A signal viewing method and device in a game, an apparatus, and a storage medium

By responding to signal control operations on the game interface, the display area is determined and the corresponding game screen is displayed, which solves the problem of high complexity in viewing signal marker scenes for players, and realizes quick signal viewing and efficient human-computer interaction.

CN115671718BActive Publication Date: 2026-05-08NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-11-21
Publication Date
2026-05-08

AI Technical Summary

Technical Problem

In existing games, players need to switch character perspectives to view the game scene corresponding to the signal markers on the minimap, which is complicated and reduces the efficiency of human-computer interaction.

Method used

By responding to the operation of signal controls on the graphical user interface, the target display area is determined and the game screen corresponding to the signal identifier is displayed in it, simplifying the operation process.

Benefits of technology

Players can quickly view the actual game scene corresponding to the signal markers on the minimap, reducing operational complexity and improving human-computer interaction efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides a signal viewing method and device in a game, equipment and a storage medium. A graphical user interface is provided through a terminal device. The graphical user interface includes a small map of the game and a plurality of signal controls. A first signal identifier of a first signal is displayed on the small map. The signal viewing method includes: in response to a first operation on a first signal control in the plurality of signal controls, determining a target display area on the graphical user interface according to an end position of the first operation on the graphical user interface; displaying a first game picture in the target display area through a display window; and wherein the first game picture is determined according to a marking position of the first signal identifier in a game scene of the game. Through the method, a player can quickly view actual game scene pictures corresponding to different signal identifiers in the small map of the game, reducing the complexity of the player's operation and improving the human-computer interaction efficiency.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a method, apparatus, device, and storage medium for viewing signals in games. Background Technology

[0002] In existing games, players can send different types of signals (such as attack signals, retreat signals, etc.) to their teammates while controlling their game characters. Since teammates share the same minimap view, the minimap displays a signal icon corresponding to the character's location when sending the signal. This allows for the transmission of effective combat information between teammates through different signal icons displayed on the minimap.

[0003] Currently, when players want to view the specific scene corresponding to a certain existing signal marker on the minimap in the game scene, they usually need to switch the perspective of the game character and drag the camera to view the actual scene corresponding to the existing signal marker. This viewing method makes the operation complex for players, is not conducive to players to perform other game operations, and results in low human-computer interaction efficiency. Summary of the Invention

[0004] In view of this, the purpose of this application is to provide a method, device, equipment and storage medium for viewing signals in games, so that players can quickly view the actual game scene corresponding to different signal markers on the game's minimap, reducing the complexity of player operation and improving the efficiency of human-computer interaction.

[0005] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings.

[0006] In a first aspect, embodiments of this application provide a method for viewing signals in a game, which provides a graphical user interface through a terminal device. The graphical user interface includes a minimap of the game and multiple signal controls, and the minimap displays a first signal identifier for a first signal. The signal viewing method includes:

[0007] In response to a first operation on a first signal control among the plurality of signal controls, a target display area on the graphical user interface is determined based on the end position of the first operation on the graphical user interface; wherein, the first signal control represents the first signal;

[0008] A first game screen is displayed in a display window within the target display area; wherein the first game screen is determined according to the marked position of the first signal identifier in the game scene.

[0009] Secondly, embodiments of this application provide a signal viewing device for a game, which provides a graphical user interface through a terminal device. The graphical user interface includes a small map of the game and multiple signal controls, and the small map displays a first signal identifier for a first signal. The signal viewing device includes:

[0010] A response module is configured to respond to a first operation on a first signal control among the plurality of signal controls, and determine a target display area on the graphical user interface based on the end position of the first operation on the graphical user interface; wherein the first signal control represents the first signal;

[0011] The display module is used to display a first game screen through a display window within the target display area; wherein the first game screen is determined according to the marked position of the first signal identifier in the game scene.

[0012] Thirdly, embodiments of this application provide a computer device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the computer program to implement the steps of the above-described signal viewing method in the game.

[0013] Fourthly, embodiments of this application provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the signal viewing method described above.

[0014] The technical solutions provided by the embodiments of this application may include the following beneficial effects:

[0015] This application provides a method, apparatus, device, and storage medium for viewing signals in a game. A graphical user interface (GUI) is provided via a terminal device. The GUI includes a game minimap and multiple signal controls. The minimap displays a first signal identifier for a first signal. The signal viewing method includes: responding to a first operation on the first signal control among the multiple signal controls; determining a target display area on the GUI based on the end position of the first operation on the GUI; and displaying a first game screen within the target display area through a display window. The first game screen is determined based on the marked position of the first signal identifier in the game scene. Through this method, players can quickly view the actual game scene corresponding to different signal identifiers on the game minimap, reducing the complexity of player operations and improving human-computer interaction efficiency. Attached Figure Description

[0016] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0017] Figure 1 A flowchart illustrating a signal viewing method in a game provided by an embodiment of this application is shown;

[0018] Figure 2a This illustration shows a schematic diagram of a first interface for displaying a first game screen on a graphical user interface, as provided in an embodiment of this application.

[0019] Figure 2b This illustration shows a schematic diagram of an interface for displaying a first signal identifier on a graphical user interface, as provided in an embodiment of this application.

[0020] Figure 3a The diagram shows a flowchart of a first method for determining a target display area based on the end position of a drag operation, as provided in an embodiment of this application.

[0021] Figure 3b This illustration shows a second type of interface diagram for displaying a first game screen on a graphical user interface, as provided in an embodiment of this application.

[0022] Figure 4a A flowchart illustrating the second method for determining the target display area based on the end position of a drag operation, as provided in an embodiment of this application, is shown.

[0023] Figure 4b This illustration shows a third type of interface diagram for displaying a first game screen on a graphical user interface, as provided in an embodiment of this application.

[0024] Figure 5a The flowchart of the third method for determining the target display area based on the end position of a drag operation, as provided in an embodiment of this application, is shown.

[0025] Figure 5b This illustration shows a fourth type of interface diagram for displaying a first game screen on a graphical user interface, as provided in an embodiment of this application.

[0026] Figure 6a The diagram shows a flowchart illustrating a method for determining a target display area based on the end position of a sliding operation, according to an embodiment of this application.

[0027] Figure 6b This illustration shows a fifth type of interface diagram for displaying a first game screen on a graphical user interface, as provided in an embodiment of this application.

[0028] Figure 6c This illustration shows a sixth type of interface diagram for displaying a first game screen on a graphical user interface, as provided in an embodiment of this application.

[0029] Figure 7a A flowchart illustrating a screen switching method provided in an embodiment of this application is shown;

[0030] Figure 7b This illustration shows a schematic diagram of an interface for displaying a second game screen on a graphical user interface, as provided in an embodiment of this application.

[0031] Figure 8 This invention provides a schematic diagram of the structure of a signal viewing device in a game, according to an embodiment of this application.

[0032] Figure 9 This is a schematic diagram of the structure of an electronic device 900 provided in an embodiment of this application. Detailed Implementation

[0033] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0034] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0035] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0036] Currently, when players want to view the specific scene corresponding to a certain existing signal marker on the minimap in the game scene, they usually need to switch the perspective of the game character and drag the camera to view the actual scene corresponding to the existing signal marker. This viewing method makes the operation complex for players, is not conducive to players to perform other game operations, and results in low human-computer interaction efficiency.

[0037] Based on this, embodiments of this application provide a method, apparatus, device, and storage medium for viewing signals in games, enabling players to quickly view the actual game scene corresponding to different signal markers on the game's minimap, reducing the complexity of player operations and improving human-computer interaction efficiency.

[0038] It should be noted that the embodiments of this application can be applied to the gaming field, such as to multiplayer online tactical competitive games; however, the embodiments of this application are not limited to the above-mentioned types of games.

[0039] The signal viewing method in this embodiment can run on a terminal device or a server. The terminal device can be a local terminal device (such as a local touchscreen terminal). When the signal viewing method runs on a server, it can be for cloud gaming.

[0040] In one alternative implementation, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program and the game screen presentation are separate. The storage and execution of signal viewing are completed on the cloud gaming server. The cloud gaming client is used for data reception, transmission, and game screen presentation. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for signal viewing is the cloud gaming server in the cloud. During gameplay, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, and returns it to the cloud gaming client via the network. Finally, the cloud gaming client decodes the data and outputs the game screen.

[0041] In another alternative implementation, the terminal device can be a local terminal device. The local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the user through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the user in various ways, such as rendering it on the local terminal device's display screen or providing it to the user through holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0042] To facilitate understanding of the embodiments of this application, a method for viewing signals in a game provided by the embodiments of this application will be described in detail below.

[0043] Reference Figure 1 As shown, Figure 1 This illustration shows a flowchart of a signal viewing method in a game according to an embodiment of this application. A graphical user interface (GUI) is provided through a terminal device. The GUI includes a minimap of the game and multiple signal controls. The minimap displays a first signal identifier for a first signal. The signal viewing method includes steps S101-S102. Specifically:

[0044] S101, in response to a first operation on a first signal control among the plurality of signal controls, determine a target display area on the graphical user interface based on the end position of the first operation on the graphical user interface.

[0045] S102, the first game screen is displayed in a display window within the target display area.

[0046] The signal viewing method in the game provided in this application provides a graphical user interface (GUI) on a terminal device. The GUI includes a game minimap and multiple signal controls, with a first signal identifier for a first signal displayed on the minimap. The signal viewing method includes: responding to a first operation on the first signal control among the multiple signal controls; determining a target display area on the GUI based on the end position of the first operation on the GUI; and displaying a first game screen in the target display area through a display window. The first game screen is determined based on the marked position of the first signal identifier in the game scene. Through this method, players can quickly view the actual game scene corresponding to different signal identifiers on the game minimap, reducing the complexity of player operations and improving human-computer interaction efficiency.

[0047] In this embodiment, it should be noted that the aforementioned signal controls are commonly displayed controls on the graphical user interface. After a player enters the game, the graphical user interface displays a minimap and multiple signal controls. Different signal controls represent different types of signals (e.g., retreat signals, attack signals, etc.). While controlling the first game character, the player can click on the target signal control among the multiple signal controls to send the target signal represented by the target signal control to other teammates. At this time, the terminal device uses the current position of the first game character as the marker position of the target signal in the game scene and displays a signal identifier for indicating the target signal at the corresponding position on the minimap. Since teammates share the same minimap view, other terminal devices of teammates will also display the target signal identifier on the minimap after receiving the target signal, so that effective combat information can be transmitted to other teammates through the signal identifier displayed on the minimap.

[0048] Specifically, the number of signal controls and the specific signal types represented by the controls are determined based on the types and quantities of signals that can be transmitted between teammates in the actual game. This application embodiment does not impose any limitations on the number of signal controls or the specific signal types they represent. For example, when the actual signal types that can be transmitted in the game are retreat signals and attack signals, the aforementioned signal controls include: a retreat signal control representing a retreat signal and an attack signal control representing an attack signal; when the actual signal types that can be transmitted in the game are: a retreat signal, an attack signal, and a regrouping signal, the aforementioned signal controls include: a retreat signal control representing a retreat signal, an attack signal control representing an attack signal, and a regrouping signal control representing a regrouping signal.

[0049] Based on this, the aforementioned signal controls are existing functional controls used in games to send different signals. The signal viewing method shown in steps S101-S102 of this application embodiment is equivalent to extending the functionality of the original signal controls in the game. On the basis of the original function of the signal controls (i.e., the function of sending signals), by responding to specific operations for the signal controls (i.e., a first operation of a different type from the original operation used to implement the signal sending function), players can quickly view the actual game scene screen corresponding to different signal markers in the game's minimap.

[0050] The following describes each of the exemplary steps provided in the embodiments of this application, taking an application to a terminal device as an example:

[0051] S101, in response to a first operation on a first signal control among the plurality of signal controls, determine a target display area on the graphical user interface based on the end position of the first operation on the graphical user interface.

[0052] Here, before executing step S101, the first signal identifier of the first signal is displayed on the minimap. That is, the first signal identifier represents the signal identifier that is currently present on the minimap. The sender of the first signal can be the terminal device corresponding to the player or another terminal device corresponding to a teammate player. This application embodiment does not limit the specific sender of the first signal.

[0053] It should be noted that the aforementioned first signal identifier is only used to represent the existing signal identifiers on the current small map. The specific signal type of the first signal corresponding to the aforementioned first signal identifier includes, but is not limited to: attack signal, retreat signal, and assembly signal. The specific identifier color of the aforementioned first signal identifier is not fixed (e.g., it can be yellow, green, red, etc.), and the specific identifier shape of the aforementioned first signal identifier is also not fixed (e.g., it can be a triangle, star, circle, etc.). This application embodiment does not impose any limitations on the specific signal type of the first signal or the specific identifier color and identifier shape of the aforementioned first signal identifier.

[0054] Here, the first signal control represents the aforementioned first signal. The first signal control belongs to the existing functional controls used in the game to send the first signal. This application embodiment does not limit the specific control type of the first signal control. For example, when the first signal is a retreat signal, the first signal control is a retreat signal control used in the game to send the retreat signal; when the first signal is an attack signal, the first signal control is an attack signal control used in the game to send the attack signal.

[0055] Specifically, the first operation differs from the original operation of sending signals through signal controls in the game, so that the terminal device can trigger different game functions in the game by responding to different operations on the same signal control.

[0056] It should be noted that the specific operation type of the first operation can be determined based on the original operation of sending signals through signal controls in the game; for example, in the game, the terminal device responds to a click operation on the first signal control (i.e., the original operation mentioned above is a click operation) and sends the first signal to other terminal devices of teammates; at this time, the first operation can be a sliding operation on the first signal control (different from a click operation), or it can be a dragging operation on the first signal control (different from a click operation). Based on this, the embodiments of this application do not limit the specific operation type of the above-mentioned first operation.

[0057] S102, the first game screen is displayed in a display window within the target display area.

[0058] Here, the first game screen is determined based on the marked position of the first signal identifier in the game scene; that is, the first game screen represents the actual game scene screen corresponding to the first signal identifier. For example, if the first signal identifier is a retreat signal identifier for a virtual building x, then the first game screen represents the actual game scene screen corresponding to the virtual building x in the game scene.

[0059] In this embodiment of the application, when the terminal device responds to the first operation on the first signal control, it executes the signal viewing method described in steps S101-S102 above, and displays the actual game scene screen (i.e. the first game screen) corresponding to the first signal identifier in a display window in the target display area, so that the player can quickly view the actual game scene screen corresponding to the first signal identifier.

[0060] Specifically, regarding the signal viewing method described in steps S101-S102 above, in this application embodiment, as a first optional implementation, the end position of the first operation on the graphical user interface can be directly used as the display position of the first game screen on the graphical user interface (equivalent to the target display area in step S101), so that the first game screen is displayed at the determined display position through a display window of a predetermined size.

[0061] For example, the first operation described above is a drag-and-drop operation on the first signal control. Figure 2a This illustration shows a schematic diagram of a first interface for displaying a first game screen on a graphical user interface, as provided in an embodiment of this application. Figure 2a As shown, the graphical user interface 200 displays a minimap 210, the actual game screen from the game perspective of the first game character 110, a first signal control 201 representing an attack signal, a second signal control 202 representing a retreat signal, and a third signal control 203 representing a regrouping signal. Among them, the existing signal identifiers on the minimap 210 are the attack signal identifier 220 (i.e., the first signal identifier) ​​corresponding to the attack signal (i.e., the first signal). The terminal device responds to the drag operation (i.e., the first operation) on the first signal control 201. According to the ending position of the drag operation on the graphical user interface 200, which is located at the lower left corner of the minimap 210, the first game screen (i.e., the actual game scene screen corresponding to the attack signal identifier 220 in the game scene) can be displayed in the lower left corner of the minimap 210 through the display window 211.

[0062] It should be noted that in the game, the minimap usually only displays one signal icon of the same type (e.g., the minimap usually only displays one retreat signal icon, but it can display multiple different types of signal icons at the same time, such as a retreat signal icon and an attack signal icon), in order to avoid errors in the transmission of combat information between teammates.

[0063] Based on this, in this embodiment of the application, taking the first signal identifier on the minimap as an example, when the game only allows one signal identifier of the same type to be displayed on the minimap (equivalent to multiple identical signals sent by teammates, which will update the corresponding positions of the same signal identifier displayed on the minimap according to the order of sending time), then according to the signal viewing method described in steps S101-S102 above, the actual game scene screen corresponding to the first signal identifier in the game scene can be displayed in the target display area through the display window. At this time, the first signal identifier is the only first signal identifier displayed on the minimap. When the game allows multiple signal identifiers of the same type to be displayed on the minimap (e.g., the minimap displays signal identifiers of retreat signals sent by different players), according to the signal viewing method described in steps S101-S102 above, the actual game scene screen corresponding to the target first signal identifier in the game scene can be displayed in the target display area through the display window. At this time, the target first signal identifier is the first signal identifier with the most recent sending time among multiple first signal identifiers.

[0064] Regarding the original signal sending function of the signal control in the game, based on the aforementioned description of the first operation, in this embodiment, taking the first signal control among multiple signal controls as an example, based on a second operation different from the first operation (e.g., the first operation is a drag operation, and the second operation is a click operation), players / teammates can send the first signal to other players in the same team through the first signal control displayed on their respective graphical user interfaces; at this time, in addition to the signal viewing method described in steps S101-S102 above, taking the player as the sender of the first signal as an example, the player can also follow the signal sending method shown in step a1 below, through a second operation different from the first operation, so that when the terminal device responds to the second operation for the first signal control (i.e., the original operation of sending the first signal to other terminal devices corresponding to teammate players through the first signal control), since the second operation is different from the first operation, the player can still realize the original function of sending the first signal through the first signal control, so that the newly added signal viewing function (i.e., the function of viewing the first game screen through the first signal control) is compatible with the original signal sending function; specifically:

[0065] Step a1: In response to the second operation of the first signal control, send the first signal to other terminal devices corresponding to the teammate of the first game character, and display the first signal identifier at the target location on the minimap.

[0066] In step a1 above, the first game character represents the game character controlled by the player, and the target location is determined based on the position of the first game character in the game scene. For example, if the position of the first game character in the game scene is at virtual building x, then the target location is the position of virtual building x on the minimap.

[0067] It should be noted that the second operation only represents an operation that is different from the first operation. For example, when the first operation includes drag and swipe operations, the second operation may include, but is not limited to, at least one of the following: touch operations such as the player clicking on the signal control, and non-touch operations such as gesture control operations floating on the graphical user interface. The specific operation type of the second operation is not limited in this application embodiment.

[0068] Here, we will still take the first signal control among multiple signal controls as an example, and compare it with the above... Figure 2a The different interface interaction methods shown Figure 2b The following are examples illustrating the different interface changes in the graphical user interface when the terminal device responds to different operations on the same signal control (i.e., the first signal control):

[0069] Specifically, taking the second operation as an example, which is the player clicking on the signal control, Figure 2b This illustration shows a schematic diagram of an interface for displaying a first signal identifier on a graphical user interface, as provided in an embodiment of this application. Figure 2b As shown, the graphical user interface 200 displays a minimap 210, the actual game screen from the game perspective of the first game character 110, a first signal control 201 representing an attack signal, a second signal control 202 representing a retreat signal, and a third signal control 203 representing a regrouping signal. The terminal device responds to the click operation on the first signal control 201 (i.e., the second operation) by sending an attack signal (i.e., the first signal) to other terminal devices corresponding to the teammate player, and displays an attack signal identifier 220 (i.e., the first signal identifier) ​​on the minimap 210 at the target location corresponding to the character's position, based on the current position of the first game character 110 in the game scene, to convey the combat information of "launching an attack at the marked location of the attack signal identifier 220 in the actual game scene" to the teammate player.

[0070] The following describes in detail the specific implementation process of the signal viewing method described in steps S101-S102 of this application embodiment, taking the first operation including drag and slide operations as an example:

[0071] 1. When the first operation is a drag operation, in addition to the first optional implementation method provided in steps S101-S102 above (i.e., directly using the end position of the first operation on the graphical user interface as the display position of the first game screen on the graphical user interface), in this embodiment of the application, the target display area for displaying the first game screen can also be determined according to the relative positional relationship (including relative direction and relative position) between the end position of the drag operation and the minimap:

[0072] In this embodiment of the application, when the first operation is a drag-and-drop operation, in one optional implementation, refer to... Figure 3a As shown, Figure 3a The diagram illustrates a flowchart of a first method for determining a target display area based on the end position of a drag operation, as provided in an embodiment of this application. Specifically, when performing step S101, the method includes step S301.

[0073] S301, in response to a drag operation on the first signal control, when the end position of the drag operation is on the small map, determine the first predetermined area corresponding to the end position on the small map as the target display area.

[0074] Here, the specific area of ​​the first predetermined area can be determined according to the specific window size of the display window in step S102 above. That is, the end position of the drag operation on the minimap determines the specific display position of the display window (which is also equivalent to the specific display position of the first game screen), and the window size of the display window determines the specific area of ​​the first predetermined area (which is also equivalent to the target display area) (which is also equivalent to the specific screen area of ​​the first game screen).

[0075] Specifically, when determining the target display area according to the method described in step S301 above, as an optional embodiment, the area range of the first predetermined area corresponding to different end positions of the drag operation on the minimap can be the same; at this time, when the end positions of the drag operation on the minimap are different, the corresponding positions of the first predetermined areas are different (equivalent to different display positions of the display window), while the area range of the first predetermined areas corresponding to different end positions is the same (e.g., the area range corresponding to different first predetermined areas is the window size of the display window).

[0076] Exemplary illustrations, such as Figure 2aAs shown, the terminal device responds to a drag operation (i.e., the first operation) on the first signal control 201. Since the end position of the drag operation on the graphical user interface 200 is located at the lower left corner of the minimap 210, the first predetermined area corresponding to this end position can be determined as: a display area at the lower left corner of the minimap 210 with an area size equal to the window size of the display window 211. In this case, the first game screen can be displayed within this first predetermined area through the display window 211. Furthermore, when the end position of the drag operation on the graphical user interface 200 is located at the center of the minimap 210, the first predetermined area corresponding to this end position can be determined as: a display area at the center of the minimap 210 with an area size equal to the window size of the display window 211. Similarly, the first game screen can also be displayed within this first predetermined area through the display window 211. Figure 2a (Not shown in the image).

[0077] In addition to the above optional embodiments, when determining the target display area according to the method described in step S301, as another optional embodiment, the method for determining the first predetermined area shown in steps b1-b2 below can have different area ranges corresponding to different end positions when the end position of the drag operation is located on the minimap; specifically:

[0078] Step b1: In response to the fact that the end position of the drag operation is located in the center area of ​​the minimap, determine the display area of ​​the minimap as the first predetermined area on the minimap corresponding to the end position.

[0079] Here, the aforementioned central region represents a display area located within the small map and whose distance from the center point of the small map is less than or equal to a first preset distance threshold; wherein, the specific value of the first preset distance threshold can be set according to the actual screen display requirements, and this application embodiment does not impose any limitation on the specific value of the first preset distance threshold.

[0080] The example illustration continues, using the first signal control 201 representing the attack signal as an example. Figure 3b This illustration shows a second type of interface diagram for displaying a first game screen on a graphical user interface, as provided in an embodiment of this application. Figure 3b As shown, the terminal device responds to the drag operation of the first signal control 201. According to the ending position of the drag operation on the graphical user interface 200, which is located in the center area of ​​the minimap 210, the display area 300 of the minimap 210 can be used as the first predetermined area corresponding to the ending position on the minimap 210. The minimap 210 displayed in the display area 300 is switched to the first game screen (i.e., the actual game scene screen corresponding to the attack signal indicator 220 in the game scene).

[0081] Step b2: Responding to the fact that the end position of the drag operation is located in the corner area of ​​the minimap, determine the corner area as the first predetermined area on the minimap corresponding to the end position.

[0082] Here, the aforementioned corner area represents a display area located within the minimap and whose distance from any corner point of the minimap is less than or equal to a second preset distance threshold; wherein, the specific value of the second preset distance threshold can be set according to the actual screen display requirements, and this application embodiment does not impose any limitation on the specific value of the second preset distance threshold.

[0083] At this time, unlike the ending position which is located in the central area mentioned above, the area of ​​the corner area of ​​the minimap is smaller than the display area of ​​the minimap. That is, the closer the ending position of the drag operation is to the center of the minimap, the larger the area corresponding to the first predetermined area used to display the first game screen; among them, the maximum area corresponding to the first predetermined area is the display area of ​​the minimap.

[0084] Specifically, taking the example where the drag operation ends in the lower left corner of the minimap 210, the display method of the first game screen on the graphical user interface 200 after step b1 can be referred to Figure 2a The interface interaction diagram shown is repeated here.

[0085] In this embodiment of the application, when the first operation is a drag-and-drop operation, in another optional implementation, refer to... Figure 4a As shown, Figure 4a The diagram illustrates a flowchart of a second method for determining a target display area based on the end position of a drag operation, as provided in an embodiment of this application. Specifically, when performing step S101, the method includes step S401.

[0086] S401, in response to a drag operation on the first signal control, when the end position of the drag operation is outside the minimap, a second predetermined area on the graphical user interface is determined as the target display area.

[0087] Here, in step S401, the second predetermined area represents a fixed area on the pre-set graphical user interface; wherein, the second predetermined area is located outside the small map and does not overlap with the small map; the specific size and location of the second predetermined area are not limited in this embodiment.

[0088] For example, taking a pre-defined second predetermined area 400 located to the left of minimap 210 as an example, Figure 4bThis application provides a third type of interface diagram for displaying a first game screen on a graphical user interface, as illustrated in the embodiments of this application. Figure 4b As shown, the terminal device responds to the drag operation of the first signal control 201. Since the end position of the drag operation on the graphical user interface 200 is outside the minimap 210, even though the end position of the drag operation is on the right side of the minimap 210, the pre-set second predetermined area 400 can still be used as the target display area for displaying the first game screen. The first game screen is displayed in a display window within the second predetermined area 400 located on the left side of the minimap 210.

[0089] In this embodiment of the application, when the first operation is a drag operation, and the end position of the drag operation is also outside the minimap, in another optional implementation, refer to Figure 5a As shown, Figure 5a The diagram illustrates a flowchart of a third method for determining a target display area based on the end position of a drag operation, as provided in an embodiment of this application. Specifically, when performing step S101, the method includes step S501.

[0090] S501, in response to a drag operation on the first signal control, when the end position of the drag operation is outside the minimap, the target display area is determined from the map edge of the minimap along the target direction to the display area of ​​the edge of the graphical user interface.

[0091] Here, in step S501, the target direction is determined based on the relative direction between the end position of the drag operation and the minimap; for example, when the end position of the drag operation is on the left side of the minimap, the target display area is determined from the display area on the left side of the minimap in the graphical user interface; when the end position of the drag operation is on the right side of the minimap, the target display area is determined from the display area on the right side of the minimap in the graphical user interface.

[0092] Specifically, the specific area range of the aforementioned target display area can be determined based on the window size of the display window. This application embodiment does not impose any limitation on the specific area range size of the aforementioned target display area.

[0093] An exemplary description, Figure 5b This application provides a fourth type of interface diagram for displaying a first game screen on a graphical user interface, as illustrated in the embodiments of this application. Figure 5bAs shown, the terminal device responds to the drag operation of the first signal control 201. Since the end position of the drag operation on the graphical user interface 200 is outside the minimap 210, and the end position of the drag operation is on the right side of the minimap 210, the target display area 500 can be determined from the right edge of the minimap 210 to the interface edge of the graphical user interface 200. The first game screen is displayed in a display window within the target display area 500 located on the right side of the minimap 210.

[0094] 2. When the first operation is a sliding operation, in addition to the first optional implementation method provided in steps S101-S102 above (i.e., directly using the end position of the first operation on the graphical user interface as the display position of the first game screen on the graphical user interface) and other optional implementation methods provided in steps S301, S401, and S501 above, in this embodiment of the application, the target display area for displaying the first game screen can also be determined according to the relative positional relationship between the end position of the sliding operation and the first signal control (equivalent to the sliding direction of the sliding operation relative to the first signal control):

[0095] In this embodiment of the application, when the first operation is a sliding operation, in an optional implementation, refer to Figure 6a As shown, Figure 6a This document illustrates a flowchart of a method for determining a target display area based on the end position of a sliding operation, according to an embodiment of this application. Specifically, during the execution of step S101, the method includes steps S601-S602.

[0096] S601, in response to a sliding operation on the first signal control, determine the sliding direction of the sliding operation relative to the first signal control based on the end position of the sliding operation.

[0097] Specifically, the above-mentioned sliding operation can be a left sliding operation, a right sliding operation, an up sliding operation, a down sliding operation, etc., for the first signal control. This application embodiment does not limit the specific sliding direction of the sliding operation.

[0098] S602, from the plurality of third predetermined areas on the graphical user interface, determine the target third predetermined area corresponding to the sliding direction as the target display area.

[0099] Here, as an optional embodiment, the aforementioned plurality of third predetermined areas may be set with reference to the minimap. In this case, the aforementioned plurality of third predetermined areas include: a plurality of predetermined areas on the graphical user interface and located in different positions on the minimap; for example, the third predetermined area may be the "first predetermined area" (equivalent to the third predetermined area being located within the minimap) or the "second predetermined area" (equivalent to the third predetermined area being located outside the minimap) that appeared in the specific example of the first operation being a drag operation.

[0100] Specifically, when the aforementioned multiple third predetermined areas are predetermined areas set with the minimap as a reference object, in an optional implementation, the third predetermined area whose relative direction to the minimap is consistent with the aforementioned sliding direction can be used as the target display area; for example, in response to a left swipe operation for the first signal control, the third predetermined area located on the left side of the minimap is determined from the multiple third predetermined areas as the target third predetermined area.

[0101] An exemplary description, Figure 6b This application provides a fifth type of interface diagram for displaying a first game screen on a graphical user interface, as illustrated in the embodiments of this application. Figure 6b As shown, in response to a right swipe operation on the first signal control 201, the terminal device determines the third predetermined area 610 located to the right of the minimap 210 as the target third predetermined area from multiple third predetermined areas, and displays the first game screen within the target third predetermined area.

[0102] Specifically, when the aforementioned multiple third predetermined areas are predetermined areas set with the minimap as a reference object, in another optional implementation, predetermined areas that can be selected when the first operation is a drag operation, such as "each corner area of ​​the minimap", "the center area of ​​the minimap", "the fixed area outside the minimap" and "the display area of ​​the minimap", can also be used as third predetermined areas. In this case, the correspondence between the third predetermined areas at different positions and the sliding direction of the sliding operation can be preset, so that the target third predetermined area corresponding to the sliding direction can be determined from multiple third predetermined areas.

[0103] For example, in response to a left swipe operation on the first signal control, the terminal device determines the corner area located at the lower left corner of the minimap from a plurality of third predetermined areas as the target third predetermined area, and displays the first game screen in a display window within the corner area; in response to an up swipe operation on the first signal control, the terminal device determines the display area of ​​the minimap from a plurality of third predetermined areas as the target third predetermined area, and switches the minimap displayed on the graphical user interface to the first game screen.

[0104] Here, as another optional embodiment, the above-mentioned plurality of third predetermined areas can also be set with the first signal control as a reference object. In this case, the above-mentioned plurality of third predetermined areas include: a plurality of predetermined areas on the graphical user interface and located at different positions of the first signal control.

[0105] An exemplary illustration, Figure 6c This illustration shows a sixth type of interface diagram for displaying a first game screen on a graphical user interface, as provided in an embodiment of this application. Figure 6c As shown, in response to a left swipe operation on the first signal control 201, the terminal device determines the third predetermined area 620 located to the left of the first signal control 201 from multiple third predetermined areas as the target third predetermined area, and displays the first game screen within the target third predetermined area.

[0106] In addition to the signal viewing methods described in the steps above, based on the signal controls displayed on the graphical user interface for multiple different signal types, when multiple signal icons of different signal types are displayed on the minimap, players can also... Figure 7a The screen switching method shown allows you to quickly view the actual game screen corresponding to other signal markers besides the first signal marker in the game scene. Specifically:

[0107] Reference Figure 7a As shown, Figure 7a The diagram illustrates a flowchart of a screen switching method provided in an embodiment of this application. When the small map still displays a second signal identifier for the second signal, after completing step S102, the method includes step S701. Specifically:

[0108] S701, in response to a drag operation on the second signal control among the plurality of signal controls, when the end position of the drag operation is within the display window, the first game screen displayed in the display window is switched to the second game screen.

[0109] Here, the second signal control represents a second signal; that is, the second signal control represents a signal different from the first signal. For example, when the first signal is an attack signal, the second signal control can be a retreat signal control corresponding to a retreat signal or a assembly signal control corresponding to an assembly signal. This application does not limit the specific signal type of the second signal represented by the second signal control.

[0110] Here, the second game screen is determined based on the marked position of the second signal identifier in the game scene. For the specific method of determining the second game screen, please refer to the explanation of the first game screen in the previous steps. Repeated points will not be repeated here.

[0111] For example, if the second signal represented by the second signal control 202 is a retreat signal, Figure 7b This illustration shows a schematic diagram of an interface for displaying a second game screen on a graphical user interface, as provided in an embodiment of this application. Figure 7b As shown, the existing signal markers on the minimap 210 are the attack signal marker 220 (i.e., the first signal marker) corresponding to the attack signal (i.e., the first signal) and the retreat signal marker 700 (i.e., the second signal marker) corresponding to the retreat signal (i.e., the second signal). The first game screen is displayed in the lower left corner of the minimap 210 through the display window 211. At this time, the terminal device responds to the drag operation of the second signal control 202. When the end position of the drag operation is within the display window 211, the first game screen displayed in the display window 211 is switched to the second game screen (i.e., the actual game scene screen corresponding to the retreat signal marker 700 in the game scene).

[0112] It should be noted that, in this embodiment of the application, when switching the first game screen to the second game screen, in addition to switching the game screen content displayed in the display window without changing the original display position of the first game screen according to the switching method described in step S701 above, in another optional implementation, the target display area can be re-determined according to the specific end position of the drag operation on the second signal control in the same way as steps S101-S102 above, so that the second game screen is displayed in the re-determined target display area (equivalent to changing the specific display position of the game screen while switching the game screen).

[0113] Based on the signal viewing method in the game provided in this application, a graphical user interface (GUI) is provided through a terminal device. The GUI includes a game minimap and multiple signal controls, with a first signal identifier for a first signal displayed on the minimap. The signal viewing method includes: responding to a first operation on the first signal control among the multiple signal controls; determining a target display area on the GUI based on the end position of the first operation on the GUI; and displaying a first game screen within the target display area through a display window. The first game screen is determined based on the marked position of the first signal identifier in the game scene. Through this method, players can quickly view the actual game scene corresponding to different signal identifiers on the game minimap, reducing the complexity of player operations and improving human-computer interaction efficiency.

[0114] Based on the same inventive concept, this application also provides a signal viewing device corresponding to the signal viewing method in the above-mentioned game. Since the principle of solving the problem by the signal viewing device in the embodiments of this application is similar to the signal viewing method in the above-mentioned game in the embodiments of this application, the implementation of the signal viewing device can refer to the implementation of the signal viewing method in the above-mentioned game, and the repeated parts will not be described again.

[0115] Reference Figure 8 As shown, Figure 8 This illustration shows a schematic diagram of a signal viewing device in a game according to an embodiment of this application. A graphical user interface (GUI) is provided via a terminal device. The GUI includes a small map of the game and multiple signal controls. The small map displays a first signal identifier for a first signal. The signal viewing device includes:

[0116] The response module 801 is configured to respond to a first operation on a first signal control among the plurality of signal controls, and determine a target display area on the graphical user interface based on the end position of the first operation on the graphical user interface; wherein the first signal control represents the first signal.

[0117] Display module 802 is used to display a first game screen through a display window within the target display area; wherein the first game screen is determined according to the marked position of the first signal identifier in the game scene.

[0118] In one optional implementation, the signal viewing device further includes:

[0119] The sending module is configured to respond to a second operation on the first signal control, send the first signal to other terminal devices corresponding to the teammate of the first game character, and display the first signal identifier at the target location on the minimap; wherein, the second operation is different from the first operation; the first game character represents the game character controlled by the player; the target location is determined according to the role position of the first game character in the game scene.

[0120] In one optional implementation, the first operation includes a drag-and-drop operation, and the response module 801 is specifically used for:

[0121] In response to a drag operation on the first signal control, when the end position of the drag operation is located on the minimap, a first predetermined area corresponding to the end position on the minimap is determined as the target display area.

[0122] In one optional implementation, the area range of the first predetermined region corresponding to different ending positions is different; the response module 801 is used to determine the first predetermined region corresponding to different ending positions on the minimap by the following method:

[0123] If the end position of the drag operation is located in the center area of ​​the minimap, the display area of ​​the minimap is determined as the first predetermined area on the minimap corresponding to the end position.

[0124] or,

[0125] If the end position of the drag operation is located in the corner area of ​​the minimap, the corner area is determined as the first predetermined area on the minimap corresponding to the end position.

[0126] In one optional implementation, the first operation includes a drag-and-drop operation, and the response module 801 is specifically used for:

[0127] In response to a drag operation on the first signal control, when the end position of the drag operation is outside the minimap, a second predetermined area on the graphical user interface is determined as the target display area; wherein, the second predetermined area represents a pre-set fixed area on the graphical user interface; the second predetermined area is outside the minimap and has no overlapping area with the minimap.

[0128] In one optional implementation, the first operation includes a drag-and-drop operation, and the response module 801 is specifically used for:

[0129] In response to a drag operation on the first signal control, when the end position of the drag operation is outside the minimap, the target display area is determined from the map edge of the minimap along the target direction to the display area of ​​the edge of the graphical user interface; wherein the target direction is determined based on the relative direction between the end position of the drag operation and the minimap.

[0130] In an optional implementation, the first operation includes a sliding operation, and the response module 801 is specifically used for:

[0131] In response to a sliding operation on the first signal control, the sliding direction of the sliding operation relative to the first signal control is determined based on the end position of the sliding operation;

[0132] From the plurality of third predetermined areas on the graphical user interface, a target third predetermined area corresponding to the sliding direction is determined as the target display area.

[0133] In one alternative implementation, the plurality of third predetermined regions include:

[0134] Multiple predetermined areas located in different positions on the minimap within the graphical user interface;

[0135] or,

[0136] Multiple predetermined areas on the graphical user interface and located at different positions of the first signal control.

[0137] In one optional implementation, the minimap also displays a second signal identifier for the second signal, and the signal viewing device further includes:

[0138] The switching module is used to respond to a drag operation on the second signal control among the plurality of signal controls. When the end position of the drag operation is within the display window, the first game screen displayed in the display window is switched to the second game screen. The second signal control represents the second signal. The second game screen is determined according to the marked position of the second signal in the game scene.

[0139] Based on the signal viewing device in the game provided in this application embodiment, a graphical user interface (GUI) is provided through a terminal device. The GUI includes a game minimap and multiple signal controls, with a first signal identifier for a first signal displayed on the minimap. The signal viewing method includes: responding to a first operation on the first signal control among the multiple signal controls; determining a target display area on the GUI based on the end position of the first operation on the GUI; and displaying a first game screen within the target display area through a display window. The first game screen is determined based on the marked position of the first signal identifier in the game scene. Through this method, players can quickly view the actual game scene corresponding to different signal identifiers on the game minimap, reducing the complexity of player operations and improving human-computer interaction efficiency.

[0140] Based on the same inventive concept, this application also provides an electronic device corresponding to the signal viewing method in the above-mentioned game. Since the principle of solving the problem by the electronic device in the embodiments of this application is similar to the signal viewing method in the above-mentioned game in the embodiments of this application, the implementation of the electronic device can refer to the implementation of the above-mentioned signal viewing method, and the repeated parts will not be described again.

[0141] Figure 9A schematic diagram of the structure of an electronic device 900 provided in this application embodiment includes: a processor 901, a memory 902, and a bus 903. The memory 902 stores machine-readable instructions executable by the processor 901. When the electronic device runs a signal viewing method in a game as described in the embodiment, the processor 901 communicates with the memory 902 via the bus 903. The processor 901 executes the machine-readable instructions. A graphical user interface is provided through a terminal device. The graphical user interface includes a small map of the game and multiple signal controls. The small map displays a first signal identifier for a first signal. When the processor 901 executes the machine-readable instructions, it implements the following steps:

[0142] In response to a first operation on a first signal control among the plurality of signal controls, a target display area on the graphical user interface is determined based on the end position of the first operation on the graphical user interface; wherein, the first signal control represents the first signal;

[0143] A first game screen is displayed in a display window within the target display area; wherein the first game screen is determined according to the marked position of the first signal identifier in the game scene.

[0144] In an alternative implementation, the processor 901 is further configured to:

[0145] The sending module is configured to respond to a second operation on the first signal control, send the first signal to other terminal devices corresponding to the teammate of the first game character, and display the first signal identifier at the target location on the minimap; wherein, the second operation is different from the first operation; the first game character represents the game character controlled by the player; the target location is determined according to the role position of the first game character in the game scene.

[0146] In an optional implementation, the first operation includes a drag operation, and when determining the target display area, the processor 901 is specifically used to:

[0147] In response to a drag operation on the first signal control, when the end position of the drag operation is located on the minimap, a first predetermined area corresponding to the end position on the minimap is determined as the target display area.

[0148] In one optional implementation, the area range of the first predetermined region corresponding to different ending positions is different; the processor 901 is used to determine the first predetermined region corresponding to different ending positions on the minimap by the following method:

[0149] If the end position of the drag operation is located in the center area of ​​the minimap, the display area of ​​the minimap is determined as the first predetermined area on the minimap corresponding to the end position.

[0150] or,

[0151] If the end position of the drag operation is located in the corner area of ​​the minimap, the corner area is determined as the first predetermined area on the minimap corresponding to the end position.

[0152] In an optional implementation, the first operation includes a drag operation, and when determining the target display area, the processor 901 is specifically used to:

[0153] In response to a drag operation on the first signal control, when the end position of the drag operation is outside the minimap, a second predetermined area on the graphical user interface is determined as the target display area; wherein, the second predetermined area represents a pre-set fixed area on the graphical user interface; the second predetermined area is outside the minimap and has no overlapping area with the minimap.

[0154] In an optional implementation, the first operation includes a drag operation, and when determining the target display area, the processor 901 is specifically used to:

[0155] In response to a drag operation on the first signal control, when the end position of the drag operation is outside the minimap, the target display area is determined from the map edge of the minimap along the target direction to the display area of ​​the edge of the graphical user interface; wherein the target direction is determined based on the relative direction between the end position of the drag operation and the minimap.

[0156] In an optional implementation, the first operation includes a sliding operation, and when determining the target display area, the processor 901 is specifically configured to:

[0157] In response to a sliding operation on the first signal control, the sliding direction of the sliding operation relative to the first signal control is determined based on the end position of the sliding operation;

[0158] From the plurality of third predetermined areas on the graphical user interface, a target third predetermined area corresponding to the sliding direction is determined as the target display area.

[0159] In one alternative implementation, the plurality of third predetermined regions include:

[0160] Multiple predetermined areas located in different positions on the minimap within the graphical user interface;

[0161] or,

[0162] Multiple predetermined areas on the graphical user interface and located at different positions of the first signal control.

[0163] In an optional implementation, the minimap also displays a second signal identifier for the second signal, and the processor 901 is further configured to:

[0164] The switching module is used to respond to a drag operation on the second signal control among the plurality of signal controls. When the end position of the drag operation is within the display window, the first game screen displayed in the display window is switched to the second game screen. The second signal control represents the second signal. The second game screen is determined according to the marked position of the second signal in the game scene.

[0165] Based on the electronic device 900 provided in this application embodiment, a graphical user interface (GUI) is provided through a terminal device. The GUI includes a game minimap and multiple signal controls, with a first signal identifier for a first signal displayed on the minimap. The signal viewing method includes: responding to a first operation on the first signal control among the multiple signal controls; determining a target display area on the GUI based on the end position of the first operation on the GUI; and displaying a first game screen within the target display area through a display window. The first game screen is determined based on the marked position of the first signal identifier in the game scene. Through this method, players can quickly view the actual game scene corresponding to different signal identifiers on the game minimap, reducing the complexity of player operations and improving human-computer interaction efficiency.

[0166] Based on the same inventive concept, embodiments of this application also provide a computer-readable storage medium, wherein a graphical user interface is provided via a terminal device, the graphical user interface including a small map of the game and multiple signal controls, the small map displaying a first signal identifier of a first signal; the computer-readable storage medium stores a computer program, which is executed by a processor, the processor performing the following steps:

[0167] In response to a first operation on a first signal control among the plurality of signal controls, a target display area on the graphical user interface is determined based on the end position of the first operation on the graphical user interface; wherein, the first signal control represents the first signal;

[0168] A first game screen is displayed in a display window within the target display area; wherein the first game screen is determined according to the marked position of the first signal identifier in the game scene.

[0169] In one alternative implementation, the processor is further configured to:

[0170] The sending module is configured to respond to a second operation on the first signal control, send the first signal to other terminal devices corresponding to the teammate of the first game character, and display the first signal identifier at the target location on the minimap; wherein, the second operation is different from the first operation; the first game character represents the game character controlled by the player; the target location is determined according to the role position of the first game character in the game scene.

[0171] In one optional implementation, the first operation includes a drag operation, and when determining the target display area, the processor is specifically used to:

[0172] In response to a drag operation on the first signal control, when the end position of the drag operation is located on the minimap, a first predetermined area corresponding to the end position on the minimap is determined as the target display area.

[0173] In one optional implementation, the area range of the first predetermined region corresponding to different ending positions is different; the processor is configured to determine the first predetermined region corresponding to different ending positions on the minimap using the following method:

[0174] If the end position of the drag operation is located in the center area of ​​the minimap, the display area of ​​the minimap is determined as the first predetermined area on the minimap corresponding to the end position.

[0175] or,

[0176] If the end position of the drag operation is located in the corner area of ​​the minimap, the corner area is determined as the first predetermined area on the minimap corresponding to the end position.

[0177] In one optional implementation, the first operation includes a drag operation, and when determining the target display area, the processor is specifically used to:

[0178] In response to a drag operation on the first signal control, when the end position of the drag operation is outside the minimap, a second predetermined area on the graphical user interface is determined as the target display area; wherein, the second predetermined area represents a pre-set fixed area on the graphical user interface; the second predetermined area is outside the minimap and has no overlapping area with the minimap.

[0179] In one optional implementation, the first operation includes a drag operation, and when determining the target display area, the processor is specifically used to:

[0180] In response to a drag operation on the first signal control, when the end position of the drag operation is outside the minimap, the target display area is determined from the map edge of the minimap along the target direction to the display area of ​​the edge of the graphical user interface; wherein the target direction is determined based on the relative direction between the end position of the drag operation and the minimap.

[0181] In one alternative implementation, the first operation includes a sliding operation, and when determining the target display area, the processor is specifically configured to:

[0182] In response to a sliding operation on the first signal control, the sliding direction of the sliding operation relative to the first signal control is determined based on the end position of the sliding operation;

[0183] From the plurality of third predetermined areas on the graphical user interface, a target third predetermined area corresponding to the sliding direction is determined as the target display area.

[0184] In one alternative implementation, the plurality of third predetermined regions include:

[0185] Multiple predetermined areas located in different positions on the minimap within the graphical user interface;

[0186] or,

[0187] Multiple predetermined areas on the graphical user interface and located at different positions of the first signal control.

[0188] In one optional implementation, the minimap also displays a second signal identifier for the second signal, and the processor is further configured to:

[0189] The switching module is used to respond to a drag operation on the second signal control among the plurality of signal controls. When the end position of the drag operation is within the display window, the first game screen displayed in the display window is switched to the second game screen. The second signal control represents the second signal. The second game screen is determined according to the marked position of the second signal in the game scene.

[0190] The computer-readable storage medium provided in this application provides a graphical user interface (GUI) via a terminal device. The GUI includes a game minimap and multiple signal controls, with a first signal identifier for a first signal displayed on the minimap. The signal viewing method includes: responding to a first operation on the first signal control among the multiple signal controls; determining a target display area on the GUI based on the end position of the first operation on the GUI; and displaying a first game screen within the target display area through a display window. The first game screen is determined based on the marked position of the first signal identifier in the game scene. Through this method, players can quickly view the actual game scene corresponding to different signal identifiers on the game minimap, reducing the complexity of player operations and improving human-computer interaction efficiency.

[0191] In this embodiment, the computer-readable storage medium can also execute other machine-readable instructions when the processor runs, to perform the signal viewing method in the game as described in other embodiments. For the specific steps and principles of the signal viewing method, please refer to the description of the method-side embodiment, which will not be repeated here.

[0192] In the embodiments provided in this application, it should be understood that the disclosed systems and methods can be implemented in other ways. The system embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and there may be other division methods in actual implementation. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the coupling or direct coupling or communication connection shown or discussed may be through some communication interface; the indirect coupling or communication connection between systems or units may be electrical, mechanical, or other forms.

[0193] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0194] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0195] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0196] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0197] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application 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 can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. A method for viewing signals in a game, characterized in that, A graphical user interface (GUI) is provided through a terminal device. The GUI includes a minimap of the game and multiple signal controls. These signal controls are existing functional controls in the game used to send different signals. The signal viewing method includes: In response to a second operation on the first signal control among the plurality of signal controls, a first signal is sent to other terminal devices corresponding to the teammate of the first game character, and a first signal identifier is displayed at the target location on the minimap; wherein, the first signal control represents the first signal, and the first game character represents the game character controlled by the player; the target location is determined according to the role position of the first game character in the game scene of the game; In response to a first operation on the first signal control, a target display area on the graphical user interface is determined based on the end position of the first operation on the graphical user interface; wherein the second operation is different from the first operation; A first game screen is displayed in a display window within the target display area; wherein the first game screen is determined according to the marked position of the first signal identifier in the game scene.

2. The signal viewing method according to claim 1, characterized in that, The first operation includes a drag operation, and the response is directed to a first operation of a first signal control among the plurality of signal controls. Based on the end position of the first operation on the graphical user interface, the target display area on the graphical user interface is determined, including: In response to a drag operation on the first signal control, when the end position of the drag operation is located on the minimap, a first predetermined area corresponding to the end position on the minimap is determined as the target display area.

3. The signal viewing method according to claim 2, characterized in that, The area of ​​the first predetermined region varies depending on the ending position; the first predetermined region corresponding to different ending positions on the minimap is determined by the following method: If the end position of the drag operation is located in the center area of ​​the minimap, the display area of ​​the minimap is determined as the first predetermined area on the minimap corresponding to the end position. or, If the end position of the drag operation is located in the corner area of ​​the minimap, the corner area is determined as the first predetermined area on the minimap corresponding to the end position.

4. The signal viewing method according to claim 1, characterized in that, The first operation includes a drag operation, and the response is directed to a first operation of a first signal control among the plurality of signal controls. Based on the end position of the first operation on the graphical user interface, the target display area on the graphical user interface is determined, including: In response to a drag operation on the first signal control, when the end position of the drag operation is outside the minimap, a second predetermined area on the graphical user interface is determined as the target display area; wherein, the second predetermined area represents a pre-set fixed area on the graphical user interface; the second predetermined area is outside the minimap and has no overlapping area with the minimap.

5. The signal viewing method according to claim 1, characterized in that, The first operation includes a drag operation, and the response is directed to a first operation of a first signal control among the plurality of signal controls. Based on the end position of the first operation on the graphical user interface, the target display area on the graphical user interface is determined, including: In response to a drag operation on the first signal control, when the end position of the drag operation is outside the minimap, the target display area is determined from the map edge of the minimap along the target direction to the display area of ​​the edge of the graphical user interface; wherein the target direction is determined based on the relative direction between the end position of the drag operation and the minimap.

6. The signal viewing method according to claim 1, characterized in that, The first operation includes a sliding operation, and the response is directed to a first operation of a first signal control among the plurality of signal controls. Based on the end position of the first operation on the graphical user interface, a target display area on the graphical user interface is determined, including: In response to a sliding operation on the first signal control, the sliding direction of the sliding operation relative to the first signal control is determined based on the end position of the sliding operation; From the plurality of third predetermined areas on the graphical user interface, a target third predetermined area corresponding to the sliding direction is determined as the target display area.

7. The signal viewing method according to claim 6, characterized in that, The plurality of third predetermined areas include: Multiple predetermined areas located in different positions on the minimap on the graphical user interface; or, Multiple predetermined areas on the graphical user interface and located at different positions of the first signal control.

8. The signal viewing method according to claim 1, characterized in that, The minimap also displays a second signal identifier for the second signal, and the signal viewing method further includes: In response to a drag operation on the second signal control among the plurality of signal controls, when the end position of the drag operation is within the display window, the first game screen displayed in the display window is switched to the second game screen; wherein, the second signal control represents the second signal; the second game screen is determined according to the marked position of the second signal in the game scene.

9. A signal viewing device for games, characterized in that, A graphical user interface (GUI) is provided via a terminal device. The GUI includes a minimap for the game and multiple signal controls. These signal controls are existing functional controls within the game used to send different signals. The signal viewing device includes: The sending module is configured to respond to a second operation on a first signal control among the plurality of signal controls, send the first signal to other terminal devices corresponding to the teammate character of the first game character, and display the first signal identifier at a target location on the minimap; wherein, the first signal control represents the first signal; the first game character represents a game character controlled by the player; and the target location is determined according to the role position of the first game character in the game scene. A response module is configured to respond to a first operation on the first signal control and determine a target display area on the graphical user interface based on the end position of the first operation on the graphical user interface; wherein the second operation is different from the first operation; The display module is used to display a first game screen through a display window within the target display area; wherein the first game screen is determined according to the marked position of the first signal identifier in the game scene.

10. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, they perform the steps of the signal viewing method in a game as described in any one of claims 1 to 8.

11. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the signal viewing method in a game as described in any one of claims 1 to 8.

Citation Information

Patent Citations

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    CN114237398A