Map display control method, device and electronic device
By automatically adjusting the target area of the map display interface, including virtual objects and target object identifiers, the problem of players zooming and panning the map multiple times in the game is solved, and the convenience and experience of game operations are improved.
Patent Information
- Application Number
- CN202110404032.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-04-14
- Publication Date
- 2025-07-04
- Estimated Expiration
- 2041-04-14
AI Technical Summary
In the prior art, players need to zoom and pan the map multiple times when checking the large map in the game to see the area they care about, which is cumbersome and reduces the game experience.
By generating a map display interface, the target area range is adjusted in real time to include the identification of virtual objects and target objects, and automatically adjust the map display in response to the movement of virtual objects and the property changes of target objects, without the need for players to manually zoom or pan.
It reduces the amount of operation of the map by players, improves the gaming experience, and allows players to see the information of their concerns instantly, making the operation more convenient.
Smart Images

Figure CN115193030B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of games, and in particular, to a method, device, and electronic device for controlling the display of a map. Background Art
[0002] In a game, a player can view a large map to know information such as the player's current position and the relative position between the player and a certain area in the game scene. In related technologies, after the player opens the large map, usually a complete map is displayed, or a partial area that was displayed in the large map before the player last closed the large map is displayed. At this time, the player needs to perform operations such as zooming in or out of the map or panning the map multiple times to see the area the player is concerned about, such as the player's current position, or the relative position relationship between the player's current position and other area positions, as well as routes and other information, and the operations are relatively cumbersome. Summary of the Invention
[0003] In view of this, an object of the present invention is to provide a method, device, and electronic device for controlling the display of a map, so that the player can see the area of concern without performing multiple operations of zooming in or out of the map or panning the map, greatly reducing the amount of operations on the map by the player and improving the player's gaming experience.
[0004] In a first aspect, an embodiment of the present invention provides a method for controlling the display of a map, which provides a graphical user interface through a terminal device; the graphical user interface includes a scene picture of at least a part of the game scene, and the scene picture includes virtual objects located in the game scene; the method includes: generating a map display interface in the graphical user interface, where the map display interface is used to display a target area of a scene map corresponding to the game scene, and the target area includes a virtual object identifier representing the virtual object and a target object identifier representing a target object in the game scene, where the virtual object identifier is used to mark the virtual object in the scene map, and the target object identifier is used to mark the target object in the scene map; in response to the movement of the virtual object and / or the change of the attribute parameters of the target object, adjusting the range of the target area so that the virtual object identifier and the target object identifier are located within the adjusted target area, and displaying the adjusted target area of the scene map in the map display interface.
[0005] The above method further includes: in response to an adjustment operation on the target area, adjusting the range of the target area; where the adjustment operation includes: a zoom operation or a pan operation.
[0006] The step of adjusting the range of the target area includes: determining an adjustment parameter of the target area according to the current position of the virtual object and the current attribute parameters of the target object; where the current attribute parameters include: the display position of the target object and / or the area occupied by the target object in the scene map; based on the adjustment parameter, adjusting the range of the target area.
[0007] The steps of adjusting the range of the target area based on the adjustment parameters include: if the adjustment parameters include a scaling ratio, performing a scaling process on the target area based on the scaling ratio; if the adjustment parameters include a translation parameter, performing a translation process on the target area based on the translation parameter.
[0008] The steps of adjusting the range of the target area include: determining the target area from the scene map of the game scene according to the relative position between the virtual object and the target object and the area occupied by the target object in the scene map.
[0009] The above-mentioned target object includes one or more of the following: target area, airdrop location, vehicle, supplies, enemy object; wherein, as the existence duration of the game scene becomes longer, the area of the target area becomes smaller according to a preset rule.
[0010] The distance between the virtual object identifier and the first side of the map display interface is less than the first preset distance threshold; the distance between the target object identifier and the second side of the map display interface is less than the second preset distance threshold; the first side and the second side are oppositely arranged.
[0011] The virtual object identifier is tangent to the first side of the map display interface; the target object identifier is tangent to the second side of the map display interface.
[0012] The virtual object identifier is tangent to the first side and the third side of the map display interface; the target object identifier is tangent to the second side and the fourth side of the map display interface; the second side and the fourth side are oppositely arranged.
[0013] The steps of adjusting the range of the target area include: obtaining a map area that meets the specified conditions from the scene map; the specified conditions include: including the virtual object identifier of the virtual object and the target object identifier of the target object, and the map area is the smallest; adjusting the range of the target area based on the map area.
[0014] The steps of adjusting the range of the target area based on the map area include: adjusting the boundary position of the area of the map area to obtain the target area; wherein, the area shape of the target area matches the interface shape of the map display interface.
[0015] The steps of adjusting the range of the target area based on the map area include: calculating the horizontal distance and the vertical distance between the center of the target object identifier and the center of the virtual object identifier; summing the maximum distance value among the horizontal distance and the vertical distance, the identification radius of the target object identifier, and the identification radius of the virtual object identifier to obtain a first result; determining the ratio of the first result to the side length of the map display interface as the map scaling ratio; scaling the map area according to the map scaling ratio to obtain the target area.
[0016] The virtual object described above has at least one teammate object; the teammate object has a teammate relationship with the virtual object; the method further includes: in response to a trigger operation on a first object among the teammate objects, determining a first display area from the scene map; wherein, the first display area includes the first object and a target object; and displaying the first display area in the map display interface.
[0017] In a second aspect, an embodiment of the present invention provides a display control device for a map, which provides a graphical user interface through a terminal device; the graphical user interface includes at least a part of the scene picture of a game scene, and the scene picture includes a virtual object located in the game scene; the device includes: an interface generation module, configured to generate a map display interface in the graphical user interface, the map display interface being used to display a target area of a scene map corresponding to the game scene, the target area including a virtual object identifier representing the virtual object and a target object identifier representing a target object in the game scene, wherein, the virtual object identifier is used to mark the virtual object in the scene map, and the target object identifier is used to mark the target object in the scene map; a first range adjustment module, configured to respond to the movement of the virtual object and / or the change of the attribute parameters of the target object, and adjust the range of the target area, so that the virtual object identifier and the target object identifier are located within the adjusted target area, and display the target area of the adjusted scene map in the map display interface.
[0018] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned map display control method.
[0019] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions, and when the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the above-mentioned map display control method.
[0020] The embodiments of the present invention bring the following beneficial effects:
[0021] The method, device, and electronic device for controlling the display of the above-mentioned map. In the map display interface, a target area including a virtual object identifier and a target object identifier is displayed. In response to the movement of the virtual object and / or the change of the attribute parameters of the target object, the range of the target area is adjusted so that the virtual object identifier and the target object identifier are located within the adjusted target area, and the adjusted target area of the scene map is displayed in the map display interface. In this way, when the virtual object moves or the attribute parameters of the target object change, the range of the target area of the scene map displayed in the map display sub-interface changes accordingly. Without the need for multiple map zooming or panning operations, the player can see the area of concern, and this area can clearly display relevant information, greatly reducing the amount of map operations by the player and improving the player's gaming experience.
[0022] Other features and advantages of the present invention will be described in the following specification, and, in part, will be obvious from the specification, or will be understood by implementing the present invention. The objectives and other advantages of the present invention are achieved and obtained by the structures specifically pointed out in the specification, claims, and drawings.
[0023] To make the above objectives, features, and advantages of the present invention more obvious and understandable, the following specifically provides preferred embodiments and, in conjunction with the accompanying drawings, the detailed description is as follows. Description of the Drawings
[0024] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following will briefly introduce the drawings required for the description of the specific embodiments or the prior art. Obviously, the following drawings are some embodiments of the present invention. For those skilled in the art, without creative efforts, other drawings can also be obtained based on these drawings.
[0025] Figure 1 A flowchart of a method for controlling the display of a map provided by an embodiment of the present invention;
[0026] Figure 2 A schematic diagram of a map display interface for displaying a map provided by an embodiment of the present invention;
[0027] Figure 3 Another schematic diagram of a map display interface for displaying a map provided by an embodiment of the present invention;
[0028] Figure 4 A schematic diagram of a calculation method for the map zoom ratio provided by an embodiment of the present invention;
[0029] Figure 5 A schematic diagram of a graphical user interface provided by an embodiment of the present invention;
[0030] Figure 6Schematic structural diagram of a map display control device provided by an embodiment of the present invention;
[0031] Figure 7 Schematic structural diagram of an electronic device provided by an embodiment of the present invention. Specific embodiments
[0032] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Apparently, the described embodiments are some, but not all, of the embodiments of the present invention. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without creative efforts shall fall within the protection scope of the present invention.
[0033] First, introduce the nouns involved in this application:
[0034] (1) Virtual scene (game scene)
[0035] A virtual scene is a virtual scene displayed (or provided) when an application runs on a terminal or a server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5D virtual scene, and a three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc. Among them, the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene for the complete game logic of virtual objects such as user control. For example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for players to control virtual objects to fight. Exemplary virtual scenes may include at least one element of mountains, flatlands, rivers, lakes, oceans, deserts, sky, plants, buildings, vehicles; for example, in a 2D or 2.5D card game, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to the cards. Exemplary virtual scenes may include: a ring arena, a battle arena, or other "field" elements or other elements that can display the card battle status; for a 2D or 2.5D multiplayer online tactical competitive game, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. Exemplary virtual scenes may include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0036] (2) Game interface
[0037] The game interface refers to the interface corresponding to an application provided or displayed through a graphical user interface, which includes a UI interface for players to interact with and game graphics. In an alternative embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indication signs (such as direction indication signs, character indication signs, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, store, gold coins, etc.). In an alternative embodiment, the game graphics are the display graphics corresponding to the virtual scene displayed by the terminal device, and the game graphics may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.
[0038] (3) Virtual Object
[0039] A virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an anime character, etc. The virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle, and the embodiments of the present application do not limit this. In a possible implementation manner, the user can control the virtual object to move in the virtual scene. For example, the user can control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual props, etc. provided by the application to fight against other virtual objects.
[0040] (4) Player Character
[0041] A player character refers to a virtual object that can be manipulated by the player to move in a game environment, and can also be called a shikigami character or a hero character in some video games. The player character can be at least one of different forms such as a virtual character, a virtual animal, an anime character, a virtual vehicle, etc.
[0042] In the related art, when a player opens a large map, the large map usually has two display modes. One display mode is to display the complete map. In this case, if the target area is small, or the distance between the virtual object and the target area is close, the player needs to perform the operations of zooming in and panning the map multiple times in order to view the relative position of the virtual object and the target area, or the route of the virtual object to the target area. Another display mode is to display the local area displayed in the large map before the player closed the large map last time. In this case, the virtual object may have left the local area. At this time, the player also needs to perform the operations of zooming in and panning the map multiple times to see the current position of the virtual object, the relative position of the virtual object and the target area, or the route of the virtual object to the target area. Therefore, in the related art, the display mode of the large map requires the player to operate the map multiple times to see the information that the player is concerned about. The operation is relatively cumbersome, which reduces the player's gaming experience. In this embodiment, the player can also be called a user.
[0043] Based on the above problems, an embodiment of the present invention provides a method, device and electronic device for controlling the display of a map. The technology can be applied to various games or other virtual scenes that need to display a map.
[0044] In one embodiment of the present disclosure, the map display control method can be run on a terminal device or a server. The terminal device can be a local terminal device. When the map display control method is run 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.
[0045] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the map display control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0046] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present game scenes. The local terminal device is used to interact with players through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The manner in which the local terminal device provides the graphical user interface to players may include various methods. For example, it may be rendered and displayed on the display screen of the terminal, or provided to players 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, which includes game scenes. 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.
[0047] In a possible embodiment, an embodiment of the present invention provides a method for controlling the display of a map. A graphical user interface is provided through a terminal device. Among them, the terminal device may be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system. Through the terminal device, a graphical user interface is provided. The graphical user interface includes a scene image of at least a part of the game scene. The scene image includes virtual objects located in the game scene. The virtual object can be understood as the virtual object controlled by the current player. The virtual object may specifically be a virtual character, etc. Affected by the game perspective, the graphical user interface may include a complete virtual object. At this time, it may be the back image of the complete virtual object. The graphical user interface may also include a part of the virtual object. For example, when the virtual object is a virtual character, the graphical user interface may only include the arm part of the virtual character.
[0048] See Figure 1 The flowchart of a method for controlling the display of a map shown in the figure. The method includes the following steps:
[0049] Step S102, generate a map display interface in the graphical user interface. The map display interface is used to display the target area of the scene map corresponding to the game scene. The target area includes a virtual object identifier representing the virtual object and a target object identifier representing the target object in the game scene. Among them, the virtual object identifier is used to mark the virtual object in the scene map, and the target object identifier is used to mark the target object in the scene map;
[0050] The map display interface can be directly generated in the graphical user interface, or it can be generated in response to a map display instruction triggered by a player. The map display instruction is usually triggered by a player. Specifically, a map display control can be set in the graphical user interface. When the player clicks the map display control, the map display instruction can be triggered. In addition, a shortcut key can be set in advance for the map display instruction. When the player presses the shortcut key, the map display instruction can be triggered. After the map display instruction is triggered, a map display interface is generated in the graphical user interface. The map display interface is used to display the scene map of the current game scene. Usually, the display priority of the map display interface is higher than the game scene screen displayed in the graphical user interface. Therefore, the map display interface often blocks all or part of the game scene screen. If the map display interface has a high degree of transparency, the blocked game scene screen can be displayed through the map display interface.
[0051] Step S104, in response to the movement of the virtual object and / or the change of the attribute parameters of the target object, adjust the range of the target area so that the virtual object identifier and the target object identifier are located within the adjusted target area, and display the adjusted target area of the scene map in the map display interface.
[0052] In this embodiment, the map area displayed in the map display interface needs to be automatically and in real time adjusted when the map is displayed in the map display interface, and then the adjusted target area is displayed. Based on this, if the virtual object moves in the game scene, or the attribute parameters of the target object change, or the attribute parameters of the target object change while the virtual object moves in the game scene, the scope of the target area needs to be adjusted. The attribute parameters of the target object can be the position of the target object in the game scene, or the area occupied by the target object in the game scene; the scope of the target area is usually related to the zoom ratio of the site map and the position of the scene map displayed in the map display interface. For example, if the site map is enlarged, when the size of the map display interface remains unchanged, the scope of the target area will become smaller; for another example, if the scene map is translated, when the size of the map display interface remains unchanged, the scope of the target area will also change.
[0053] When adjusting the range of the target area, the purpose is to make the virtual object identifier and the target object identifier located within the adjusted target area, so as to avoid the player having to manually zoom and pan the map before the virtual object identifier and the target object identifier can be displayed simultaneously in the map display interface.
[0054] The above method for controlling the display of a map. In the map display interface, a target area including a virtual object identifier and a target object identifier is displayed. In response to the movement of the virtual object and / or the change of the attribute parameters of the target object, the range of the target area is adjusted so that the virtual object identifier and the target object identifier are located within the adjusted target area, and the target area of the adjusted scene map is displayed in the map display interface. In this way, when the virtual object moves or the attribute parameters of the target object change, the range of the target area of the scene map displayed in the map display sub-interface changes accordingly. Without the need for multiple map zooming or panning operations, the player can see the area of concern, and this area can clearly display relevant information, greatly reducing the amount of map operations by the player and improving the player's gaming experience.
[0055] In a specific implementation, the adjustment parameters of the target area are determined according to the current position of the virtual object and the current attribute parameters of the target object; wherein, the current attribute parameters include: the display position of the target object and / or the area occupied by the target object in the scene map; based on the adjustment parameters, the range of the target area is adjusted.
[0056] When the virtual object moves or the attribute parameters of the target object change, the current position of the virtual object and the current attribute parameters of the target object are obtained; wherein, the target object may also move in the game scene or the area occupied by the target object in the game scene changes. Therefore, the current attribute parameters of the target object include the display position of the target object, or the area occupied by the target object in the scene map, or both the display position of the target object and the area occupied by the target object in the scene map. In addition, when determining the adjustment parameters of the target area, the current range of the target area may also need to be considered. According to the current range of the target area, the current position of the virtual object, and the current attribute parameters of the target object, the adjustment parameters of the target area are jointly determined; the adjustment parameters need to adjust the current range of the target area, and the adjustment goal is to make the virtual object identifier and the target object identifier located within the adjusted target area.
[0057] As described in the foregoing embodiments, the adjustment parameters may include various types, such as the zoom ratio of the scene map, translation parameters, etc.; if the adjustment parameters include the zoom ratio, the target area is scaled based on the zoom ratio; if the adjustment parameters include translation parameters, the target area is translated based on the translation parameters. Among them, the translation parameters may specifically include one or more translation directions and the translation distance corresponding to each translation direction.
[0058] It can be understood that the range of the target area of the scene map in this embodiment can also be adjusted manually. Specifically, in response to an adjustment operation for the target area, the range of the target area is adjusted; wherein, the adjustment operation includes: a zoom operation or a pan operation. The zoom operation can zoom in and out of the scene map. When the site map is zoomed out, with the size of the map display interface remaining unchanged, the range of the target area will become larger. The pan operation can adjust the position of the target area in the scene map in the map display interface.
[0059] In a specific implementation manner, when a player views the map, what the player usually cares about is the relative position between the virtual object and the target object in the game scene; the virtual object here is the object controlled by the player, and the target object can include one or more of the following: the target area, the airdrop position, the vehicle, the supplies, and the enemy object. Specifically, the target object can be the target area or target position that the virtual object needs to reach in the game scene, and this target object can also be a virtual item in the game scene, such as a vehicle, supplies, etc.; in addition, this target object can also be the airdrop position, the enemy object, the friendly object, or the destination marked by the player, etc. The relative position between the virtual object and the target object can specifically include the distance between the virtual object and the target object, which direction or azimuth the virtual object is located in with respect to the target object, etc.; if the area occupied by the target object has a certain area, the relative position between the virtual object and the target object can specifically be the relative position between the virtual object and the center point of the target object.
[0060] In order to enable the player to clearly see the relative position between the virtual object and the target object in the game scene, as well as information such as the route for the virtual object to reach the target object after opening the map, the target area can be determined from the scene map of the game scene based on the relative position between the virtual object and the target object in the game scene. For example, if the distance between the virtual object and the target object is relatively far, at this time, the entire map of the scene map can be used as the target area, that is, the entire map of the scene map is displayed in the map display interface; however, if the distance between the virtual object and the target object is relatively close, if the displayed map range is large (the map range is the largest when the entire map of the scene map is displayed in the map display interface), it will result in a small display area of the map area between the virtual object and the target object, and the map area far from the virtual object and the target object occupies a relatively large display area, and the player needs to perform operations such as zooming in and panning on the map to clearly see the area between the virtual object and the target object, as well as information such as the route.
[0061] To avoid this problem, map areas that are far from the virtual object and the target object can be cropped from the scene map, mainly retaining the area where the virtual object is located, the area where the target object is located, and the map area between the virtual object and the target object. These areas are used as the target area and displayed in the map display interface, which can directly show the map areas that players are concerned about, without the need for players to perform operations such as map zooming and panning multiple times. At the same time, the display zoom ratio of the map is relatively large, and the map display is clearer.
[0062] The above map display control method determines the target area from the scene map of the game scene according to the relative position of the virtual object and the target object in the game scene; and displays the target area in the map display interface. In this way, when the player opens the map, in most cases, the player can directly see the relative position of the virtual object and the target object in the game scene, as well as the map area between the virtual object and the target object. Without the need to zoom the map or pan the map multiple times, the player can see the area of concern, and the relevant information can be clearly displayed in this area, greatly reducing the amount of operations on the map by the player and improving the player's gaming experience.
[0063] In the settings of some games, the area occupied by the target object may change with the duration of the game. For example, as the existence duration of the game scene becomes longer, the area of the target area decreases according to a preset rule. Specifically, every once in a while, the target area will shrink, or the target area is continuously shrinking over time. At this time, players usually care about the size of the area occupied by the target object during the game, or the internal information of the area occupied by the target object, such as the routes, buildings, supplies, etc. within the area; the area occupied by the target object can be indicated by a mark on the map. When determining the target area, the area occupied by the target object also needs to be considered. Therefore, in one way, the target area is determined from the scene map of the game scene according to both the relative position of the virtual object and the target object in the game scene and the area of the area occupied by the target object in the scene map; the area occupied by the target object can be made to be displayed completely in the target area as much as possible; it can be understood that the smaller the area occupied by the target object, the larger the display zoom ratio of the target area. This method can provide a more accurate map display area for players.
[0064] It should be noted that after determining and displaying the target area through the above method, the player can continue to perform operations such as zooming and panning the map to meet other map viewing needs of the player.
[0065] The following embodiments specifically illustrate the method for determining the target area. The target area includes the virtual object identifier of the virtual object and the target object identifier of the target object; according to the position of the virtual object in the game scene, the virtual object identifier is displayed at the corresponding position in the scene map; similarly, according to the position of the target object in the game scene, the target object identifier is displayed at the corresponding position in the scene map. When the virtual object or the target object occupies a certain area in the game scene, the virtual object identifier and the target object identifier can also be represented by identifiers with a certain area, such as arrow identifiers, circular identifiers, irregular identifiers, etc. The area of the object identifier usually matches the area occupied by the corresponding object in the game scene, so that players can know the area occupied by the corresponding object in the game scene according to the area occupied by the object identifier in the scene map. In this embodiment, the target area includes the complete virtual object identifier and the target object identifier, so that players can see information such as the positions and occupied areas of the virtual object and the target object.
[0066] In order to make the map more clearly display the information related to the virtual object and the target object, the map can be displayed at the largest possible zoom ratio while ensuring the complete display of the virtual object identifier and the target object identifier. Based on this, the distance between the virtual object identifier and the first side of the map display interface can be set to be less than the first preset distance threshold; the distance between the target object identifier and the second side of the map display interface can be set to be less than the second preset distance threshold; the first side and the second side are oppositely arranged.
[0067] When the map display interface is rectangular, the first side and the second side are two oppositely arranged sides. By setting the distance between the virtual object identifier and the first side of the map display interface to be less than the first preset distance threshold, it can be ensured that the virtual object identifier is displayed near the first side of the map display interface; by setting the distance between the target object identifier and the second side of the map display interface to be less than the second preset distance threshold, it can be ensured that the target object identifier is displayed near the second side of the map display interface. The first preset distance threshold and the second preset distance threshold can be set according to requirements, but relative to the side length of the map display interface, the values of the first preset distance threshold and the second preset distance threshold are usually small.
[0068] Since the first side and the second side are oppositely arranged, the virtual object identifier, the target object identifier, and the map area between the two object identifiers can occupy a larger area in the map display interface, facilitating players to clearly view information such as the relative positions and routes between the two objects without the need for players to perform operations such as map zooming.
[0069] In a specific implementation, the virtual object identifier is tangent to the first side of the map display interface; the target object identifier is tangent to the second side of the map display interface. Figure 2As a specific example, the map display interface is a rectangular interface, and the target object identifier and the virtual object identifier are circular identifiers; among them, the target object identifier is completely contained within the map display interface, and the target object identifier is inscribed in the first side of the map display interface; the virtual object identifier is completely contained within the map display interface, and the virtual object identifier is inscribed in the second side of the map display interface. Since the horizontal distance between the target object identifier and the virtual object identifier is relatively large, by inscribing the target object identifier in the first side of the map display interface and at the same time inscribing the virtual object identifier in the second side of the map display interface, the map can be enlarged to the maximum while ensuring the complete display of the target object identifier and the virtual object identifier. By using the maximum map zoom ratio, the relative position, route and other information between the virtual object and the target object can be clearly displayed, which is beneficial for players to adjust game decisions and combat deployments and improve game scores.
[0070] In another specific implementation, the virtual object identifier is tangent to the first side and the third side of the map display interface; the target object identifier is tangent to the second side and the fourth side of the map display interface; the second side and the fourth side are oppositely arranged. As Figure 3 shown, the target object identifier is located at the upper left corner of the map display interface and is inscribed in the first side and the third side at the same time; the target object identifier is located at the lower right corner of the map display interface and is inscribed in the second side and the fourth side at the same time. This method is usually applicable to the case where the ratio of the horizontal distance to the vertical distance between the target object identifier and the virtual object identifier is the same as the ratio of the width to the height of the map display interface. This method can make full use of the display space of the map display interface and clearly display the relative position, route and other information between the virtual object and the target object.
[0071] The following embodiments describe the specific implementation of determining the target area from the scene map of the game scene. First, obtain a map area that meets the specified conditions from the scene map; the specified conditions include: containing the virtual object identifier of the virtual object and the target object identifier of the target object, and the map area is the smallest; based on this map area, determine the range of the adjusted target area. The shape of this map area can be preset, such as a square or a rectangle, etc.; specifically, an area frame can be generated on the scene map, and this area frame can completely cover the virtual object identifier and the target object identifier within the map area, and at the same time the area within this area frame is the smallest. In this case, usually the virtual object identifier is tangent to at least one side of the area frame, and at the same time the target object identifier is tangent to at least one side of the area frame. By this method, the map displayed in the map display interface can have a larger map zoom ratio, so as to clearly display the map detail information.
[0072] After obtaining the map area that meets the above specified conditions, the map area usually needs to be displayed on the map display interface. However, in some specific cases, the map display interface cannot only display this map area. For example, the maximum zoom ratio of the map causes the map area to not be able to be zoomed in to the size of the first display sub-interface, or the width-height ratio of the map area is different from the width-height ratio of the map display interface. In these cases, adjustments need to be made based on the map area to obtain the final target area.
[0073] Specifically, if the width-height ratio of the map area is different from the width-height ratio of the map display interface, adjust the boundary position of the map area to obtain the target area; the area shape of the target area matches the interface shape of the map display interface. For example, when both the shape of the map area and the map display interface are rectangles, if the width-height ratio of the map area is less than the width-height ratio of the map display interface, then it is necessary to move the boundary controlling the width in the map area outward to increase the width of the map area until the width-height ratio of the map area is equal to the width-height ratio of the map display interface; then scale the map area so that the scale of the map area is the same as the scale of the map display interface. Additionally, if the map has a maximum map zoom ratio, when the map is zoomed to the maximum map zoom ratio, the scale of the map area is still smaller than the scale of the map display interface. At this time, display the map area in the map display interface at the maximum map zoom ratio, and display other areas near the map area around this map area.
[0074] In other feasible implementation manners, before scaling the map area, it is necessary to first calculate the map zoom ratio, and then scale the map area based on this map zoom ratio. Specifically, calculate the horizontal distance and vertical distance between the identification center of the target object identification and the identification center of the virtual object identification; sum the maximum distance value among the horizontal distance and the vertical distance, the identification radius of the target object identification, and the identification radius of the virtual object identification to obtain a first result; determine the ratio of the first result to the side length of the map display interface as the map zoom ratio; scale the map area according to the map zoom ratio to obtain the target area.
[0075] Figure 4As an example, a is the horizontal distance between the center point of the target object identifier and the center point of the virtual object identifier, b is the vertical distance between the center point of the target object identifier and the center point of the virtual object identifier, R is the radius of the target object identifier, and r is the radius of the virtual object identifier; H is the side length of the map display interface. In this embodiment, the width and height of the map display interface are the same, both being H. In this case, the map scaling ratio X = (the maximum value between a and b + R + r) / H; assuming the coordinates of the center point of the target object identifier are (x1, y1) and the coordinates of the center point of the virtual object identifier are (x2, y2), then |x2 - x1| + R + r is equal to the maximum distance of the target area in the horizontal direction (X-axis direction), and |y2 - y1| + R + r is equal to the maximum distance of the target area in the vertical direction (Y-axis direction).
[0076] In other cases, if the width and height of the map display interface are different, it is necessary to calculate the map scaling ratio in two directions respectively. For example, in the horizontal direction, that is, in the X-axis direction, the map scaling ratio X1 = (a + R + r) / the width of the map display interface; in the vertical direction, that is, in the Y-axis direction, the map scaling ratio X2 = (b + R + r) / the height of the map display interface; take the smaller value of X1 and X2 as the final map scaling ratio.
[0077] If multiple player teams are required to fight in the game, during the process of a certain player participating in the game, in addition to caring about the relative position between the virtual object controlled by the player himself and the target object, the player may also care about the relative position between the virtual object controlled by the teammate and the target object. In this scenario, the virtual object has at least one teammate object; the teammate object has a teammate relationship with the virtual object; in response to a trigger operation for the first object in the teammate objects, determine a first display area from the scene map; wherein, the first display area includes the first object and the target area; display the first display area in the map display interface.
[0078] Specifically, teammate objects or object identifiers (such as object numbers) of teammate objects can be displayed in the map display interface or other areas of the graphical player interface. The player can click on a certain teammate object or the object identifier of the teammate object. The clicked teammate object is the above-mentioned first object, and the click operation can be understood as a specific operation of the above-mentioned trigger operation. After the first object is triggered, a first display area is determined from the scene map. The method for determining the first display area can refer to the method for determining the target area in the foregoing embodiments. When determining the first display area, the first display area can be determined from the scene map of the game scene according to factors such as the relative position between the first object and the target object in the game scene and the area size occupied by the target object in the game scene. After the first display area is determined, the target area in the map display interface is switched to the first display area. Of course, a restoration control can also be set in the map display interface. When the player clicks on the restoration control, the map display interface then switches the second display sub-area to the first display sub-area. Through the above method, it is beneficial for the player to quickly view the position information of the teammate, without having to zoom in or out of the map or pan the map multiple times, greatly reducing the amount of operations on the map by the player and improving the operational convenience of the player when consulting the map.
[0079] After the target area is displayed in the map display interface, the virtual object may move continuously in the game scene. At this time, the map in the map display interface also needs to be updated continuously. Specifically, in response to the movement of the virtual object in the game scene, the step of determining the target area from the scene map of the game scene according to the relative position between the virtual object and the target object in the game scene is continued to update the target area displayed in the map display interface. Every time the virtual object moves a preset unit distance in the game scene, based on the description of the foregoing embodiments, the target area of the virtual object at the current position can be determined, and the new target area is immediately displayed in the map display interface. When the virtual object is moving continuously, the map displayed in the map display interface may visually appear to be panning continuously and may also be zooming continuously. For example, if the virtual object moves towards the target object and the distance between the two is getting closer, the map in the map display interface may be continuously zooming in, and at the same time, as the virtual object moves, the map is also panning. Through the above method, the map in the map display interface is updated in real time as the virtual object moves, and the player can immediately check the relationship between the current position of the virtual object and the target object, which is convenient for the player to adjust the game decision as soon as possible and is beneficial to improving the player's game experience.
[0080] In the above method for controlling the display of a map, the map displayed in the map display interface always focuses on the virtual object and the target object, and the positions between the complete virtual object and the target object can be presented in the map display interface. When the player opens the game's large map, according to the distance, positional relationship between the virtual object and the target object, and the size of the area occupied by the current target object, a complete or partial scene map is presented. While ensuring the complete presentation of the virtual object and the target object, it can follow the movement of the virtual object and then change the focus. For example, when the distance between the virtual object and the target object is getting closer, or when the area occupied by the target object is getting smaller, the map displayed in the map display interface will zoom in more and more until it zooms in to the maximum zoom ratio. This method can facilitate the player to check the travel route and the buildings in the scene through the map, thereby improving the player's combat deployment ability and effect.
[0081] In a battle royale shooting game, players often care about the positional relationship between the virtual object they control and the "poison circle". In this scenario, the target object in the above embodiments can specifically be the "poison circle". Through the above embodiments, it can facilitate the player to quickly use the map function, and facilitate the player to open the large map at any time to confirm the core combat content such as their walking route and whether they are in the safe zone; it eliminates the player's frequent manual operations of zooming in and out and dragging the map, and improves the convenience of the player's operation of checking the map.
[0082] The following provides an application scenario of this embodiment. As Figure 5 shown in a schematic diagram of a graphical user interface. This interface includes a game scene and a virtual object located in this game scene. The game scene and the virtual object are not shown in Figure 5 . The player controls the virtual object to move in the game scene. Figure 5 The interface in shows a variety of controls, and the controls are displayed above the game scene.
[0083] Among them, 1000 is a backpack control. By performing a touch operation on this control, it triggers the display of a backpack interface in the graphical user interface for viewing the item props in the backpack. The item props can include, but are not limited to: props such as medicines, weapons, accessories, and armors. In an optional implementation manner, an edge line is set at the edge of the backpack control to indicate the amount of items in the backpack. Among them, the touch operation on the backpack control can be operations such as clicking, double-clicking, long-pressing, and swiping.
[0084] 1002 is a mobile control, and the shaded circle is the joystick in the mobile control. In an optional implementation, the mobile control is configured with a movement response area. Among them, the movement response area can be the same size as the mobile control, that is, the area in the graphical user interface corresponding to the mobile control is the movement response area. In an optional implementation, the size of the movement response area can be larger than the size of the mobile control, that is, the mobile control is set within the movement response area. In terms of distance, the graphical user interface is divided into left and right side areas from the middle, where the left area is the movement response area of the mobile control. The movement control instruction is triggered by a touch operation on the movement response area of the mobile control, and the movement direction of the virtual object is controlled according to the movement control instruction. Among them, the touch operation on the movement response area of the mobile control can be operations such as clicking, double-clicking, long-pressing, and swiping.
[0085] When it is detected that the touch operation triggering the movement control instruction meets the preset conditions, a "sprint" instruction is triggered to control the virtual object to automatically keep running in the game scene. For example Figure 5 In one of them, in an optional implementation, when the touch operation triggering the movement control instruction meets the preset conditions, it is a touch operation on the joystick area that slides to a preset distance or a preset area (such as the position indicated by the upper arrow of the joystick). For example, when the touch operation drags the joystick upward, the sprint control 1006 appears. When this sprint control is triggered, the virtual object enters the fast running mode. At the same time, the control 1030 is also a sprint control. When the 1030 control is clicked, the virtual object enters the fast running mode. In an optional implementation, when the touch operation triggering the movement control instruction meets the preset conditions, it is that the touch operation on the joystick area meets a preset duration, or meets a preset pressure, etc.
[0086] Both 1004 and 1014 are attack controls. The attack instruction is triggered by a touch operation on the attack response area of the attack control, and the virtual character is controlled to perform an attack operation in the game scene according to the attack instruction. Among them, the attack behavior triggered by the attack control corresponds to the current equipped state of the virtual object. For example, when the virtual object is equipped with a ranged weapon, the attack behavior triggered by the attack control is a shooting behavior, that is, the left hand can perform a shooting operation by triggering the 1004 control, and the right hand can perform a shooting operation by triggering the 1014 control; when the virtual character is equipped with a melee weapon, the attack behavior triggered by the attack control is a slashing behavior, etc. In an optional implementation, only one of the attack control 1004 and the attack control 1014 is displayed. Among them, the display position of the attack control can be adjusted according to the position setting instruction, where the position setting instruction can be triggered in the setting interface or during the game. Among them, the touch operation on the attack control can be operations such as clicking, double-clicking, long-pressing, and swiping.
[0087] 1008 and 1010 are pose controls. A touch operation on the pose control triggers a pose adjustment instruction to adjust the pose of the virtual object in the game scene. Among them, triggering the 1008 control can place the weapon at the left arm position of the virtual object and control the virtual object to stand in a pose with its head turned to the left; triggering the 1010 control can place the weapon at the right arm position of the virtual object and control the virtual object to stand in a pose with its head turned to the right. 1008 and 1010 are mostly used for pose control of the virtual object when it is hiding behind obstacles such as walls and big trees. Among them, the touch operation on the pose control can be operations such as clicking, double-clicking, long-pressing, and swiping.
[0088] 1012 is a weapon slot. Triggering the weapon slot can switch the weapon used by the player. "Continuous fire" on the left indicates the current firing mode. In the "continuous fire" mode, multiple bullets are fired continuously. In addition to the "continuous fire" mode, it can also be switched to the "single shot" mode. In the "single shot" mode, a single bullet is fired. The lower shaded bar is used to display the amount of bullets in the weapon. When shooting, the amount of bullets decreases continuously. When the amount of bullets becomes zero, automatic reloading can be performed, and at this time, the amount of bullets is the maximum. In addition, the 1016 control is a reloading control. Triggering the reloading control can add bullets to the currently used weapon. After reloading, the amount of bullets is the maximum. Among them, the touch operation on the weapon slot can be operations such as clicking, double-clicking, long-pressing, and swiping.
[0089] 1018 and 1020 controls are action controls. A touch operation on the action control controls the virtual object to perform corresponding actions in the game scene. For example, triggering 1018 can control the virtual object to squat down, and triggering 1020 can control the virtual object to assume a prone position. The 1022 control can control the virtual object to perform a jumping action. Among them, the touch operation on the action control can be operations such as clicking, double-clicking, long-pressing, and swiping.
[0090] The 1024 control is used to control the current game scene to enter the aiming mode. When a first touch operation on the control 1024 is detected, it controls to enter the aiming mode. In the aiming mode, an aiming lens is displayed in the game scene, and the game scene seen by the virtual object through the aiming lens is also displayed. The shooting accuracy can be improved in the aiming mode. When a second touch operation on the control 1024 is detected, it controls to exit the aiming mode. In an optional implementation, the first touch operation and the second touch operation are independent touch operations. For example, clicking on the 1024 control controls the current game scene to enter the aiming mode, clicking on the 1024 control again exits the aiming mode, and the game scene where the virtual camera follows the virtual object to shoot is displayed again. In an optional implementation, the first touch operation and the second touch operation can be the start operation and the end operation of a touch operation. For example, when it is detected that the 1024 control is touched, the game scene is controlled to enter the aiming mode. During the continuous pressing process, the game scene is controlled to remain in the aiming mode. When it is detected that the touch that triggers the touch operation leaves the touch detection area, the aiming mode is controlled to exit.
[0091] The 1026 control is used to control the shooting parameters of the virtual camera that presents the game screen, so as to adjust the field of view of the game scene displayed in the graphical user interface. In an optional implementation, it is determined that a touch operation on the 1026 control is detected, and the shooting parameters of the virtual camera are adjusted according to the touch operation. Among them, the shooting parameters include but are not limited to the position, orientation, viewing angle, etc. of the virtual camera. Among them, the touch operation on the 1026 control can be operations such as clicking, double-clicking, long-pressing, and swiping.
[0092] The 1028 control is a marking control, and virtual objects, virtual objects, etc. in the game scene are marked through the touch operation on the marking control. The 1032 control is a setting control. Clicking on the 1032 control displays a setting menu for setting the basic functions of the current game. The touch operation on the 1028 control can be operations such as clicking, double-clicking, long-pressing, and swiping.
[0093] The 1034 and 1036 controls are message controls. Among them, 1034 can be used to view system notifications, and 1036 can be used to view messages sent by teammates or send messages to teammates. 1038 is a mini-map, which is used to display the position of the virtual object controlled by the player, and can also display the positions of some virtual objects of other players.
[0094] Based on the above application scenario, the player can open the large map, generate a map display interface in the graphical user interface, and then execute the map display control method in this embodiment.
[0095] Corresponding to the above method embodiment, see Figure 6Schematic structural diagram of a display control device for a map. A graphical user interface is provided through a terminal device. The graphical user interface includes at least a part of the scene picture of a game scene, and the scene picture includes virtual objects located in the game scene. The device includes:
[0096] An interface generation module 60, configured to generate a map display interface in the graphical user interface. The map display interface is used to display a target area of the scene map corresponding to the game scene. The target area includes a virtual object identifier representing the virtual object and a target object identifier representing the target object in the game scene. Among them, the virtual object identifier is used to mark the virtual object in the scene map, and the target object identifier is used to mark the target object in the scene map.
[0097] A range adjustment module 62, configured to respond to the movement of the virtual object and / or the change of the attribute parameters of the target object, and adjust the range of the target area, so that the virtual object identifier and the target object identifier are located within the adjusted target area, and display the target area of the adjusted scene map in the map display interface.
[0098] For the above-mentioned display control device of the map, the target area including the virtual object identifier and the target object identifier is displayed in the map display interface. In response to the movement of the virtual object and / or the change of the attribute parameters of the target object, the range of the target area is adjusted, so that the virtual object identifier and the target object identifier are located within the adjusted target area, and the target area of the adjusted scene map is displayed in the map display interface. In this way, when the virtual object moves or the attribute parameters of the target object change, the range of the target area of the scene map displayed in the map display sub-interface changes accordingly. Without multiple map zooming or panning operations, players can see the area they care about, and this area can clearly display relevant information, greatly reducing the amount of operations on the map by players and improving the game experience of players.
[0099] The above-mentioned device further includes a second range adjustment module, configured to: respond to an adjustment operation on the target area and adjust the range of the target area; wherein, the adjustment operation includes: a zoom operation or a pan operation.
[0100] The above-mentioned first range adjustment module is further configured to: determine the adjustment parameter of the target area according to the current position of the virtual object and the current attribute parameters of the target object; wherein, the current attribute parameters include: the display position of the target object and / or the area occupied by the target object in the scene map; based on the adjustment parameter, adjust the range of the target area.
[0101] The above-mentioned first range adjustment module is further configured to: if the adjustment parameter includes a zoom ratio, perform a zoom process on the target area based on the zoom ratio; if the adjustment parameter includes a pan parameter, perform a pan process on the target area based on the pan parameter.
[0102] The above-mentioned first range adjustment module is further configured to: determine a target area from the scene map of the game scene according to the relative position between the virtual object and the target object and the area occupied by the target object in the scene map.
[0103] The above-mentioned target object includes one or more of the following: a target area, an airdrop position, a vehicle, supplies, an enemy object; wherein, as the existence duration of the game scene becomes longer, the area of the target area becomes smaller according to a preset rule.
[0104] The distance between the virtual object identifier and the first side of the map display interface is less than a first preset distance threshold; the distance between the target object identifier and the second side of the map display interface is less than a second preset distance threshold; the first side and the second side are oppositely arranged.
[0105] The virtual object identifier is tangent to the first side of the map display interface; the target object identifier is tangent to the second side of the map display interface.
[0106] The virtual object identifier is tangent to the first side and the third side of the map display interface; the target object identifier is tangent to the second side and the fourth side of the map display interface; the second side and the fourth side are oppositely arranged.
[0107] The above-mentioned first range adjustment module is further configured to: obtain a map area that meets specified conditions from the scene map; the specified conditions include: including the virtual object identifier of the virtual object and the target object identifier of the target object, and the map area is the smallest; adjust the range of the target area based on the map area.
[0108] The above-mentioned first range adjustment module is further configured to: adjust the boundary position of the area of the map area to obtain a target area; the area shape of the target area matches the interface shape of the map display interface.
[0109] The above-mentioned first range adjustment module is further configured to: calculate the horizontal distance and the vertical distance between the identification center of the target object identifier and the identification center of the virtual object identifier; sum the maximum distance value among the horizontal distance and the vertical distance, the identification radius of the target object identifier, and the identification radius of the virtual object identifier to obtain a first result; determine the ratio of the first result to the side length of the map display interface as the map scaling ratio; scale the map area according to the map scaling ratio to obtain a target area.
[0110] The above-mentioned virtual object has at least one teammate object; the teammate object has a teammate relationship with the virtual object; the above-mentioned device further includes an area switching module, configured to: in response to a trigger operation for a first object among the teammate objects, determine a first display area from the scene map; wherein, the first display area includes the first object and the target object; display the first display area in the map display interface.
[0111] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above map display control method. The electronic device can be a server or a terminal device.
[0112] See Figure 7 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100, and the processor 100 executes the machine-executable instructions to implement the above map display control method.
[0113] Furthermore, Figure 7 The electronic device shown also includes a bus 102 and a communication interface 103. The processor 100, the communication interface 103, and the memory 101 are connected through the bus 102.
[0114] Among them, the memory 101 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory, such as at least one disk memory. Through at least one communication interface 103 (which can be wired or wireless), a communication connection is established between this system network element and at least one other network element. The Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 7 only a bidirectional arrow is used in the figure, but it does not mean that there is only one bus or one type of bus.
[0115] The processor 100 may be an integrated circuit chip with the ability to process signals. In the implementation process, each step of the above method can be completed by the integrated logic circuit of the hardware in the processor 100 or the instructions in the form of software. The above-mentioned processor 100 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present invention can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of the hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and combines its hardware to complete the steps of the method in the foregoing embodiments.
[0116] This embodiment also provides a machine-readable storage medium. The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the above map display control method.
[0117] The computer program product of the map display control method, device, electronic device and storage medium provided by the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the foregoing method embodiments. For the specific implementation, reference can be made to the method embodiments, which will not be elaborated here.
[0118] Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the foregoing method embodiments, which will not be elaborated here.
[0119] In addition, in the description of the embodiments of the present invention, unless otherwise clearly defined and limited, the terms "installation", "connection", and "coupling" should be understood in a broad sense. For example, it may be a fixed connection, a detachable connection, or an integral connection; it may be a mechanical connection or an electrical connection; it may be directly connected or indirectly connected through an intermediate medium, and it may be the communication inside two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.
[0120] If the above-mentioned function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on such an understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs that can store program codes.
[0121] In the description of the present invention, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and thus should not be construed as a limitation to the present invention. In addition, the terms "first", "second", and "third" are only used for descriptive purposes and cannot be understood as indicating or implying relative importance.
[0122] Finally, it should be noted that the above embodiments are only specific embodiments of the present invention, used to illustrate the technical solutions of the present invention, rather than limiting them. The protection scope of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art within the technical scope disclosed by the present invention can still modify the technical solutions described in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered by the protection scope of the present invention. Therefore, the protection scope of the present invention should be subject to the protection scope of the claims.
Claims
1. A method for displaying and controlling a map, characterized in that Providing a graphical user interface through a terminal device; the graphical user interface includes a scene screen of at least a part of a game scene, and the scene screen includes virtual objects located in the game scene; the method includes: Generating a map display interface in the graphical user interface, the map display interface being used to display a target area of a scene map corresponding to the game scene, and the target area includes a virtual object identifier representing the virtual object and a target object identifier representing a target object in the game scene, wherein the virtual object identifier is used to mark the virtual object in the scene map, and the target object identifier is used to mark the target object in the scene map; Responding to the movement of the virtual object and / or the change of the attribute parameters of the target object, adjusting the range of the target area so that the virtual object identifier and the target object identifier are located within the adjusted target area, and displaying the target area of the adjusted scene map in the map display interface; The step of adjusting the range of the target area includes: Obtaining a map area that meets specified conditions from the scene map; the specified conditions include: containing the virtual object identifier of the virtual object and the target object identifier of the target object, and having the smallest map area; Adjusting the range of the target area based on the map area; The step of adjusting the range of the target area based on the map area includes: Adjusting the position of the area boundary of the map area to obtain the target area; wherein the area shape of the target area matches the interface shape of the map display interface; The step of adjusting the range of the target area based on the map area includes: Calculating the horizontal distance and the vertical distance between the identification center of the target object identifier and the identification center of the virtual object identifier; Adding the maximum distance value among the horizontal distance and the vertical distance, the identification radius of the target object identifier, and the identification radius of the virtual object identifier to obtain a first result; Determining the ratio of the first result to the side length of the map display interface as the map scaling ratio; scaling the map area according to the map scaling ratio to obtain the target area.
2. The method according to claim 1, wherein The step of adjusting the range of the target area includes: Determining an adjustment parameter of the target area according to the current position of the virtual object and the current attribute parameters of the target object; wherein the current attribute parameters include: the display position of the target object and / or the area occupied by the target object in the scene map; Adjusting the range of the target area based on the adjustment parameter.
3. The method according to claim 2, characterized in that, The step of adjusting the range of the target area based on the adjustment parameter includes: If the adjustment parameter includes a scaling ratio, performing a scaling process on the target area based on the scaling ratio; If the adjustment parameter includes a translation parameter, performing a translation process on the target area based on the translation parameter.
4. The method according to claim 1, wherein The step of adjusting the range of the target area includes: Determine a target area from the scene map of the game scene according to the relative position between the virtual object and the target object, and the area occupied by the target object in the scene map.
5. The method according to claim 1, characterized in that The target object includes one or more of the following: airdrop location, vehicle, supplies, enemy object.
6. The method according to claim 1, characterized in that, The distance between the virtual object identifier and the first side of the map display interface is less than a first preset distance threshold; the distance between the target object identifier and the second side of the map display interface is less than a second preset distance threshold; the first side and the second side are oppositely arranged.
7. The method according to claim 6, wherein The virtual object identifier is tangent to the first side of the map display interface; the target object identifier is tangent to the second side of the map display interface.
8. The method according to claim 6, wherein The virtual object identifier is tangent to the first side and the third side of the map display interface; the target object identifier is tangent to the second side and the fourth side of the map display interface; the second side and the fourth side are oppositely arranged.
9. The method according to claim 1, characterized in that, The virtual object has at least one teammate object; the teammate object has a teammate relationship with the virtual object; the method further includes: In response to a trigger operation for a first object among the teammate objects, determine a first display area from the scene map; wherein, the first display area includes the first object and the target object; Display the first display area in the map display interface.
10. A display control device for a map, characterized in that, For implementing the method according to claim 1, provide a graphical user interface through a terminal device; the graphical user interface includes at least a part of the scene picture of the game scene, and the scene picture includes a virtual object located in the game scene; the device includes: An interface generation module, configured to generate a map display interface in the graphical user interface, the map display interface being used to display the target area of the scene map corresponding to the game scene, the target area including a virtual object identifier representing the virtual object and a target object identifier representing the target object in the game scene, wherein, the virtual object identifier is used to mark the virtual object in the scene map, and the target object identifier is used to mark the target object in the scene map; A first range adjustment module, configured to respond to the movement of the virtual object and / or the change of the attribute parameters of the target object, and adjust the range of the target area, so that the virtual object identifier and the target object identifier are located within the adjusted target area, and display the target area of the adjusted scene map in the map display interface.
11. An electronic device, characterized in that, It includes a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the map display control method according to any one of claims 1-9.
12. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, and when the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the map display control method according to any one of claims 1-9.
Citation Information
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