Game Information Display Method, Device, Equipment and Storage Medium

By combining displaying global thumbnails and local thumbnails on the game interface, the problem of users losing global awareness during zooming operations is solved, real-time global information viewing and quick selection of game scenes is realized.

CN115501598BActive Publication Date: 2025-07-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202211305125.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-10-24
Publication Date
2025-07-29
Estimated Expiration
2042-10-24

AI Technical Summary

Technical Problem

In multiplayer action competitive games, users are prone to lose their global understanding of the game scene when performing enlargement operations on the minimap.

Method used

The global thumbnail of the game scene is displayed in the first area of the graphical user interface, and the local area of the game scene is displayed in the second area in response to the enlargement operation, while the position of the local area in the global scene is identified in the second area.

Benefits of technology

Players can view the global information of the game scene in real time when amplifying operations, avoid losing global awareness of the game scene, and improve the speed and accuracy of choosing birth points or virtual weapon release points.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a game information display method, apparatus, device, and storage medium, relating to the field of game technologies. By providing a graphical user interface of a game through a terminal device, the method includes: displaying a first thumbnail of a game scene in a first area of the graphical user interface, the first thumbnail being a global thumbnail of the game scene; in response to a zoom-in operation on the first thumbnail, adjusting the scale of the first thumbnail so that a partial area of the first thumbnail is displayed in the first area, and displaying a second thumbnail of the game scene in a second area of the graphical user interface, where the second area is smaller than the first area, the second thumbnail displayed in the second area is a global thumbnail of the game scene, and the position of the partial area of the first thumbnail displayed in the first area in the game scene is marked in the second area. Applying the embodiments of the present application can prevent players from losing the global perception of the game scene.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and more specifically, to a method, apparatus, device, and storage medium for displaying game information. Background Art

[0002] In applications based on three-dimensional virtual environments, such as multiplayer action competitive games, the small map displayed on the interface can provide users with rich game scene information.

[0003] Currently, users can zoom in on the expanded minimap to select a spawn point or a virtual weapon release point. However, this can cause users to lose their overall understanding of the game scene. Summary of the Invention

[0004] The purpose of this application is to address the deficiencies in the above-mentioned prior art and provide a game information display method, device, equipment and storage medium to prevent users from losing their overall understanding of the game scene.

[0005] To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:

[0006] In a first aspect, an embodiment of the present application provides a method for displaying game information, which provides a graphical user interface of a game through a terminal device, the method comprising:

[0007] Displaying a first thumbnail of a game scene in a first area of the graphical user interface, where the first thumbnail is a global thumbnail of the game scene;

[0008] In response to a zoom-in operation on the first thumbnail, the scale of the first thumbnail is adjusted so that a local area of the first thumbnail is displayed in the first area, and a second thumbnail of the game scene is displayed in a second area of the graphical user interface, wherein the second area is smaller than the first area, the second thumbnail displayed in the second area is a global thumbnail of the game scene, and the second area identifies the position of the local area of the first thumbnail displayed in the first area in the game scene.

[0009] In a second aspect, an embodiment of the present application further provides a game information display device that provides a graphical user interface for a game through a terminal device, the device comprising:

[0010] A first display module is configured to display a first thumbnail of a game scene in a first area of the graphical user interface, wherein the first thumbnail is a global thumbnail of the game scene;

[0011] A second display module, configured to respond to a zoom-in operation on the first thumbnail, adjust the scale of the first thumbnail so that a partial area of the first thumbnail is displayed in the first area, and display a second thumbnail of the game scene in a second area of the graphical user interface, where the second area is smaller than the first area, the second thumbnail displayed in the second area is a global thumbnail of the game scene, and the position of the partial area of the first thumbnail displayed in the first area in the game scene is marked in the second area.

[0012] In a third aspect, an embodiment of the present application provides an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus. The processor executes the machine-readable instructions to perform the steps of the game information display method in the first aspect above.

[0013] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the steps of the game information display method in the first aspect above are performed.

[0014] The beneficial effects of the present application are:

[0015] An embodiment of the present application provides a game information display method, device, equipment, and storage medium. By providing a graphical user interface of a game through a terminal device, the method includes: displaying a first thumbnail of a game scene in a first area of the graphical user interface, where the first thumbnail is a global thumbnail of the game scene; responding to a zoom-in operation on the first thumbnail, adjusting the scale of the first thumbnail so that a partial area of the first thumbnail is displayed in the first area, and displaying a second thumbnail of the game scene in a second area of the graphical user interface, where the second area is smaller than the first area, the second thumbnail displayed in the second area is a global thumbnail of the game scene, and the position of the partial area of the first thumbnail displayed in the first area in the game scene is marked in the second area.

[0016] When the method for displaying game information provided in the embodiment of the present application is used to perform a zoom-in operation on the first thumbnail displayed on the graphical user interface, a second thumbnail including the global scene information of the game scene can be displayed in the second area of the graphical user interface. That is, when the zoom-in operation is performed on the first thumbnail, the second thumbnail is additionally displayed near the first area, and the second thumbnail always includes the global scene information of the game. In this way, during the zoom-in operation of the player on the first thumbnail, the player can view the global information of the game scene in real time through the second thumbnail. That is to say, when the player selects a spawn point or a virtual weapon release point in the local area of the first thumbnail displayed in the first area, the player can be prevented from losing the global awareness of the game scene. BRIEF DESCRIPTION OF THE DRAWINGS

[0017] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the accompanying drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present invention, and therefore should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can be obtained based on these drawings without creative efforts.

[0018] Figure 1 Schematic flowchart of a method for displaying game information provided in an embodiment of the present application;

[0019] Figure 2 Schematic interface diagram of a first thumbnail and a second thumbnail provided in an embodiment of the present application;

[0020] Figure 3 Schematic flowchart of another method for displaying game information provided in an embodiment of the present application;

[0021] Figure 4 Schematic interface diagram of another first thumbnail and a second thumbnail provided in an embodiment of the present application;

[0022] Figure 5 Schematic flowchart of yet another method for displaying game information provided in an embodiment of the present application;

[0023] Figure 6 Schematic interface diagram of yet another first thumbnail and a second thumbnail provided in an embodiment of the present application;

[0024] Figure 7 Schematic interface diagram of still another first thumbnail and a second thumbnail provided in an embodiment of the present application;

[0025] Figure 8 Schematic flowchart of still another method for displaying game information provided in an embodiment of the present application;

[0026] Figure 9Schematic structural diagram of a game information display device provided by an embodiment of the present application;

[0027] Figure 10 Schematic structural diagram of an electronic device provided by an embodiment of the present application. Detailed implementation manners

[0028] To make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Apparently, the described embodiments are some but not all of the embodiments of the present application. Components of the embodiments of the present application generally described and illustrated in the accompanying drawings herein may be arranged and designed in a variety of different configurations.

[0029] Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed present application, but merely represents selected embodiments of the present application. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present application without creative efforts shall fall within the scope of protection of the present application.

[0030] It should be noted that like reference numerals and letters denote like items in the following drawings. Therefore, once an item is defined in one drawing, it does not require further definition and explanation in subsequent drawings.

[0031] In one embodiment of the present application, the game information display method can run on a local terminal device or a server. When the game information display method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and client devices.

[0032] In an optional implementation manner, various cloud applications can run under the cloud interaction system, such as cloud games. 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 running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the game information display method are completed on the cloud game 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 function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the cloud game server in the cloud performs information processing. When playing a 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 data such as the game screen, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.

[0033] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used 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 way for the local terminal device to provide the graphical user interface to players can include various methods. For example, it can 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 a 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.

[0034] In a possible embodiment, the embodiments of the present application provide a game information display method. A graphical user interface is provided through a terminal device, where the terminal device may be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system.

[0035] The game information display method mentioned in the present application is illustrated by way of example in conjunction with the following drawings. The execution subject of this method is the aforementioned terminal device, and the graphical user interface of the game can be rendered and displayed on this terminal device. It should be noted that the game can specifically be a multiplayer competitive game or other types of games, and the present application does not limit it.

[0036] The game information display method mentioned in the present application is illustrated by way of example in conjunction with the following drawings. Figure 1 It is a schematic flowchart of a game information display method provided by an embodiment of the present application. As Figure 1 shown, this method may include:

[0037] S101: Display a first thumbnail of the game scene in a first area of the graphical user interface.

[0038] Among them, the first thumbnail is a global thumbnail of the game scene. It can be understood that the game scene is equivalent to a large world, which consists of a large number of regional units. Due to the display condition limitations of the terminal device, especially for mobile terminal devices (such as mobile phones, tablets, etc.), usually, an additional drawing of the game will be displayed in the upper left corner of the graphical user interface of the game. Additionally Figure 1 generally also called a mini-map, which may include global information of the game scene.

[0039] Exemplarily, before the virtual character controlled by the player enters the game scene, a position in the game scene needs to be selected as the birth point of the virtual character. Then the player can perform operations such as single-clicking and double-clicking on the additional map of the game. Another exemplarily, when the virtual character controlled by the player confronts the enemy character in the game scene, a position in the game scene may need to be selected as the release point of the virtual weapon. Then the player can perform operations such as single-clicking and double-clicking on the additional map of the game. It should be noted that this application does not limit the timing of the expansion operation of the additional map. The terminal device responds to the trigger operation for the additional map and displays the first thumbnail after the additional map is expanded in the first area of the graphical user interface, that is, the additional map is converted into the first thumbnail.

[0040] It should be noted that this application does not limit the way to trigger the additional map. It can be actively triggered by the player or automatically triggered by the terminal device.

[0041] S102. Respond to the zoom-in operation on the first thumbnail, adjust the scale of the first thumbnail so that a partial area of the first thumbnail is displayed in the first area, and display the second thumbnail of the game scene in the second area of the graphical user interface.

[0042] Among them, the second area is smaller than the first area. The second thumbnail displayed in the second area is the global thumbnail of the game scene, and the position of the partial area of the first thumbnail displayed in the first area in the game scene is marked in the second area.

[0043] Figure 2 This is a schematic diagram of the interface of the first thumbnail and the second thumbnail provided by the embodiment of the present application. As Figure 2 shown, exemplarily, after the trigger operation on the above-mentioned additional map, the first thumbnail 201 is displayed in the first area of the graphical user interface. At this time, the first thumbnail 201 includes the global scene information of the game. After the zoom-in operation on the first thumbnail 201, the second thumbnail 202 is displayed in the second area of the graphical user interface. The second thumbnail 202 includes the global scene information of the game. At this time, the partial area 203 of the first thumbnail is displayed in the first area. Another exemplarily, after the trigger operation on the additional map, the first thumbnail 201 is displayed in the first area of the graphical user interface, and the second thumbnail 202 can be displayed in the second area of the graphical user interface at the same time. It should be noted that this application does not limit it.

[0044] From Figure 2 it can be seen that the area occupied by the first area on the graphical user interface is smaller than the area occupied by the second area. The first area is usually located in the left area of the graphical user interface, and the second area is usually located in the right area of the graphical user interface.

[0045] Exemplarily, when a player needs to select a spawn point of a virtual character or a release point of a virtual weapon from the first thumbnail 201, the player can use a finger to zoom in on the first thumbnail 201 or directly adjust the scale of the first thumbnail 201. Based on the scale of the first thumbnail 201, the terminal device displays a partial area 203 of the first thumbnail in the first area of the graphical user interface until the game scene in the partial area 203 of the first thumbnail displayed in the first area includes the spawn point or the release point of the virtual weapon to be selected by the player. It can be understood that during the adjustment of the first thumbnail 201 (such as zooming in operation, moving operation), the second thumbnail 202 displayed in the second area of the graphical user interface always includes the global scene information of the game. At the same time, the terminal device can identify in the second area according to the position of the partial area 203 of the first thumbnail displayed in the first area in the game scene, that is to say, the second thumbnail 202 displayed in the second area includes an identifier corresponding to the partial area 203 of the first thumbnail.

[0046] In summary, in the game information display method provided by this application, when zooming in on the first thumbnail displayed on the graphical user interface, a second thumbnail including the global scene information of the game scene can be displayed in the second area of the graphical user interface, that is, when zooming in on the first thumbnail, a second thumbnail is additionally displayed near the first area, and the second thumbnail always includes the global scene information of the game. In this way, during the process of the player zooming in on the first thumbnail, the player can view the global information of the game scene in real time through the second thumbnail. That is to say, when the player selects a spawn point or a virtual weapon release point in the partial area of the first thumbnail displayed in the first area, the player can be prevented from losing the global awareness of the game scene.

[0047] At the same time, the second thumbnail displayed in the second area includes an identifier corresponding to the partial area of the first thumbnail, so that the player can have a more intuitive understanding of the position of the partial area of the first thumbnail displayed in the first area in the global game scene, and can speed up the speed at which the player determines the spawn point of the virtual character or the release point of the virtual weapon from the game scene.

[0048] Figure 3 It is a schematic flow chart of another game information display method provided by an embodiment of this application. As Figure 3 shown, optionally, the above-mentioned display of the second thumbnail of the game scene in the second area of the graphical user interface includes:

[0049] S301. Obtain first position information of the partial area of the first thumbnail in the game scene.

[0050] It can be understood that the game scene consists of a large number of regional units, each of which corresponds to a position coordinate. The terminal device can determine the regional units included in the partial area of the first thumbnail currently displayed on the first area, and use the position coordinates corresponding to the regional units included in the partial area of the first thumbnail as the first position information of the partial area of the first thumbnail in the game scene.

[0051] S302. Display a second thumbnail of the game scene in the second area of the graphical user interface, and display a position identifier corresponding to the first position information on the second thumbnail according to the first position information.

[0052] Exemplarily, in response to a zoom-in operation on the first thumbnail, the terminal device can display a second thumbnail of the game scene in the second area of the graphical user interface. At the same time, the terminal device can display a position identifier corresponding to the first position information on the second thumbnail according to the position coordinates of the regional units included in the first position information.

[0053] Figure 4 Another schematic diagram of the interface between the first thumbnail and the second thumbnail provided by the embodiment of the present application. As Figure 4 shown, assuming that the partial area 203 of the first thumbnail displayed on the first area of the graphical user interface is located in the game scene area 1 in the global game scene, and the game scene area 1 is located in the lower right corner of the global game scene, then a position identifier 400 corresponding to the position of the game scene area 1 can be displayed on the second thumbnail 201. In this way, the player can timely understand the position of the partial area of the first thumbnail in the global game scene through the position identifier displayed on the second thumbnail, and then perform a zoom-in operation based on this, quickly display the required partial area of the first thumbnail in the first area, so as to select the birth point of the virtual character or the release point of the virtual weapon on the partial area of the first thumbnail.

[0054] Among them, the shape of the position identifier displayed on the second thumbnail can be determined according to the shape of the partial area of the first thumbnail. For example, when the partial area of the first thumbnail is square, the shape of the position identifier is also square; when the partial area of the first thumbnail is circular, the shape of the position identifier is also circular. It should be noted that the present application does not limit the shape of the position identifier.

[0055] Figure 5 Another schematic flowchart of the game information display method provided by the embodiment of the present application. Optionally, as Figure 5 shown, the above-mentioned step of displaying a position identifier corresponding to the first position information on the second thumbnail according to the first position information includes:

[0056] S501. Convert the first position information into target position information on the second thumbnail according to the first position information and the mapping relationship between the first thumbnail and the second thumbnail.

[0057] Among them, the mapping relationship between the first thumbnail and the second thumbnail can be understood as the corresponding relationship between the position coordinates of each regional unit in the global game scene included in the first thumbnail and the position coordinates of each regional unit in the global game scene included in the second thumbnail, and this mapping relationship is preset. It should be noted that the position coordinates of each regional unit in the global game scene included in the first thumbnail do not change with the zoom operation, that is, the position coordinates of the same regional unit on the first thumbnail are fixed values.

[0058] Exemplarily, according to the above description, the first position information includes the position coordinates corresponding to multiple regional units. Then, the terminal device can convert the position coordinates corresponding to each regional unit included in the first position information into the position coordinates of the corresponding regional units in the second thumbnail according to the preset mapping relationship, that is, the target position information includes the position coordinates of the corresponding regional units in the second thumbnail.

[0059] S502. Generate and display a position identifier on the second thumbnail according to the target position information.

[0060] Among them, the target position information includes the position coordinates of the corresponding regional units in the second thumbnail. Determine a position area on the second thumbnail according to the position coordinates of the corresponding regional units in the second thumbnail, and then display a position identifier in this position area. This position identifier is, for example, a red frame, and the size of the red frame is approximately the same as the size of this position area. For example, the corresponding regional units in the second thumbnail include regional unit 1, regional unit 2, and regional unit 3. Then, the maximum and minimum values of the abscissa and the maximum and minimum values of the ordinate can be determined according to the position coordinates corresponding to regional unit 1, regional unit 2, and regional unit 3 respectively. Then, the above-mentioned position area can be determined according to the maximum and minimum values of the abscissa and the maximum and minimum values of the ordinate, and then a position identifier is displayed in the position area.

[0061] Optionally, after the second thumbnail of the game scene is displayed in the second area of the graphical user interface, the method further includes: responding to a moving operation on the first thumbnail, adjusting the local area of the first thumbnail displayed in the first area; obtaining the second position information of the adjusted local area of the first thumbnail in the game scene; adjusting the position of the position identifier displayed on the second thumbnail according to the second position information.

[0062] It can be understood that when the player performs a zoom-in operation or a movement operation on the first thumbnail, the terminal device responds to the zoom-in operation and movement operation on the first thumbnail, and then displays a partial area of the first thumbnail required by the player in the first area. Exemplarily, the player can first perform a zoom-in operation on the first thumbnail to display a partial area of the first thumbnail in the first area. At the same time, a position identifier corresponding to this partial area is displayed on the second thumbnail. If the player believes that there is no spawn point for the virtual character or release point for the virtual weapon in this partial area of the first thumbnail, then the player can perform a movement operation on the first thumbnail. The terminal device responds to the movement operation on the first thumbnail, and adjusts the partial area of the first thumbnail displayed in the first area based on the movement direction and a preset movement distance, generates and displays a new partial area of the first thumbnail in the first area. Then, the terminal device can obtain the position coordinates of each second area unit included in the new partial area of the first thumbnail, that is, the second position information includes the position coordinates of multiple second area units. Furthermore, according to the mapping relationship between the first thumbnail and the second thumbnail mentioned above, the position coordinates of each second area unit included in the second position information are converted into new position information on the second thumbnail, and the position of the position identifier displayed on the second thumbnail is adjusted according to the new position information. That is to say, the position identifier on the second thumbnail before the movement of the first thumbnail is moved to the position corresponding to the new partial area of the first thumbnail after the movement of the first thumbnail.

[0063] In this way, the player can timely understand the positional relationship between the partial areas displayed in the first area before and after the movement operation on the first thumbnail through the movement of the position identifier in the second thumbnail, so that the player can timely adjust the movement direction according to actual needs.

[0064] Optionally, after the second thumbnail of the game scene is displayed in the second area of the graphical user interface, the method may further include: responding to a movement operation on the position identifier on the second thumbnail, determining the third position information of the position identifier on the second thumbnail after the movement operation; and adjusting the partial area of the first thumbnail displayed in the first area according to the third position information.

[0065] Exemplarily, a second thumbnail including a global game scene is displayed on the second area. The second thumbnail may include the above-mentioned position identifier, and may also include information such as the number of virtual characters and the identifiers of teammate characters. It can be understood that the player can perform a moving operation on the position identifier according to the information such as the number of virtual characters and the identifiers of teammate characters displayed on the second thumbnail, and determine the approximate position area of the spawn point of the selected virtual character or the release point of the virtual weapon. For example, if the position identifier corresponding to game scene area 1 is moved to game scene area 2, then the terminal device can determine the third position information according to the position coordinates of the area units included in game scene area 2 on the second thumbnail. The terminal device converts the third position information into the target position information on the first thumbnail according to the mapping relationship between the first thumbnail and the second thumbnail mentioned above, and then adjusts the local area of the first thumbnail according to the target position information on the first thumbnail, that is, displays a new local area of the first thumbnail on the first area.

[0066] It can be seen that the player can directly move the position identifier to determine the approximate position area where the spawn point of the selected virtual character and the release point of the virtual weapon are located from the second thumbnail including the global game scene information, and display the approximate position area on the first area of the graphical user interface, so that the player can quickly select the required target position from the local area of the first thumbnail displayed on the first area.

[0067] Optionally, the above method further includes: obtaining the virtual object information of each area unit in each area of the game scene, and determining the virtual object information of each area, where the virtual object information includes at least one of the following: the number of virtual objects, the status information of the virtual objects; and displaying the virtual object information corresponding to each area at the position corresponding to each area in the second thumbnail.

[0068] According to the above description, it can be known that the game scene is composed of a large number of area units, and the player can select the position where a certain area unit is located as the spawn point, resurrection point, release point of the virtual weapon, etc. according to actual needs.

[0069] The virtual objects mentioned above may include the target virtual character, the teammate characters of the target virtual character, the enemy characters of the target virtual character, virtual resources, etc., and the present application does not limit them. The terminal device can obtain the virtual object information of each regional unit in real time. Here, a game scenario for selecting a spawn point is taken as an example for illustration. The terminal device can count the number of virtual characters using each regional unit as a spawn point. For the target virtual character, the terminal device can also obtain the regional unit selected by the teammate characters of the target virtual character. After the terminal device determines the number of virtual characters in each regional unit and whether it is the regional unit selected by the teammate characters, it can obtain the virtual object information of each region based on the relationship between each regional unit and the region, such as the total number of virtual characters in each region and whether there are teammate characters. For example, assume that region A includes regional unit 1 and regional unit 2, the number of virtual characters in regional unit 1 is 3, the number of virtual characters in regional unit 2 is 6, and the teammate characters use regional unit 2 as the spawn point. Then the total number of virtual characters corresponding to region A is 9, and there are teammate characters in region A.

[0070] After determining the total number of virtual characters in each region and whether there are teammate characters, the total number of virtual characters in each region and whether there are teammate characters can be displayed at the corresponding positions of each region in the second thumbnail. Whether there are teammate characters can be represented by a teammate character identifier. That is, if a teammate character identifier is displayed at a certain position in the second thumbnail, it can indicate that the region corresponding to this position includes the spawn point selected by the teammate characters.

[0071] Figure 6 This is another interface schematic diagram of the first thumbnail and the second thumbnail provided by the embodiment of the present application. As Figure 6 shown, assume that the partial area 203 of the first thumbnail currently displayed in the first area of the graphical user interface includes the spawn point selected by the teammate characters, which can be represented by the teammate character identifier 600. The teammate character identifier 600 is located in the game scenario area 1 on the first thumbnail. Then the teammate character identifier 600 can be displayed on the area identifier 400 corresponding to the game scenario area 1 in the second thumbnail 202. At the same time, the total number of virtual characters (such as 9) can be displayed at the corresponding position of region A in the second thumbnail 202, the total number of virtual characters (such as 12) can be displayed at the corresponding position of region B in the second thumbnail 202, and the total number of virtual characters (such as 6) can be displayed at the corresponding position of region C in the second thumbnail 202. It should be noted that Figure 6 This is just an example, and the present application is not limited thereto.

[0072] In this way, players can perform zoom-in operations and movement operations on the first thumbnail purposefully based on the virtual object information corresponding to each region displayed in the second thumbnail.

[0073] Optionally, the above method further includes: displaying at least one recommended position identifier in the second thumbnail according to the virtual object information of each regional unit in each area of the game scene.

[0074] The recommended position identifier includes at least one of the following: a recommended spawn point position identifier, a recommended virtual weapon release point position identifier. The recommended spawn point position identifier can be used to indicate that the player can select a spawn point on the area corresponding to the displayed recommended spawn point position identifier, and the recommended virtual weapon release point position identifier can be used to indicate that the player can select a release point for releasing a virtual weapon on the area corresponding to the displayed recommended virtual weapon release point identifier.

[0075] Exemplarily, the terminal device determines the virtual object information of each area according to the virtual object information of each regional unit in each area of the game scene. The virtual object information of each area includes the total number of virtual characters, whether it includes teammate character information, whether virtual resource information appears, etc. In an implementable embodiment, the recommended area can be determined according to the total number of virtual characters in each area and / or whether it includes teammate character information and a first preset recommendation condition, and then a recommended spawn point position identifier is displayed at the position corresponding to the recommended area in the second thumbnail; in another implementable embodiment, the recommended area can be determined according to whether virtual resource information appears in each area and a second preset recommendation condition, and then a recommended virtual weapon release point position identifier is displayed at the position corresponding to the recommended area in the second thumbnail. The recommended area can include multiple ones, and the first preset condition and the second preset condition can be set according to actual needs, and the present application does not limit them.

[0076] In this way, the player can perform operations such as zooming in and moving on the first thumbnail in a guided manner based on the recommended spawn point position identifier and / or the recommended virtual weapon release point identifier displayed in the second thumbnail, and can quickly and accurately display the local area of the first thumbnail required by the player in the first area, thereby improving the efficiency and accuracy of selecting the spawn point of the virtual character and the release point of the virtual weapon, and can improve the player's gaming experience.

[0077] It should be noted that the recommended spawn point position identifier and the recommended virtual weapon release point identifier can be represented by text or by icons. Figure 7 For another interface schematic diagram of the first thumbnail and the second thumbnail provided by the embodiment of the present application, as Figure 7As shown, if the recommended area is determined according to the total number of virtual characters in each area and the first preset recommendation condition, then continuing with the above example, area C with the least total number of virtual characters can be used as the recommended area. Furthermore, a recommended spawn point location identifier 700 can be displayed at the position corresponding to area C on the second thumbnail 202. The recommended spawn point location identifier 700 can be "X". It can be understood that using area C with the least total number of virtual characters as the recommended area can reduce the probability of being attacked by enemy characters when a virtual character enters the game from a certain area unit in area C and obtain as much virtual resources as possible.

[0078] Figure 8 It is a schematic flowchart of another game information display method provided by an embodiment of the present application.

[0079] As Figure 8 shown, the method further includes:

[0080] S801. Determine a target recommended area according to the virtual object information of each area unit in each area of the game scene.

[0081] S802. Generate and display direction indication information in the second thumbnail according to the position of the target recommended area in the game scene and the position of the local area of the first thumbnail in the game scene.

[0082] Among them, the direction indication information is used to indicate the directional relationship between the target recommended area and the local area of the first thumbnail in the game scene. Exemplarily, the direction indication information can be represented by an arrow icon in the second thumbnail, and the direction of the arrow points to the corresponding position of the target recommended area in the second thumbnail.

[0083] According to the above description, the terminal device can determine the virtual object information corresponding to each area according to the virtual object information of each area unit, and then determine multiple recommended areas according to the virtual object information corresponding to each area and the preset recommendation conditions (the first preset recommendation condition, the second preset recommendation condition). Furthermore, the target recommended area can be determined from the multiple recommended areas.

[0084] After the target recommended area is determined, the terminal device can generate direction indication information according to the position of the target recommended area in the second thumbnail and the position of the local area of the first thumbnail in the game scene, that is, the position of the currently displayed position identifier in the second thumbnail, and display the direction indication information in the second thumbnail. In this way, the player can perform operations such as zooming and moving on the first thumbnail directionally based on the directional relationship between the target recommended area and the local area currently shown in the first thumbnail, and can quickly and accurately select the spawn point of the virtual character and the release point of the virtual weapon from the local area of the first thumbnail, improving the player's gaming experience.

[0085] Figure 9 This is a schematic structural diagram of a game information display device provided by an embodiment of the present application. As Figure 9 shown, the device includes:

[0086] A first display module 901, configured to display a first thumbnail of a game scene in a first area of the graphical user interface, where the first thumbnail is a global thumbnail of the game scene;

[0087] A second display module 902, configured to respond to a magnification operation on the first thumbnail, adjust the scale of the first thumbnail so that a local area of the first thumbnail is displayed in the first area, and display a second thumbnail of the game scene in a second area of the graphical user interface, where the second area is smaller than the first area, the second thumbnail displayed in the second area is a global thumbnail of the game scene, and the position of the local area of the first thumbnail displayed in the first area in the game scene is marked in the second area.

[0088] Optionally, the second display module 902 is specifically configured to obtain first position information of a local area of the first thumbnail in the game scene; display a second thumbnail of the game scene in the second area of the graphical user interface, and display a position identifier corresponding to the first position information on the second thumbnail according to the first position information.

[0089] Optionally, the second display module 902 is further specifically configured to convert the first position information into target position information on the second thumbnail according to the first position information and the mapping relationship between the first thumbnail and the second thumbnail; generate and display a position identifier on the second thumbnail according to the target position information.

[0090] Optionally, the device further includes: an adjustment module;

[0091] The adjustment module is configured to respond to a movement operation on the first thumbnail, adjust the local area of the first thumbnail displayed in the first area; obtain second position information of the adjusted local area of the first thumbnail in the game scene; and adjust the position of the position identifier displayed on the second thumbnail according to the second position information.

[0092] Optionally, the adjustment module is further configured to respond to a movement operation on the position identifier on the second thumbnail, determine third position information of the position identifier on the second thumbnail after the movement operation; and adjust the local area of the first thumbnail displayed in the first area according to the third position information.

[0093] Optionally, the device further includes: a third display module;

[0094] The third display module is configured to obtain virtual object information of each regional unit in each area of the game scene, and determine the virtual object information of each area. The virtual object information includes at least one of the following: the number of virtual objects, and the status information of virtual objects. The virtual object information corresponding to each area is displayed at the position corresponding to each area in the second thumbnail.

[0095] Optionally, the third display module is further configured to display at least one recommended position identifier in the second thumbnail according to the virtual object information of each regional unit in each area of the game scene.

[0096] Optionally, the recommended position identifier includes at least one of the following: a recommended spawn point position identifier, and a recommended virtual weapon release point position identifier.

[0097] Optionally, the device further includes: a generation module;

[0098] The generation module is configured to determine a target recommended area according to the virtual object information of each regional unit in each area of the game scene; generate and display direction indication information in the second thumbnail according to the position of the target recommended area in the game scene and the position of the partial area of the first thumbnail in the game scene. The direction indication information is used to indicate the directional relationship between the target recommended area and the partial area of the first thumbnail in the game scene.

[0099] The above device is used to execute the method provided in the foregoing embodiment, and its implementation principle and technical effect are similar, and will not be described in detail here.

[0100] The above modules may be one or more integrated circuits configured to implement the above method, for example: one or more application specific integrated circuits (ASICs), or, one or more digital signal processors (DSPs), or, one or more field programmable gate arrays (FPGAs), etc. Again, when a certain module above is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processors that can call program code. Again, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0101] Figure 10 Schematic diagram of the structure of an electronic device provided by an embodiment of the present application, as Figure 10As shown, the electronic device may include: a processor 1001, a storage medium 1002, and a bus 1003. The storage medium 1002 stores machine-readable instructions executable by the processor 1001. When the electronic device runs, communication between the processor 1001 and the storage medium 1002 is through the bus 1003. The processor 1001 executes the machine-readable instructions to perform the following steps:

[0102] In a feasible implementation, when the processor 1001 executes the game information display method, it is specifically configured to: display a first thumbnail of the game scene in a first area of the graphical user interface, where the first thumbnail is a global thumbnail of the game scene; respond to a magnification operation on the first thumbnail, adjust the scale of the first thumbnail so that a local area of the first thumbnail is displayed in the first area, and display a second thumbnail of the game scene in a second area of the graphical user interface. Here, the second area is smaller than the first area, the second thumbnail displayed in the second area is a global thumbnail of the game scene, and the position of the local area of the first thumbnail displayed in the first area in the game scene is marked in the second area.

[0103] In a feasible implementation, when the processor 1001 executes the game information display method, it is specifically configured to: obtain first position information of a local area of the first thumbnail in the game scene; display a second thumbnail of the game scene in a second area of the graphical user interface, and display a position identifier corresponding to the first position information on the second thumbnail according to the first position information.

[0104] In a feasible implementation, when the processor 1001 executes the game information display method, it is specifically configured to: convert the first position information into target position information on the second thumbnail according to the first position information and the mapping relationship between the first thumbnail and the second thumbnail; generate and display a position identifier on the second thumbnail according to the target position information.

[0105] In a feasible implementation, when the processor 1001 executes the game information display method, it is specifically configured to: respond to a movement operation on the first thumbnail, adjust the local area of the first thumbnail displayed in the first area; obtain second position information of the adjusted local area of the first thumbnail in the game scene; adjust the position of the position identifier displayed on the second thumbnail according to the second position information.

[0106] In a feasible implementation, when the processor 1001 executes the game information display method, it is specifically configured to: respond to a movement operation on the position identifier on the second thumbnail, determine third position information of the position identifier on the second thumbnail after the movement operation; adjust the local area of the first thumbnail displayed in the first area according to the third position information.

[0107] In a feasible implementation, when the processor 1001 executes the game information display method, it is specifically configured to: obtain the virtual object information of each regional unit in each area of the game scene, and determine the virtual object information of each area, where the virtual object information includes at least one of the following: the number of virtual objects, the status information of the virtual objects; and display the virtual object information corresponding to each area at the position corresponding to each area in the second thumbnail.

[0108] In a feasible implementation, when the processor 1001 executes the game information display method, it is specifically configured to: display at least one recommended position identifier in the second thumbnail according to the virtual object information of each regional unit in each area of the game scene.

[0109] In a feasible implementation, the recommended position identifier includes at least one of the following: a recommended spawn point position identifier, a recommended virtual weapon release point position identifier.

[0110] In a feasible implementation, when the processor 1001 executes the game information display method, it is specifically configured to: determine a target recommended area according to the virtual object information of each regional unit in each area of the game scene; and generate and display direction indication information in the second thumbnail according to the position of the target recommended area in the game scene and the position of the partial area of the first thumbnail in the game scene, where the direction indication information is used to indicate the directional relationship between the target recommended area and the partial area of the first thumbnail in the game scene.

[0111] Optionally, the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the processor executes the following steps:

[0112] In a feasible implementation, when the processor executes the game information display method, it is specifically configured to: display a first thumbnail of the game scene in a first area of the graphical user interface, where the first thumbnail is a global thumbnail of the game scene; and in response to a zoom-in operation on the first thumbnail, adjust the scale of the first thumbnail so that a partial area of the first thumbnail is displayed in the first area, and display a second thumbnail of the game scene in a second area of the graphical user interface, where the second area is smaller than the first area, the second thumbnail displayed in the second area is a global thumbnail of the game scene, and the position of the partial area of the first thumbnail displayed in the first area in the game scene is marked in the second area.

[0113] In a feasible implementation, when the processor executes the game information display method, it is specifically configured to: obtain the first position information of the local area of the first thumbnail in the game scene; display the second thumbnail of the game scene in the second area of the graphical user interface, and display a position identifier corresponding to the first position information on the second thumbnail according to the first position information.

[0114] In a feasible implementation, when the processor executes the game information display method, it is specifically configured to: convert the first position information into target position information on the second thumbnail according to the first position information and the mapping relationship between the first thumbnail and the second thumbnail; generate and display a position identifier on the second thumbnail according to the target position information.

[0115] In a feasible implementation, when the processor executes the game information display method, it is specifically configured to: respond to a movement operation on the first thumbnail, and adjust the local area of the first thumbnail displayed in the first area; obtain the second position information of the adjusted local area of the first thumbnail in the game scene; adjust the position of the position identifier displayed on the second thumbnail according to the second position information.

[0116] In a feasible implementation, when the processor executes the game information display method, it is specifically configured to: respond to a movement operation on the position identifier on the second thumbnail, and determine the third position information of the position identifier on the second thumbnail after the movement operation; adjust the local area of the first thumbnail displayed in the first area according to the third position information.

[0117] In a feasible implementation, when the processor executes the game information display method, it is specifically configured to: obtain the virtual object information of each regional unit in each area of the game scene, and determine the virtual object information of each area, where the virtual object information includes at least one of the following: the number of virtual objects, the status information of the virtual objects; display the virtual object information corresponding to each area at the position corresponding to each area in the second thumbnail.

[0118] In a feasible implementation, when the processor executes the game information display method, it is specifically configured to: display at least one recommended position identifier in the second thumbnail according to the virtual object information of each regional unit in each area of the game scene.

[0119] In a feasible implementation, the recommended position identifier includes at least one of the following: a recommended spawn point position identifier, a recommended virtual weapon release point position identifier.

[0120] In a feasible implementation, when the processor executes the game information display method, it is specifically configured to: determine a target recommended area according to the virtual object information of each area unit in each area of the game scene; generate and display direction indication information in the second thumbnail according to the position of the target recommended area in the game scene and the position of the partial area of the first thumbnail in the game scene, where the direction indication information is used to indicate the directional relationship between the target recommended area and the partial area of the first thumbnail in the game scene.

[0121] In several embodiments provided in the present 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 only illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For example, 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 displayed or discussed couplings or direct couplings or communication connections to each other can be through some interfaces. The indirect couplings or communication connections of the devices or units can be in electrical, mechanical or other forms.

[0122] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place, or they can be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0123] In addition, the functional units in each embodiment of the present application can be integrated in one processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above integrated units can be implemented in the form of hardware, or in the form of hardware plus software functional units.

[0124] The above integrated units implemented in the form of software functional units can be stored in a computer-readable storage medium. The above software functional units are stored in a storage medium, including several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the methods described in each embodiment of the present application. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (English: Read-Only Memory, abbreviated as: ROM), random access memories (English: Random Access Memory, abbreviated as: RAM), magnetic disks, or optical discs that can store program codes.

[0125] It should be noted that in this text, relational terms such as "first" and "second" are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any actual relationship or order between these entities or operations. Moreover, the terms "comprising", "including" or any other variant thereof are intended to cover non-exclusive inclusion, such that a process, method, article or device comprising a series of elements not only includes those elements but also includes other elements not expressly listed, or further includes elements inherent to such process, method, article or device. Without further limitation, an element defined by the statement "comprising an..." does not exclude the presence of additional identical elements in the process, method, article or device comprising the said element.

[0126] The above are only the preferred embodiments of the present application and are not used to limit the present application. For those skilled in the art, the present application can have various changes and modifications. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included within the protection scope of the present application. It should be noted that similar reference numerals and letters denote similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. The above are only the preferred embodiments of the present application and are not used to limit the present application. For those skilled in the art, the present application can have various changes and modifications. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included within the protection scope of the present application.

Claims

1. A method for displaying game information, characterized in that, Providing a graphical user interface for a game through a terminal device, the method includes: Displaying a first thumbnail of a game scene in a first area of the graphical user interface, the first thumbnail being a global thumbnail of the game scene; In response to a zoom-in operation on the first thumbnail, adjusting the scale of the first thumbnail so that a local area of the first thumbnail is displayed in the first area, and displaying a second thumbnail of the game scene in a second area of the graphical user interface, wherein the second area is smaller than the first area, the second thumbnail displayed in the second area is a global thumbnail of the game scene, and the position of the local area of the first thumbnail displayed in the first area in the game scene is marked in the second area; The step of displaying the second thumbnail of the game scene in the second area of the graphical user interface includes: Obtaining first position information of the local area of the first thumbnail in the game scene; Displaying the second thumbnail of the game scene in the second area of the graphical user interface, and displaying a position identifier corresponding to the first position information on the second thumbnail according to the first position information.

2. The method according to claim 1, wherein The step of displaying a position identifier corresponding to the first position information on the second thumbnail according to the first position information includes: Converting the first position information into target position information on the second thumbnail according to the first position information and the mapping relationship between the first thumbnail and the second thumbnail; Generating and displaying the position identifier on the second thumbnail according to the target position information.

3. The method according to claim 1, wherein After displaying the second thumbnail of the game scene in the second area of the graphical user interface, the method further includes: In response to a move operation on the first thumbnail, adjusting the local area of the first thumbnail displayed in the first area; Obtaining second position information of the adjusted local area of the first thumbnail in the game scene; Adjusting the position of the position identifier displayed on the second thumbnail according to the second position information.

4. The method according to claim 1, characterized in that After displaying the second thumbnail of the game scene in the second area of the graphical user interface, the method further includes: In response to a move operation on the position identifier on the second thumbnail, determining third position information of the position identifier on the second thumbnail after the move operation; Adjusting the local area of the first thumbnail displayed in the first area according to the third position information.

5. The method according to any one of claims 1-4, characterized in that, The method further includes: Obtaining virtual object information of each area unit in each area of the game scene, and determining virtual object information of each area, the virtual object information including at least one of the following: the number of virtual objects, the status information of virtual objects; Displaying the virtual object information corresponding to each area at the position corresponding to each area in the second thumbnail.

6. The method according to claim 5, wherein The method further includes: Displaying at least one recommended position identifier in the second thumbnail according to the virtual object information of each area unit in each area of the game scene.

7. The method according to claim 6, characterized in that, The recommended position identifier includes at least one of the following: a recommended spawn point position identifier, a recommended virtual weapon release point position identifier.

8. The method according to claim 5, characterized in that, The method further includes: Determining a target recommended area according to the virtual object information of each area unit in each area of the game scene; Generating and displaying direction indication information in the second thumbnail according to the position of the target recommended area in the game scene and the position of the partial area of the first thumbnail in the game scene, where the direction indication information is used to indicate the directional relationship between the target recommended area and the partial area of the first thumbnail in the game scene.

9. A game information display device, characterized in that, Providing a graphical user interface of a game through a terminal device, the device includes: A first display module, configured to display a first thumbnail of a game scene in a first area of the graphical user interface, where the first thumbnail is a global thumbnail of the game scene; A second display module, configured to respond to a zoom-in operation on the first thumbnail, adjust the scale of the first thumbnail so that a partial area of the first thumbnail is displayed in the first area, and display a second thumbnail of the game scene in a second area of the graphical user interface, where the second area is smaller than the first area, the second thumbnail displayed in the second area is a global thumbnail of the game scene, and the position of the partial area of the first thumbnail displayed in the first area in the game scene is marked in the second area; The second display module is specifically configured to obtain first position information of a partial area of the first thumbnail in the game scene; display a second thumbnail of the game scene in a second area of the graphical user interface, and display a position identifier corresponding to the first position information on the second thumbnail according to the first position information.

10. An electronic device, characterized in that, Including: A processor, a storage medium, and a bus, where the storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the game information display method according to any one of claims 1-8.

11. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium, and when the computer program is run by a processor, it executes the steps of the game information display method according to any one of claims 1-8.

Citation Information

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