operation instruction to open an asset interface, displaying the asset interface on the scene map;

[0119] The method may further comprise the steps of:

[0120] In response to an operation instruction to close the asset interface, the map scene in the current field of view is restored to display.

[0121] When the scene map can be displayed in the graphical user interface, the player can perform some game trigger operations through the scene map, and then generate corresponding game events in the scene map based on the game trigger operations. For example, the gameplay and player operations of strategy games are all performed on the scene map. The scene map is the main operation interface and the interface for players to interact and fight. For example, the player can perform game trigger operations on the scene map, thereby generating a game event in which the operation troops march from plot a to plot b on the scene map.

[0122] As an optional embodiment, the copy map and the scene map in the asset interface can be considered as two independent maps. Therefore, operations on the copy map in the asset interface will not affect the current field of view or game events in the scene map. Specifically, in an embodiment of the present invention, when the scene map is displayed in the graphical user interface, the player can adjust the current field of view in the scene map. For example, the current field of view is on virtual model a, and the virtual model information of virtual model a is viewed, or a game event such as an expedition from virtual model a to virtual model b is triggered. At this time, if the player suddenly wants to view virtual model b and the virtual models around it, an operation instruction to open the asset interface on the scene map can be issued. In response to this operation instruction, the asset interface of the copy map with the current field of view on virtual model b will be displayed on the scene map. The player can then view virtual model b and the virtual models around it on the asset interface. At this time, if the player closes the asset interface, the scene map in the graphical user interface will still display the current field of view on virtual model a, or the game event of the expedition from virtual model a to virtual model b will continue.

[0123] In the above exemplary embodiment, when a scene map is displayed in a graphical user interface, an asset interface is displayed on the scene map, and the player's operation on the asset interface does not affect the current field of view or game events of the scene map. Therefore, after the player closes the asset interface, the original field of view or game events in the scene map will not be affected, thereby maintaining the continuity of the player's operation.

[0124] In an exemplary embodiment, the method may further include the following steps:

[0125] The scene map displays game events generated according to game triggering operations;

[0126] The step 103 of displaying the copied map in the asset interface includes:

[0127] The game event is updated, and the updated game event is synchronously displayed on the duplicate map in the asset interface.

[0128] In the scene map, corresponding game events can be generated according to the game trigger operation. For example, the game trigger operation can be automatically triggered by the game or triggered by other players. In response to the game trigger operation, the corresponding game event will be carried out in the game scene.

[0129] In actual games, game events are usually ongoing events that may take from a few seconds to several minutes depending on factors such as distance. During this period, game events will continue to update. At this time, if a copy map is displayed in the asset interface, the game event will also be displayed in the copy map. Moreover, as the game event in the scene map is updated, the game event will be synchronously updated in the copy map and displayed in the copy map.

[0130] For example, assuming the game event in the scenario map is the troops marching from land a to land b, and the duration is 60 seconds, then assuming that when the troops march from land a to the middle land a', the asset interface is opened and the copy map is displayed, then the game event in the copy map is the troops marching from land a to the middle land a'. After 10 seconds, the game event in the scenario map has been updated to the troops marching to land b'. At this time, the game event in the copy map will be updated to the troops marching to land b'.

[0131] In the above exemplary embodiment, the situation in the game is changing at any time. For example, game events are constantly updated. For game events generated based on game trigger operations in the scene map, if the game event is updated, the copy map in the asset interface will synchronously update the game event and display it in the copy map. In this way, players can make accurate decisions based on the current game events.

[0132] In an exemplary embodiment, after the asset interface is displayed in the graphical user interface in step 101, and the asset interface includes the position coordinates corresponding to the occupied virtual model, the method may further include the following steps:

[0133] Obtaining a classification label corresponding to the occupied virtual model;

[0134] The category label corresponding to the occupied virtual model is displayed in the asset interface.

[0135] In multiplayer online strategy games, the game situation is constantly changing, so the role of the virtual models in the scene map may also change accordingly. For example, a virtual model in the scene map is a piece of land. On the first day, the role of this land is to "pave the way," that is, to connect to higher-level land. On the second day, if the enemy is already nearby, the role of this land can be changed to "reconnaissance" or "encountering the enemy."

[0136] Therefore, in an embodiment of the present invention, corresponding classification labels can be added to the virtual models in the scene map. For example, taking land as an example, players can add corresponding classification labels to the land before going out to conquer the land in the scene map or after occupying the land. The text content of the classification label can be customized by the player or default by the game system. For example, the classification label of a piece of land can be "paving the road", "attacking the stronghold", "building a fortress", "capturing", "defending", etc.

[0137] In an embodiment of the present invention, when displaying the location coordinates of an occupied virtual model on an asset page, the classification label corresponding to the occupied virtual model can also be displayed. In this way, the player can determine the role that the occupied virtual model can play in the scene map according to the classification label on the asset page, and then filter the occupied virtual model based on the classification label in the asset interface, and then decide whether to abandon or retain it.

[0138] In the above exemplary embodiment, the classification labels of the occupied virtual models are displayed in the asset interface, so that players can understand the role played by the occupied virtual models in the asset interface, without having to jump to the scene map or copy the map to observe the virtual models, thereby improving the player's decision-making efficiency, which is particularly suitable for scenes where players have a large number of occupied virtual models.

[0139] In an exemplary embodiment, after step 103, in which the copied map is displayed in the asset interface, the method may further include the following steps:

[0140] Obtaining a classification label corresponding to the first target virtual model in the copied map;

[0141] The classification label corresponding to the first target virtual model is displayed in the copied map.

[0142] In an embodiment of the present invention, when a copied map is displayed in an asset interface, the classification label corresponding to the first target virtual model in the copied map can be obtained and displayed on or on the side of the first target virtual model in the copied map. In this way, when the player wants to abandon the first target virtual model, not only the first target virtual model and the virtual models around it can be observed in the copied map, but also the classification label of the first target virtual model in the copied map. Then, the player can make a decision based on the classification label of the first target virtual model to assist the player in deciding whether to abandon the first target virtual model.

[0143] Of course, the classification labels of other virtual models besides the first target virtual model may also be displayed in the copy interface, and the embodiment of the present invention does not need to impose any limitation on this.

[0144] In the above exemplary embodiment, the classification label of the first target virtual model is displayed in the copied map, so that the player can observe the first target virtual model and the virtual models around it in the copied map, and can also observe the classification label of the first target virtual model. Then, based on the classification label, the role that the first target virtual model can play in the game is determined, which assists the player in decision-making and further improves the player's decision-making efficiency.

[0145] In an exemplary embodiment, after step 103, in which the copied map is displayed in the asset interface, the method may further include the following steps:

[0146] determining, according to the classification label of the first target virtual model, a second target virtual model associated with the first target virtual model;

[0147] The first target virtual model and the second target virtual model are displayed in association with each other in the copy map.

[0148] In an embodiment of the present invention, the second target virtual model associated with the classification label of the first target virtual model can be determined in the copied map. For example, assuming that the classification label of the first target virtual model is "paving", the second target virtual model associated with the first target virtual model can be a high-level virtual model to which the first target virtual model can be linked. Assuming that the classification label of the first target virtual model is "reconnaissance", the second target virtual model associated with the first target virtual model can be a virtual model of the enemy that the first target virtual model can detect. Then, the first target virtual model and the second target virtual model can be displayed in association in the copied map. The manner of the association display can be to add a color mark, a highlight mark, a box mark, a connecting line mark, etc. between the first target virtual model and the second target virtual model, and the embodiment of the present invention does not need to be limited to this.

[0149] In the above exemplary embodiment, the first target virtual model and the second target virtual model are displayed in association with each other in the copy map according to the classification label of the first target virtual model, so that the player can intuitively understand in the copy map the role that the first target virtual model can play in the game for other virtual models, assisting the player in decision-making and further improving the player's decision-making efficiency.

[0150] In an exemplary embodiment, the associating and displaying the first target virtual model and the second target virtual model in the duplicate map may include the following steps:

[0151] The first target virtual model and the second target virtual model are displayed in association with each other in the copy map in a style corresponding to the classification label of the first target virtual model.

[0152] In practice, a virtual model may have one or more classification labels. Therefore, in an embodiment of the present invention, for a second target virtual model determined based on different classification labels of a first target virtual model, different styles may be used to associate and display the first target virtual model and the second target virtual model. For example, the first target virtual model and the second target virtual model determined to be associated based on the classification label "paving" may be associated and displayed using a green color. The first target virtual model and the second target virtual model determined to be associated based on the classification label "reconnaissance" may be associated and displayed using a red color.

[0153] In the above exemplary embodiment, in the copied map, the first target virtual model and the second target virtual model are displayed in association with each other in different styles according to the classification label of the first target virtual model. When there are multiple classification labels, it is helpful for players to distinguish the different roles of the first target virtual model on different virtual models in the game in the copied map, assist players in decision-making, and further improve players' decision-making efficiency.

[0154] In an exemplary embodiment, after step 103, in which the copied map is displayed in the asset interface, the method may further include the following steps:

[0155] In response to a third operation on the virtual model in the copied map, a third target virtual model is determined from the virtual models, and virtual model information corresponding to the third target virtual model is displayed in the copied map.

[0156] The virtual model information includes at least the location coordinates, name, level, and classification label of the virtual model.

[0157] When displaying a duplicate map in the asset interface, players can observe the first target virtual model and its surrounding virtual models. When the duplicate map is initially displayed, the virtual model information corresponding to the first target virtual model and its surrounding virtual models may not be displayed, or only the virtual model information corresponding to the first target virtual model may be displayed, to avoid displaying too much virtual model information in the duplicate map and causing unnecessary confusion for the player. Of course, virtual model information corresponding to all virtual models may also be displayed when the duplicate map is initially displayed, and this is not a limitation of the present invention.

[0158] In an embodiment of the present invention, when a third operation is detected on a virtual model in a copied map, a third target virtual model is determined from the virtual models, wherein the third target virtual model is a virtual model in the copied map other than the first target virtual model, and may also include the first target virtual model, that is, all virtual models in the copied map do not display corresponding virtual model information, that is, virtual model level, virtual model type, location coordinates, classification label, etc., when the copied map is first displayed in the asset interface.

[0159] In the above exemplary embodiment, in response to the third operation on the virtual model in the copied map, a third target virtual model can be determined from the virtual model, and the virtual model information corresponding to the third target virtual model can be displayed in the copied map, so that the player can observe the virtual model information of the virtual model in the copied map when necessary, and then can combine the virtual model information of more virtual models to make decisions, further improving the decision accuracy.

[0160] In an exemplary embodiment, the location coordinates corresponding to the virtual models in the asset list panel each have a delete control. After displaying the copied map in the asset interface in step 103, the method may further include the following steps:

[0161] In response to a fourth operation gesture directed to the delete control, the corresponding position coordinates of the virtual model in the asset interface are deleted.

[0162] In an embodiment of the present invention, a delete control is provided for the position coordinates corresponding to each virtual model in the asset list panel of the asset interface. Based on the delete control, the player can delete the virtual model determined to be deleted through the asset interface.

[0163] Reference Figure 4, a schematic diagram of deleting a virtual model in an asset interface provided in an embodiment of the present invention. In the asset list panel of the asset interface, a delete control 401 is provided for the location coordinates corresponding to each virtual model. If a player clicks a delete control 401 corresponding to a location coordinate, the virtual model corresponding to the control 401 will be deleted from the asset list panel.

[0164] In the above exemplary embodiment, a deletion control is provided for the position coordinates corresponding to each virtual model in the asset interface, so that the player can delete the corresponding virtual model by performing the fourth operation on the deletion control. The operation is simple and convenient for the player, thereby improving the player's gaming experience.

[0165] In an exemplary embodiment, after step 103, in which the copied map is displayed in the asset interface, the method may further include the following steps:

[0166] In response to a fifth operation on the position coordinates corresponding to any of the virtual models in the asset list panel, or in response to a sixth operation on other areas of the graphical user interface except the asset interface, display of the copy map in the asset interface is terminated.

[0167] In an embodiment of the present invention, if the player again performs the fifth operation on any location coordinates in the asset list panel of the asset interface, or performs the sixth operation on other areas of the graphical user interface other than the asset interface, the display of the copied map in the asset interface will end, allowing the player to perform other operations in the asset interface.

[0168] Specifically, if a thumbnail map relative to the scene map is displayed when the asset interface is opened, then if the player again performs an operation gesture on any location coordinate in the asset list panel, or performs an operation gesture on any area of ​​the graphical user interface other than the asset interface, the content displayed on the asset interface will switch from the copied map to the actual thumbnail map. Of course, if a blank content is displayed when the asset interface is opened, then if the player again performs an operation gesture on any location coordinate in the asset list panel, or performs an operation gesture on any area of ​​the graphical user interface other than the asset interface, the content displayed on the asset interface will switch from the copied map to the blank content.

[0169] In the above exemplary embodiment, in response to the player's operation, the display of the copy map in the asset interface can be stopped, so that the player can perform other operations in the asset interface according to his or her own game needs, such as an overview of his or her occupied virtual models.

[0170] In an exemplary embodiment, the asset interface includes a close control. After the step 103, in which the duplicate map is displayed in the asset interface, the method may further include the following steps:

[0171] In response to a seventh operation on the close control, the asset interface is closed.

[0172] In an embodiment of the present invention, a close control is provided on the asset interface, and based on the close control, the player can close the asset interface displayed in the graphical user interface.

[0173] Reference Figure 5 A schematic diagram of a closing control in an asset interface provided in an embodiment of the present invention includes a closing control 501 provided on the asset interface. If the player wants to return to the scene map to perform other game operations such as going on an expedition, the player can perform a click gesture on the closing control 501. In response to the click gesture, the asset interface will be closed.

[0174] In the above exemplary embodiment, a close control is provided for the asset interface to facilitate players to close the asset interface.

[0175] In an exemplary embodiment, after step 103, in response to the first operation on the location coordinates, the method may further include the following steps:

[0176] A visual feedback mark is provided for the position coordinate corresponding to the first operation; the visual feedback mark may include at least one of the following: a highlight mark and a box selection mark.

[0177] In an embodiment of the present invention, in order to facilitate players to intuitively observe the position coordinates of the asset list panel where they are operating, a visual feedback mark can be provided for the position coordinates. Figure 6 , is a schematic diagram of a visual feedback indicator in an asset interface provided in an embodiment of the present invention. When a player performs an operation gesture on a position coordinate in a certain asset list panel, a rectangular selection box 601 will be displayed for the position coordinate to indicate that the position coordinate has been selected.

[0178] Of course, in addition to the above-mentioned visual feedback indicators such as the highlight indicator and the box selection indicator, a screen pointer or other mark can also be provided as a visual feedback indicator, and the embodiment of the present invention does not need to be limited to this.

[0179] In the above exemplary embodiment, by providing a visual feedback mark for the position coordinates corresponding to the player's first operation, the player can intuitively observe which position coordinates have been operated, thereby avoiding player erroneous operations.

[0180] In summary, the embodiments of the present invention have at least the following beneficial effects: by operating the position coordinates in the asset interface, a copy map of the virtual model corresponding to the position coordinates in the field of view will be previewed and displayed in the asset interface, without closing the asset interface and jumping to the scene map, effectively improving the efficiency of determining the virtual model and the virtual models around it; after viewing the virtual model corresponding to a position coordinate and the virtual models around it in the copy map, you can continue to preview the copy maps of other virtual models corresponding to other position coordinates in the field of view in the asset interface, and then quickly decide which virtual models need to be abandoned or which virtual models need to be demolished; it does not change the current field of view in the scene map, and will not interrupt the game events in the scene map. At the same time, the copy map can also synchronize the game events updated in the scene map.

[0181] It should be noted that for the sake of simplicity, the method embodiments are described as a series of actions. However, those skilled in the art should be aware that the embodiments of the present invention are not limited by the order of the actions described, because according to the embodiments of the present invention, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in this specification are all preferred embodiments, and the actions involved are not necessarily required by the embodiments of the present invention.

[0182] Reference Figure 7 , shows a structural block diagram of a device for displaying a virtual model in a game provided in an embodiment of the present invention, which provides a graphical user interface of the game through a terminal device. The game has a corresponding scene map, and the scene map includes multiple virtual models. Specifically, the device may include the following modules:

[0183] An asset interface display module 701 is configured to display an asset interface in the graphical user interface, wherein the asset interface includes position coordinates corresponding to occupied virtual models;

[0184] an operation response module 702 for determining target position coordinates from the position coordinates in response to a first operation on the position coordinates, and determining the occupied virtual model corresponding to the target position coordinates as a first target virtual model;

[0185] The duplicate map display module 703 is configured to display a duplicate map in the asset interface. The duplicate map is a map obtained by duplicating the scene map and having a field of view within the first target virtual model.

[0186] The copied map adjusting module 704 is configured to adjust the virtual model displayed in the copied map in response to a second operation on the copied map.

[0187] In an exemplary embodiment, the asset interface display module 701 is specifically configured to:

[0188] Displaying a scene map in the current field of view in the graphical user interface;

[0189] In response to an operation instruction to open an asset interface, displaying the asset interface on the scene map;

[0190] The device further includes a map scene recovery module, configured to:

[0191] In response to an operation instruction to close the asset interface, the map scene in the current field of view is restored to display.

[0192] In an exemplary embodiment, the apparatus further comprises: a game event generating module, configured to: display game events generated according to game triggering operations in the scene map;

[0193] The duplicate map display module 703 is specifically configured to:

[0194] The game event is updated, and the updated game event is synchronously displayed on the duplicate map in the asset interface.

[0195] In an exemplary embodiment, the device further includes: a first category label display module, configured to:

[0196] Obtaining a classification label corresponding to the occupied virtual model;

[0197] The category label corresponding to the occupied virtual model is displayed in the asset interface.

[0198] In an exemplary embodiment, the second category label display module is configured to:

[0199] Obtaining a classification label corresponding to the first target virtual model in the copied map;

[0200] The classification label corresponding to the first target virtual model is displayed in the copied map.

[0201] In an exemplary embodiment, the apparatus further includes: a virtual model association display module, configured to:

[0202] determining, according to the classification label of the first target virtual model, a second target virtual model associated with the first target virtual model;

[0203] The first target virtual model and the second target virtual model are displayed in association with each other in the copy map.

[0204] In an exemplary embodiment, the virtual model is associated with a display module, specifically configured to:

[0205] The first target virtual model and the second target virtual model are displayed in association with each other in the copy map in a style corresponding to the classification label of the first target virtual model.

[0206] In an exemplary embodiment, the device further includes: a virtual model information display module, configured to:

[0207] In response to a third operation on the virtual model in the copied map, a third target virtual model is determined from the virtual models, and virtual model information corresponding to the third target virtual model is displayed in the copied map.

[0208] In an exemplary embodiment, the position coordinates corresponding to the virtual models in the asset list panel each have a delete control, and the device further includes: a virtual model deletion module, configured to:

[0209] In response to a fourth operation on the deletion control, the corresponding position coordinates of the occupied virtual model in the asset interface are deleted.

[0210] In an exemplary embodiment, the apparatus further includes: a copy map closing module, configured to:

[0211] In response to a fifth operation on the position coordinates corresponding to any virtual model in the asset interface, or in response to a sixth operation on other areas of the graphical user interface except the asset interface, displaying the duplicate map in the asset interface ends.

[0212] In an exemplary embodiment, the apparatus further includes: a visual feedback identification providing module, configured to:

[0213] A visual feedback mark is provided for the position coordinate corresponding to the first operation; the visual feedback mark includes at least one of the following: a highlight mark and a box selection mark.

[0214] In an exemplary embodiment, the virtual model includes at least a plot of land and a virtual character; the virtual model information includes at least the location coordinates, name, level and classification label of the virtual model; the plot of land includes at least land and a building, and the building is built on the land.

[0215] In the embodiment of the present invention, after displaying the scene map of the copied game in the asset interface, and with the field of view on the copied map of the first target virtual model, the player can observe the first target virtual model in the asset interface to make decisions. Furthermore, by adjusting the virtual models displayed in the copied map, the player can observe more virtual models (such as other virtual models around the first target virtual model) in the copied map to make decisions. It can be understood that since the player does not need to go through the steps of closing the asset interface and opening the scene map, and jumping to the first target virtual model on the scene map, the player can quickly view the virtual model and the virtual models around it in a short time, thereby improving the player's decision-making efficiency.

[0216] As for the device embodiment, since it is basically similar to the method embodiment, the description is relatively simple, and the relevant parts can be referred to the partial description of the method embodiment.

[0217] In addition, an embodiment of the present invention also provides an electronic device, including: a processor, a memory, and a computer program stored in the memory and runnable on the processor. When the computer program is executed by the processor, the various processes of the embodiment of the method for displaying a virtual model in the above-mentioned game are implemented, and the same technical effect can be achieved. To avoid repetition, it will not be repeated here.

[0218] An embodiment of the present invention further provides a computer-readable storage medium having a computer program stored thereon. When executed by a processor, the computer program implements the various processes of the aforementioned embodiment of the method for displaying a virtual model in a game, achieving the same technical effects. To avoid repetition, the description thereof is omitted here. The computer-readable storage medium may be, for example, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0219] An embodiment of the present invention provides a computer program product, which is stored in a storage medium. The program product is executed by at least one processor to implement the various processes of the embodiment of the method for displaying a virtual model in the above-mentioned game, and can achieve the same technical effect. To avoid repetition, it will not be repeated here.

[0220] Figure 8 A schematic diagram of the hardware structure of an electronic device for implementing various embodiments of the present invention.

[0221] The electronic device 800 includes but is not limited to: a radio frequency unit 801, a network module 802, an audio output unit 803, an input unit 804, a sensor 805, a display unit 806, a user input unit 807, an interface unit 808, a memory 809, a processor 810, and a power supply 811. It will be understood by those skilled in the art that Figure 8 The electronic device structure shown in the figure does not constitute a limitation on the electronic device. The electronic device may include more or fewer components than shown, or may combine certain components or arrange the components differently. In the embodiments of the present invention, the electronic device includes but is not limited to a mobile phone, a tablet computer, a laptop computer, a PDA, an in-vehicle terminal, a wearable device, and a pedometer.

[0222] It should be understood that in this embodiment of the present invention, the RF unit 801 can be used to receive and transmit signals during information transmission or calls. Specifically, it receives downlink data from the base station and transmits it to the processor 810 for processing; in addition, it transmits uplink data to the base station. Typically, the RF unit 801 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier, a duplexer, and the like. Furthermore, the RF unit 801 can communicate with the network and other devices via a wireless communication system.

[0223] The electronic device provides users with wireless broadband Internet access through the network module 802, such as helping users to send and receive emails, browse web pages, and access streaming media.

[0224] The audio output unit 803 can convert audio data received by the RF unit 801 or the network module 802 or stored in the memory 809 into an audio signal and output it as sound. In addition, the audio output unit 803 can also provide audio output related to specific functions performed by the electronic device 800 (for example, a call signal reception sound, a message reception sound, etc.). The audio output unit 803 includes a speaker, a buzzer, a receiver, etc.

[0225] The input unit 804 is used to receive audio or video signals. The input unit 804 may include a graphics processing unit (GPU) 8041 and a microphone 8042. The graphics processor 8041 processes image data of a still picture or video obtained by an image capture device (such as a camera) in a video capture mode or an image capture mode. The processed image frames can be displayed on the display unit 806. The image frames processed by the graphics processor 8041 can be stored in the memory 809 (or other storage medium) or transmitted via the radio frequency unit 801 or the network module 802. The microphone 8042 can receive sound and process such sound into audio data. The processed audio data can be converted into a format that can be sent to a mobile communication base station via the radio frequency unit 801 in the case of a telephone call mode.

[0226] The electronic device 800 also includes at least one sensor 805, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor, wherein the ambient light sensor can adjust the brightness of the display panel 8061 according to the brightness of the ambient light, and the proximity sensor can turn off the display panel 8061 and / or the backlight when the electronic device 800 is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in all directions (generally three axes), and can detect the magnitude and direction of gravity when stationary. It can be used to identify the posture of the electronic device (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc.; the sensor 805 can also include a fingerprint sensor, a pressure sensor, an iris sensor, a molecular sensor, a gyroscope, a barometer, a hygrometer, a thermometer, an infrared sensor, etc., which will not be repeated here.

[0227] The display unit 806 is used to display information input by the user or information provided to the user. The display unit 806 may include a display panel 8061, which may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.

[0228] The user input unit 807 can be used to receive input digital or character information, and to generate key signal input related to the user settings and function control of the electronic device. Specifically, the user input unit 807 includes a touch panel 8071 and other input devices 8072. The touch panel 8071, also known as a touch screen, can collect user touch operations on or near it (such as operations performed by the user using any suitable object or accessory such as a finger, stylus, etc. on or near the touch panel 8071). The touch panel 8071 may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction and detects the signal caused by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device and converts it into touch point coordinates, which are then sent to the processor 810, which receives and executes the command sent by the processor 810. In addition, the touch panel 8071 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 8071, the user input unit 807 may also include other input devices 8072. Specifically, other input devices 8072 may include but are not limited to a physical keyboard, function keys (such as volume control keys, switch keys, etc.), a trackball, a mouse, and a joystick, which are not described in detail here.

[0229] Furthermore, the touch panel 8071 may be overlaid on the display panel 8061. When the touch panel 8071 detects a touch operation on or near it, it transmits the information to the processor 810 to determine the type of touch event. Subsequently, the processor 810 provides corresponding visual output on the display panel 8061 according to the type of touch event. Figure 8 In the figure, the touch panel 8071 and the display panel 8061 are two independent components to realize the input and output functions of the electronic device. However, in some embodiments, the touch panel 8071 and the display panel 8061 can be integrated to realize the input and output functions of the electronic device, which is not limited here.

[0230] The interface unit 808 is an interface for connecting external devices to the electronic device 800. For example, the external devices may include a wired or wireless headset port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device with an identification module, an audio input / output (I / O) port, a video I / O port, a headphone port, etc. The interface unit 808 may be used to receive input (e.g., data information, power, etc.) from the external device and transmit the received input to one or more elements within the electronic device 800, or may be used to transmit data between the electronic device 800 and the external device.

[0231] Memory 809 can be used to store software programs and various data. Memory 809 may primarily include a program storage area and a data storage area. The program storage area may store an operating system and at least one application required for a function (such as a sound playback function or an image playback function); the data storage area may store data generated based on the use of the mobile phone (such as audio data, a phone book, etc.). Furthermore, memory 809 may include high-speed random access memory and non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0232] The processor 810 is the control center of the electronic device. It connects the various components of the electronic device using various interfaces and circuits. By running or executing software programs and / or modules stored in the memory 809 and accessing data stored in the memory 809, it performs various functions of the electronic device and processes data, thereby monitoring the electronic device as a whole. The processor 810 may include one or more processing units; preferably, the processor 810 may integrate an application processor and a modem processor, wherein the application processor primarily processes the operating system, user interface, and application programs, while the modem processor primarily handles wireless communications. It is understood that the modem processor may not be integrated into the processor 810.

[0233] The electronic device 800 may also include a power supply 811 (such as a battery) to supply power to each component. Preferably, the power supply 811 may be logically connected to the processor 810 through a power management system, thereby managing functions such as charging, discharging, and power consumption through the power management system.

[0234] In addition, the electronic device 800 includes some functional modules not shown, which will not be described here.

[0235] It should be noted that, in this document, the terms "comprises," "includes," or any other variations thereof are intended to encompass non-exclusive inclusion, such that a process, method, article, or apparatus comprising a series of elements includes not only those elements but also other elements not explicitly listed, or elements inherent to such process, method, article, or apparatus. In the absence of further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of other identical elements in the process, method, article, or apparatus comprising the element.

[0236] Through the description of the above embodiments, those skilled in the art can clearly understand that the above-mentioned embodiment methods can be implemented by means of software plus the necessary general hardware platform, and of course can also be implemented by hardware, but in many cases the former is a better embodiment. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes a number of instructions for enabling a terminal (which can be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in each embodiment of the present invention.

[0237] The embodiments of the present invention are described above in conjunction with the accompanying drawings, but the present invention is not limited to the above-mentioned specific implementation methods. The above-mentioned specific implementation methods are merely illustrative and not restrictive. Under the guidance of the present invention, ordinary technicians in this field can also make many forms without departing from the scope of protection of the present invention and the claims, all of which are protected by the present invention.

[0238] Those skilled in the art will appreciate that the units and algorithm steps of each example described in conjunction with the embodiments disclosed in the embodiments of the present invention can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are performed in hardware or software depends on the specific application and design constraints of the technical solution. Professional and technical personnel can use different methods to implement the described functions for each specific application, but such implementation should not be considered to be beyond the scope of the present invention.

[0239] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0240] In the 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.

[0241] 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.

[0242] In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0243] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes various media that can store program code, such as a USB flash drive, a mobile hard drive, ROM, RAM, a magnetic disk, or an optical disk.

[0244] The above description is merely a specific embodiment of the present invention, but the scope of protection of the present invention is not limited thereto. Any modifications or substitutions that can be easily conceived by a person skilled in the art within the technical scope disclosed in the present invention should be included within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be based on the scope of protection of the claims.

Claims

1. A method for displaying a virtual model in a game, characterized in that: A graphical user interface of the game is provided through a terminal device, the game has a corresponding scene map, and the scene map includes a plurality of virtual models. The method includes: Displaying an asset interface in the graphical user interface, wherein the asset interface includes position coordinates corresponding to the occupied virtual model; In response to a first operation on the position coordinates, determining target position coordinates from the position coordinates, and determining the occupied virtual model corresponding to the target position coordinates as a first target virtual model; Displaying a duplicate map in the asset interface, wherein the duplicate map is a map obtained by duplicating the scene map and having a field of view within the first target virtual model; In response to a second operation on the copied map, adjusting the virtual model displayed in the copied map; Wherein, after displaying the copied map in the asset interface, the method further includes: Obtaining a classification label corresponding to the first target virtual model in the copied map; Displaying a classification label corresponding to the first target virtual model in the copied map; Determining, based on the classification label of the first target virtual model, a second target virtual model associated with the first target virtual model; wherein the second target virtual model is an occupiable virtual model based on the first target virtual model; The first target virtual model and the second target virtual model are displayed in association with each other in the copy map.

2. The method according to claim 1, characterized in that The displaying of the asset interface in the graphical user interface includes: Displaying a scene map in the current field of view in the graphical user interface; In response to an operation instruction to open an asset interface, displaying the asset interface on the scene map; The method further comprises: In response to an operation instruction to close the asset interface, the map scene in the current field of view is restored to display.

3. The method according to claim 1, characterized in that The method further comprises: The scene map displays game events generated according to game triggering operations; The displaying of the copy map in the asset interface includes: The game event is updated, and the updated game event is synchronously displayed on the duplicate map in the asset interface.

4. The method according to claim 1, wherein After displaying an asset interface in the graphical user interface, wherein the asset interface includes the position coordinates corresponding to the occupied virtual model, the method further includes: Obtaining a classification label corresponding to the occupied virtual model; The category label corresponding to the occupied virtual model is displayed in the asset interface.

5. The method according to claim 1, wherein The associating and displaying the first target virtual model and the second target virtual model in the copied map includes: The first target virtual model and the second target virtual model are displayed in association with each other in the copy map in a style corresponding to the classification label of the first target virtual model.

6. The method according to claim 1, wherein After displaying the copied map in the asset interface, the method further includes: In response to a third operation on the virtual model in the copied map, a third target virtual model is determined from the virtual models, and virtual model information corresponding to the third target virtual model is displayed in the copied map.

7. The method according to claim 1, characterized in that An asset list panel is displayed in the asset interface; the location coordinates corresponding to the virtual models in the asset list panel are respectively provided with delete controls. After displaying the copied map in the asset interface, the method further includes: In response to a fourth operation on the deletion control, the corresponding position coordinates of the occupied virtual model in the asset interface are deleted.

8. The method according to claim 1, characterized in that After displaying the copied map in the asset interface, the method further includes: In response to a fifth operation on the position coordinates corresponding to any virtual model in the asset interface, or in response to a sixth operation on other areas of the graphical user interface except the asset interface, displaying the duplicate map in the asset interface ends.

9. The method according to claim 1, characterized in that After responding to the first operation on the location coordinates, the method further includes: A visual feedback mark is provided for the position coordinate corresponding to the first operation; the visual feedback mark includes at least one of the following: a highlight mark and a box selection mark.

10. The method according to claim 6, characterized in that The virtual model at least includes a plot of land and a virtual character; The virtual model information includes at least the location coordinates, name, level and classification label of the virtual model; The plot of land includes at least land and a building, and the building is constructed on the land.

11. A display device for a virtual model in a game, characterized in that: A graphical user interface of the game is provided through a terminal device, the game has a corresponding scene map, and the scene map includes a plurality of virtual models. The apparatus includes: An asset interface display module, configured to display an asset interface in the graphical user interface, wherein the asset interface includes position coordinates corresponding to occupied virtual models; an operation response module, configured to, in response to a first operation on the position coordinates, determine a target position coordinate from the position coordinates, and determine the occupied virtual model corresponding to the target position coordinates as a first target virtual model; A copy map display module, configured to display a copy map in the asset interface, wherein the copy map is a map obtained by copying the scene map and having a field of view within the first target virtual model; a copy map adjustment module, configured to adjust the virtual model displayed in the copy map in response to a second operation on the copy map; The second category label display module is used to: Obtaining a classification label corresponding to the first target virtual model in the copied map; Displaying a classification label corresponding to the first target virtual model in the copied map; Virtual model associated display module, used for: Determining, based on the classification label of the first target virtual model, a second target virtual model associated with the first target virtual model; wherein the second target virtual model is an occupiable virtual model based on the first target virtual model; The first target virtual model and the second target virtual model are displayed in association with each other in the copy map.

12. An electronic device, characterized in that: comprising a processor, a communication interface, a memory and a communication bus, wherein the processor, the communication interface and the memory communicate with each other via the communication bus; The memory is used to store computer programs; The processor is configured to implement the method according to any one of claims 1 to 10 when executing a program stored in the memory.

13. A computer-readable storage medium having instructions stored thereon, which, when executed by one or more processors, cause the processors to perform the method according to any one of claims 1 to 10.

Citation Information

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