Virtual world map space presentation method and electronic device

CN116020121BActive Publication Date: 2026-10-20YIDIAN LINGXI INFORMATION TECHNOLOGY (GUANGZHOU) CO LTD
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Patent Information

Application Number
CN202310028221.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-01-09
Publication Date
2026-10-20
Estimated Expiration
2043-01-09

AI Technical Summary

Technical Problem

[0003]但是,由于交战双方都是基于同一平面地图空间进行操作,因此,具体可执行的操作会受到该平面地图空间的限制,对于一些在现实世界的交战过程中可能会执行的策略等难以进行有效的模拟,进而影响用户体验

Benefits of technology

[0026]通过本申请实施例,可以为目标虚拟世界提供表层地图空间以及里层地图空间,两个地图空间都存在可以支持对虚拟对象的操作的操作单位,分别为表层单元格以及里层单元格。这样,在用户基于所述表层地图空间对关联的虚拟对象执行操作的过程中,可以出于战术策略需要等目的,发起打通里层地图空间的第一指令,之后,可以切换到里层地图空间进行展示,并且,用户可以基于里层地图空间对虚拟对象进行操作,以完成具体的战术策略作。通过这种方式,由于存在里层地图空间,并且,为用户提供了可以在不同地图空间之间进行入口打通的指令,因此,使得用户可以在执行交战策略等过程中,利用里层地图空间完成更多的战术策略,从而更有效地完成对“地道战”、“挖隧道”等战略的模拟,有利于提升用户体验。

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Abstract

The embodiment of the application discloses a virtual world map space display method and an electronic device. The method comprises the following steps: a surface layer map space of a target virtual world is displayed, so that a user performs an operation on an associated virtual object based on the surface layer map space; after receiving a first instruction, the display is switched to a lower layer map space of the target virtual world, the lower layer map space is associated with a plurality of lower layer cells, so that the user performs an operation on the virtual object based on the lower layer map space; the lower layer cells and the surface layer cells are units for the user to perform the operation on the virtual object, and are respectively associated with terrain state information. Through the embodiment of the application, the simulation of strategies such as "underground war" and "tunnel digging" can be more effectively completed, and the user experience is improved.
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Description

Technical Field

[0001] This application relates to the field of map spatial display technology, and in particular to virtual world map spatial display methods and electronic devices. Background Technology

[0002] In SLG (Simulation Game) scenarios, the system typically provides players with a flat map space. Players can operate their characters within this map space to develop their resources, including capturing buildings, marching troops, and building roads. Similarly, the "enemy" player operates their own character within the same map space. When the two sides encounter each other, they can utilize their respective resources and employ strategies to strive for victory.

[0003] However, since both sides operate based on the same planar map space, the specific executable operations are limited by this planar map space. It is difficult to effectively simulate some strategies that might be executed in real-world combat, thus affecting the user experience. Summary of the Invention

[0004] This application provides a method and electronic device for displaying virtual world map space, which can more effectively simulate strategies such as "tunnel warfare" and "digging tunnels", thus improving the user experience.

[0005] This application provides the following solution:

[0006] A method for displaying a virtual world map space includes:

[0007] Display a surface map space of the target virtual world, wherein the surface map space is associated with multiple surface cells, so that users can perform operations on the associated virtual objects based on the surface map space;

[0008] Upon receiving the first instruction, the system switches to the inner map space of the target virtual world for display. The inner map space is associated with multiple inner cells, allowing users to perform operations on the virtual objects based on the inner map space. The inner cells and the surface cells are the units by which the user performs operations on the virtual objects, and are respectively associated with terrain status information.

[0009] This also includes:

[0010] After receiving the second instruction during the display of the inner map space, the system switches back to the surface map space for display, so that the user can continue to perform operations on the virtual object based on the surface map space.

[0011] The terrain status information associated with the surface cells includes: passable or impassable status, and some passable surface cells are also associated with terrain status that can be used to initiate the first command.

[0012] The terrain status information associated with the inner cell includes: passable or impassable status. Some impassable inner cells can be switched to passable status when triggered by a user-initiated terrain access command.

[0013] When the terrain state of the inner cell changes, the terrain state of the corresponding surface cell remains unchanged.

[0014] The operations performed on the virtual object based on the surface map space include: determining the virtual object's travel route based on the terrain status information of multiple surface cells in the surface map space.

[0015] The first instruction includes: when there is an impassable surface cell on the travel route in the surface map space, or when covert travel is required, the first instruction is initiated at the first surface cell.

[0016] The operations performed on the virtual object based on the inner map space include: determining the travel route of the virtual object from the first inner cell to the second inner cell based on the terrain state information of the relevant inner cell in the inner map space, wherein the first inner cell corresponds to the first surface cell and the second inner cell corresponds to the second surface cell, so that after traveling through the inner map space to the second inner cell and issuing the second command, the virtual object is displayed at the position of the corresponding second surface cell in the surface map space.

[0017] This also includes:

[0018] If there are impassable inner cells on the travel route between the first inner cell and the second inner cell in the inner map space, then after receiving the terrain opening instruction, the corresponding inner cell will be changed from impassable to passable.

[0019] The inner map space consists of multiple layers, each corresponding to a different layer identifier;

[0020] Upon receiving the first instruction, the method further includes: determining the target layer identifier of the inner map space to which the user needs to switch, so as to switch to the inner map space corresponding to the target layer identifier for display.

[0021] A computer-readable storage medium having a computer program stored thereon that, when executed by a processor, implements the steps of any of the preceding methods.

[0022] An electronic device, comprising:

[0023] One or more processors; and

[0024] A memory associated with the one or more processors, the memory being used to store program instructions that, when read and executed by the one or more processors, perform the steps of any of the preceding methods.

[0025] According to the specific embodiments provided in this application, the following technical effects are disclosed:

[0026] This application provides a surface map space and an inner map space for the target virtual world. Both map spaces contain operation units that support manipulation of virtual objects, namely, surface cells and inner cells. Thus, when a user performs operations on associated virtual objects based on the surface map space, a first command to open the inner map space can be initiated for tactical or strategic purposes. Afterward, the user can switch to the inner map space for display and manipulate virtual objects within it to execute specific tactical strategies. Because of the existence of the inner map space and the provision of commands to open entry points between different map spaces, users can utilize the inner map space to execute more tactical strategies during combat, thereby more effectively simulating strategies such as "tunnel warfare" and "digging tunnels," thus improving the user experience.

[0027] Of course, any product implementing this application does not necessarily need to achieve all of the advantages described above at the same time. Attached Figure Description

[0028] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0029] Figure 1 This is a schematic diagram of the system architecture provided in the embodiments of this application;

[0030] Figure 2 This is a flowchart of the method provided in the embodiments of this application;

[0031] Figure 3This is a schematic diagram of the map provided in the embodiments of this application;

[0032] Figure 4 This is a schematic diagram of the device provided in the embodiments of this application;

[0033] Figure 5 This is a schematic diagram of the electronic device provided in the embodiments of this application. Detailed Implementation

[0034] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. All other embodiments obtained by those skilled in the art based on the embodiments of this application are within the scope of protection of this application.

[0035] First, it should be noted that the inventors of this application discovered during the development of this application that in SLG (Strategy / Simulation) scenarios, besides the battles between the two sides, a significant amount of time is spent on "marching," that is, mobilizing one's "army" resources from one place to another. In the real world, marching may also involve strategic deployments. For example, when encountering special terrain such as high mountains that make direct passage difficult, tunnels can be dug to facilitate passage. Alternatively, there may be times when it is necessary to conceal one's route, including through "tunnel warfare," to avoid exposing one's strategic plans to the enemy, thus enabling the execution of one's "surprise attack" plan, and so on.

[0036] However, in existing technologies, due to the existence of only a single planar map space, it is difficult to effectively simulate the various strategies mentioned above during gameplay. For example, if encountering special terrain such as high mountains that are difficult to traverse directly on the route, the only option is usually to bypass the terrain. Furthermore, processes such as capturing buildings, marching, and building roads are essentially all explicit operations, making it difficult to implement strategies like covert attacks. Regarding covert attacks, some systems can provide point-to-point teleportation points based on a single map layer, but this is still limited by the system's own world-building framework and theme. For example, some implementations can support terrain changes under certain conditions, such as seasonal river freezing or the construction of bridges, allowing virtual objects to travel across ice or bridges. However, such terrain changes are based on the aforementioned single planar map space; once a terrain change is made at a certain location, it will cause a blanket modification of the terrain at that location on the planar map space. That is, if a bridge is built at a certain location, the bridge will cover the original terrain. If this technology is used to directly construct "tunnels" to hide one's travel route, the corresponding area on the map will be directly covered by the "tunnels." In other words, the ground above the tunnels will be impassable, which is obviously inconsistent with the situation in the real world (in reality, after a tunnel is dug under the ground, it is still possible to travel normally on the surface, so that the tunnels can serve the purpose of concealing one's travel route).

[0037] Based on the above, this application provides the concept of an "inner world," that is, a target virtual world created specifically for game or other scenarios. Besides having a surface map space (which functions similarly to an existing planar map and may include various terrains), it may also include an inner map space. This inner map space can be located below the surface map space and may also have various terrains. Both the inner and surface map spaces can include operational units for manipulating virtual objects; for example, they can exist in the form of cells. For ease of distinction, they can be described as surface cells and inner cells, respectively. There can be a one-to-one correspondence between surface cells and inner cells in terms of location; however, the terrain of the inner map space can be different from the terrain of the surface map space. For example, suppose the terrain at a certain surface cell in the surface map space is impassable, but the terrain of the corresponding inner cell in the inner map space may be passable, and so on.

[0038] Furthermore, some impassable terrain in the inner map space can be made passable. At the command level, in addition to existing commands such as initiating an attack or defense, new commands like "open an entrance" or more figuratively, "enter a tunnel" or "dig a tunnel" can be added. Thus, when manipulating virtual objects in the surface space, one can enter the inner map space by opening an entrance when necessary. Afterward, one can manipulate virtual objects in the inner map space, including controlling their movement, thereby simulating certain strategies.

[0039] Furthermore, after entering the inner map space, additional commands such as "terrain modification" can be provided. For example, by issuing a "connect" command to a cell in the inner map space, and by investing some resources, impassable terrain in that cell can be converted into passable terrain. Of course, operations performed in the inner map space to change the terrain of certain cells will not affect the surface map space. That is, the surface map space and the inner map space can be independent of each other; once a virtual object enters the inner map space, it will be invisible in the surface map space. After performing operations on a virtual object in the inner map space, one can return to the surface map space to continue operating on the virtual object.

[0040] In this way, by default, users can manipulate virtual objects in the surface map space, including actions such as mobilizing "armies." During operations in the surface map space, if strategic actions are needed—such as encountering impassable terrain like mountains, needing to move stealthily, or needing to rest in concealed locations—an entrance to the inner map space can be opened, allowing users to manipulate virtual objects there. After completing operations in the inner map space, users can return to the surface map space, and so on. This allows for more effective simulation of real-world strategies such as "tunnel warfare" or building "tunnels," enhancing the user experience.

[0041] From a system architecture perspective, the embodiments of this application can provide "inner world" functionality in systems or applications related to virtual world map display, such as SLGs. See also Figure 1 This system or application can exist as a client and a server. The client can exist as a standalone application or a webpage, and is mainly used to display the interface and interact with the user. The server is mainly used to provide support such as data.

[0042] The specific implementation schemes provided in the embodiments of this application will be described in detail below.

[0043] First, this application provides a method for displaying a virtual world map space from the perspective of the client in the aforementioned system or application. See [link to relevant documentation]. Figure 2 The method may specifically include:

[0044] S201: Display the surface map space of the target virtual world, wherein the surface map space is associated with multiple surface cells, so that the user can perform operations on the associated virtual objects based on the surface map space.

[0045] The target virtual world can be a virtual world created for scenarios such as SLG (Strategy / Simulation Game). Upon entering the game scene, in the default state, the surface map space of this virtual world can be displayed first. This surface map space can include operational units that can be used to manipulate virtual objects associated with the user. For example, in one specific implementation, the specific operational unit can exist in the form of a cell, which, for ease of distinction, can be called a "surface cell". The surface map space can include multiple surface cells, and each surface cell can have terrain status attributes, such as passable, impassable, etc.

[0046] Furthermore, in this embodiment, some passable surface cells can also be associated with terrain states that provide access to the inner map space. In other words, the same cell can be associated with two terrain states: one where the cell itself is passable in the surface map space, and another where the cell can serve as an entry point to the inner map space. This allows users to access the inner map space through such cells.

[0047] The virtual objects in this application embodiment can specifically be user-operable content in scenarios such as SLGs (Strategy / Simulation Games), including, for example, characters played or created by the user, or resources such as "generals," "soldiers," and "armies" acquired by the user. During the game, the user can manipulate these virtual objects to perform various tasks, such as moving an "army" from one location to another. By default, the user can manipulate virtual objects based on units such as cells in the surface map space.

[0048] S202: After receiving the first instruction, switch to the inner map space of the target virtual world for display. The inner map space is associated with multiple inner cells so that the user can perform operations on the virtual object based on the inner map space. The inner cells and the surface cells are the units by which the user performs operations on the virtual object, and are respectively associated with terrain status information.

[0049] In this embodiment, the specific virtual world, in addition to the aforementioned surface map space, may also have an inner map space. The inner map space may also be associated with operation units that can be used to manipulate virtual objects associated with the user. For example, in a specific implementation, this operation unit may exist in the form of a cell, specifically referred to as an inner cell. In an optional implementation, there may be a one-to-one correspondence between the surface cells and the inner cells. For example, in the surface map space, there are m*n cells, each represented by A... ij This indicates that the inner map space can also include m*n cells, each of which can be represented by B. ij This indicates that A... 11 With B 11 Correspondingly, A 12 With B 12 Correspondingly, and so on. Of course, in actual implementation, the correspondence between surface cells and inner cells does not have to be one-to-one; it can be determined according to actual needs.

[0050] These inner cells can also be associated with terrain status information, such as passable and impassable states. Furthermore, within the inner map space, some passable inner cells can be associated with terrain features that allow access to the surface map space, facilitating return to the surface map space. The specific passable and impassable inner cells can be pre-configured; that is, some inner cells can be pre-configured as passable or impassable by default. Unlike the surface map space, impassable inner cells can be made passable upon a user-initiated terrain access command. In other words, after entering the inner map space, if a specific inner cell is already passable, it can be used to manipulate virtual objects, including traversing to a specific location via that cell. If a certain inner cell is found to be impassable, but it is necessary to pass through that cell, a terrain breakthrough command can be initiated. With the expenditure of certain resources, the inner cell can be broken through and made passable. Then, specific virtual objects can be invoked to pass through this broken inner cell.

[0051] Of course, when the terrain state of the inner cell changes, the terrain state of the corresponding surface cell remains unaffected. For example, a surface cell A in the surface map space... 23 With inner cell B in inner map space 23 Correspondingly, both cells are initially impassable; after a user enters the inner map space, cell B is moved to an impassable state.23 Open up the inner cell B 23 The terrain condition changes to a passable state, but its corresponding surface cell A... 23 The terrain remains impassable. This means that operations performed by users in the inner map space, such as opening or connecting cells, will not affect the surface map space. Users in the surface map space will also be unaware of other users' actions in the inner map space.

[0052] It's important to note that in the actual implementation, although some surface cells in the surface map space can connect to the inner map space, this information is hidden by default. That is, which cells can connect to the inner map space is not displayed by default. Users can determine whether a specific cell can connect by observing the surrounding terrain. Additionally, users can issue terrain exploration commands. Upon receiving a terrain exploration command, the system can return information about whether the corresponding location is associated with a connectable inner map space. If the exploration reveals a connection, a terrain connection command is then issued.

[0053] In practice, users can initiate commands to open the inner map space entrance at various times. For example, in a typical scenario, during the process of determining the virtual object's movement route based on terrain status information of multiple surface cells in the surface map space, if special terrain is encountered or a need for covert movement is required, a command to open the inner map space entrance can be initiated. Specifically, when the virtual object needs to move from one cell to another, but there are impassable surface cells along the route between the two cells, or covert movement is required, a command to open the inner map space entrance can be initiated at the first surface cell. After entering the inner map space, the travel route of the virtual object from the first inner cell to the second inner cell can be determined based on the terrain status information of the relevant inner cell in the inner map space. The first inner cell corresponds to the first surface cell, and the second inner cell corresponds to the second surface cell. After traveling through the inner map space to the second inner cell and issuing the second command, the virtual object is displayed at the position of the corresponding second surface cell in the surface map space.

[0054] For example, assuming there is only a single flat map, the cell layout of the map can be as follows: Figure 3 As shown in (A), users can only manipulate virtual objects based on this single planar map. Now, assuming the attacker needs to advance from their current location to point A, the designed attack route is as follows: Figure 3 As shown at point 31 in (A), from the defender's current position, the attacker's offensive strategy and direction of advance are clearly visible, allowing the defender to intercept and defend against the explicit attack route. However, in the solution of this application embodiment, as... Figure 3 As shown at point 32 in (B), this location opens the entrance to the inner map space. Therefore, if the attacking team also needs to reach point A, to avoid exposing their attack route to the defending team, they can initiate the command to open the inner map space at the location shown at point 32, thereby gaining access to... Figure 3 (C) shows cell 33 in the inner map space. Then, assuming all inner cells along the straight line 34 from 33 to 35 are passable, the attacker can travel along this line in the inner map space to position 35. Afterwards, they can return to position 36 in the surface map, corresponding to 35, and then travel from that surface cell to point A. Thus, since the defender remains in the surface map space, the attacker can launch a surprise attack without being detected by the defender.

[0055] In the example above, there is an assumption that... Figure 3 In (C), all inner cells on line 34 between inner cells 33 and 35 are passable. This could be because these inner cells were pre-configured as passable, or because other users had previously "connected" them to passability, etc. Alternatively, in practical applications, the following situation may occur: after entering the inner map space, it is found that the inner cell to be passed or occupied is inaccessible. In this case, as mentioned above, terrain connection commands can be continuously initiated. Correspondingly, triggered by the terrain connection command (which may require some resource investment or consumption in practical applications), the corresponding inner cell can be changed from inaccessible to passable, thus restoring strategies such as "digging tunnels".

[0056] Furthermore, in practical implementation, since the virtual world underground map space described in this application embodiment can typically be used to simulate "tunnels" or "underground passages" in the real world, in order to better recreate the situation where the field of view is relatively small due to insufficient light after entering an environment such as a "tunnel" or "underground passage" in the real world, the visible field of view can be limited to a threshold range when displaying the underground map space. For example, the field of view can be set to the range of three surrounding cells, and so on. Of course, if a request to use lighting resources is received, the visible field of view can be expanded. For example, the specific degree of expansion can be determined based on parameters such as the brightness of the lighting resources, and so on.

[0057] It should be noted that in the specific implementation, the inner map space can be multi-layered, and each layer can correspond to a different layer identifier (e.g., number). For example, if a location has two tunnels to choose from, such as a first underground level and a second underground level, then when a user initiates a command to open the entrance to the inner map space at that location, the user can also select the target layer identifier of the inner map space to enter. Afterwards, the display can switch to the inner map space corresponding to the target layer identifier.

[0058] After entering the inner map space via the first command and performing operations on virtual objects within the inner map space to complete the predetermined strategy, a second command can be initiated from the inner map space to open the entrance to the surface map space. Specifically, this second command can be initiated at a second target location in the inner map space (correspondingly, the location in the surface map space where the first command was initiated can be called the first target location). This second target location can be a location in the inner map space corresponding to the aforementioned first target location, or it can be another location. For example, ... Figure 3 The situation shown in (C) belongs to the latter. If after entering the inner map space, it is only necessary to let the virtual object rest in place, then after the rest is over, the aforementioned second command can be initiated directly at the location corresponding to the aforementioned first target location in the inner map space, and so on.

[0059] Upon receiving the second instruction, the system can return to the surface map space. At this point, the specific virtual object can be displayed in the surface map space at the location corresponding to the second target position, for example... Figure 3As shown in (C), if the second command is initiated at the inner cell shown in 35, the virtual object can appear at the surface map space after returning to the surface map space, as shown in 36. The surface cell shown in 36 and the inner cell shown in 35 are corresponding cells in terms of location. Afterwards, the user can continue to operate on the virtual object based on the surface map space. That is, in the actual implementation, the actual combat process can mainly be carried out based on the surface map space. Only to achieve certain tactical strategies (including covertly transferring "troops," building "tunnels" to avoid crossing mountains or detouring), can the user choose to temporarily enter the inner map space to operate on the virtual object. Of course, if both the attacker and defender enter the inner map space, they may "encounter" each other in the inner map space, and combat may occur there.

[0060] In summary, this application provides a surface map space and an inner map space for the target virtual world. Both map spaces contain operation units that support manipulation of virtual objects, namely, surface cells and inner cells. Thus, when a user performs operations on associated virtual objects based on the surface map space, a first command to open the inner map space can be initiated for tactical or strategic purposes. Afterward, the user can switch to the inner map space for display and manipulate virtual objects within it to execute specific tactical strategies. Because of the existence of the inner map space and the provision of commands to open entry points between different map spaces, users can utilize the inner map space to execute more tactical strategies during combat, thereby more effectively simulating strategies such as "tunnel warfare" and "digging tunnels," thus improving the user experience.

[0061] It should be noted that the embodiments of this application may involve the use of user data. In practical applications, user-specific personal data may be used in the scheme described herein within the scope permitted by applicable laws and regulations, provided that it complies with the applicable laws and regulations of the country (e.g., with the user's explicit consent, with the user being properly notified, etc.).

[0062] Corresponding to the foregoing method embodiments, this application also provides a virtual world map spatial display device, see [link to relevant documentation]. Figure 4 The device may include:

[0063] Display unit 401 is used to display the surface map space of the target virtual world, wherein the surface map space is associated with multiple surface cells, so that users can perform operations on the associated virtual objects based on the surface map space;

[0064] The inner map entry connection unit 402 is used to switch to the inner map space of the target virtual world for display after receiving the first instruction. The inner map space is associated with multiple inner cells so that users can perform operations on the virtual objects based on the inner map space. The inner cells and the surface cells are the units by which the users perform operations on the virtual objects and are respectively associated with terrain status information.

[0065] In a specific implementation, the device may further include:

[0066] The surface map entry connection unit is used to return to the surface map space for display after receiving the second instruction during the display of the inner map space, so that the user can continue to perform operations on the virtual object based on the surface map space.

[0067] Specifically, the terrain status information associated with the surface cell includes: passable status or impassable status, wherein some passable surface cells are also associated with terrain status that can be used to initiate the first command;

[0068] The terrain status information associated with the inner cell includes: passable or impassable status. Some impassable inner cells can be switched to passable status when triggered by a user-initiated terrain access command.

[0069] When the terrain state of the inner cell changes, the terrain state of the corresponding surface cell remains unchanged.

[0070] Additionally, the device may also include:

[0071] The terrain exploration unit is used to receive a terrain exploration command initiated at a first target location in the surface map space before receiving the first command, and to return information on whether there is a terrain state associated with the first target location that can open an entrance to the inner map space, so that the first command can be initiated when there is a terrain state associated with the first target location that can open an entrance to the inner map space.

[0072] The operations performed on the virtual object based on the surface map space include: determining the virtual object's travel route based on the terrain status information of multiple surface cells in the surface map space.

[0073] Specifically, the first instruction includes: when there are impassable surface cells on the travel route in the surface map space, or when covert travel is required, an instruction is initiated at the first surface cell to open the entrance to the inner map space.

[0074] The operations performed on the virtual object based on the inner map space include: determining the travel route of the virtual object from the first inner cell to the second inner cell based on the terrain state information of the relevant inner cell in the inner map space, wherein the first inner cell corresponds to the first surface cell and the second inner cell corresponds to the second surface cell, so that after traveling through the inner map space to the second inner cell and issuing the second command, the virtual object is displayed at the position of the corresponding second surface cell in the surface map space.

[0075] Additionally, the device may also include:

[0076] The terrain-clearing unit is used to change the corresponding inner cell from an impassable state to a passable state after receiving a terrain-clearing instruction if there is an impassable inner cell on the travel route between the first inner cell and the second inner cell in the inner map space.

[0077] Furthermore, the device may also include:

[0078] A visibility control unit is used to limit the visible field of view to a threshold range when the inner map space is being displayed.

[0079] In practical implementation, this visibility control unit can also be used for:

[0080] Upon receiving a request to use lighting resources while displaying the inner map space, the visible field of view is expanded.

[0081] Specifically, the inner map space consists of multiple layers, each corresponding to a different layer identifier;

[0082] At this point, the device may also include:

[0083] The layer identifier determination unit is used to determine the target layer identifier of the inner map space to be switched to when receiving the first instruction, so as to switch to the inner map space corresponding to the target layer identifier for display.

[0084] In addition, embodiments of this application also provide a computer-readable storage medium storing a computer program thereon, which, when executed by a processor, implements the steps of the method described in any of the foregoing method embodiments.

[0085] And an electronic device, comprising:

[0086] One or more processors; and

[0087] A memory associated with the one or more processors, the memory being used to store program instructions that, when read and executed by the one or more processors, perform the steps of the method described in any of the foregoing method embodiments.

[0088] in, Figure 5 The architecture of an electronic device is illustrated by example. For instance, device 500 could be a mobile phone, computer, digital broadcasting terminal, messaging device, game console, tablet device, medical device, fitness equipment, personal digital assistant, aircraft, etc.

[0089] Reference Figure 5 The device 500 may include one or more of the following components: processing component 502, memory 504, power supply component 506, multimedia component 508, audio component 510, input / output (I / O) interface 512, sensor component 514, and communication component 516.

[0090] Processing component 502 typically controls the overall operation of device 500, such as operations associated with display, telephone calls, data communication, camera operation, and recording. Processing component 502 may include one or more processors 520 to execute instructions to perform all or part of the steps of the methods provided in this disclosure. Furthermore, processing component 502 may include one or more modules to facilitate interaction between processing component 502 and other components. For example, processing component 502 may include a multimedia module to facilitate interaction between multimedia component 508 and processing component 502.

[0091] Memory 504 is configured to store various types of data to support the operation of device 500. Examples of this data include instructions for any application or method operating on device 500, contact data, phonebook data, messages, pictures, videos, etc. Memory 504 can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk, or optical disk.

[0092] Power supply component 506 provides power to various components of device 500. Power supply component 506 may include a power management system, one or more power supplies, and other components associated with generating, managing, and distributing power to device 500.

[0093] Multimedia component 508 includes a screen that provides an output interface between device 500 and the user. In some embodiments, the screen may include a liquid crystal display (LCD) and a touch panel (TP). If the screen includes a touch panel, the screen may be implemented as a touchscreen to receive input signals from the user. The touch panel includes one or more touch sensors to sense touches, swipes, and gestures on the touch panel. The touch sensors may sense not only the boundaries of touch or swipe actions but also the duration and pressure associated with the touch or swipe operation. In some embodiments, multimedia component 508 includes a front-facing camera and / or a rear-facing camera. When device 500 is in an operating mode, such as a shooting mode or a video mode, the front-facing camera and / or rear-facing camera may receive external multimedia data. Each front-facing camera and rear-facing camera may be a fixed optical lens system or have focal length and optical zoom capabilities.

[0094] Audio component 510 is configured to output and / or input audio signals. For example, audio component 510 includes a microphone (MIC) configured to receive external audio signals when device 500 is in an operating mode, such as call mode, recording mode, and voice recognition mode. The received audio signals may be further stored in memory 504 or transmitted via communication component 516. In some embodiments, audio component 510 also includes a speaker for outputting audio signals.

[0095] I / O interface 512 provides an interface between processing component 502 and peripheral interface modules, such as keyboards, click wheels, buttons, etc. These buttons may include, but are not limited to, home buttons, volume buttons, power buttons, and lock buttons.

[0096] Sensor assembly 514 includes one or more sensors for providing state assessments of various aspects of device 500. For example, sensor assembly 514 may detect the on / off state of device 500, the relative positioning of components such as the display and keypad of device 500, changes in the position of device 500 or a component of device 500, the presence or absence of user contact with device 500, the orientation or acceleration / deceleration of device 500, and temperature changes of device 500. Sensor assembly 514 may include a proximity sensor configured to detect the presence of nearby objects without any physical contact. Sensor assembly 514 may also include a light sensor, such as a CMOS or CCD image sensor, for use in imaging applications. In some embodiments, sensor assembly 514 may also include an accelerometer, a gyroscope, a magnetometer, a pressure sensor, or a temperature sensor.

[0097] Communication component 516 is configured to facilitate wired or wireless communication between device 500 and other devices. Device 500 can access wireless networks based on communication standards, such as WiFi, or mobile communication networks such as 2G, 3G, 4G / LTE, and 5G. In one exemplary embodiment, communication component 516 receives broadcast signals or broadcast-related information from an external broadcast management system via a broadcast channel. In one exemplary embodiment, communication component 516 also includes a near-field communication (NFC) module to facilitate short-range communication. For example, the NFC module may be implemented based on radio frequency identification (RFID) technology, Infrared Data Association (IrDA) technology, ultra-wideband (UWB) technology, Bluetooth (BT) technology, and other technologies.

[0098] In an exemplary embodiment, device 500 may be implemented by one or more application-specific integrated circuits (ASICs), digital signal processors (DSPs), digital signal processing devices (DSPDs), programmable logic devices (PLDs), field-programmable gate arrays (FPGAs), controllers, microcontrollers, microprocessors, or other electronic components to perform the methods described above.

[0099] In an exemplary embodiment, a non-transitory computer-readable storage medium including instructions is also provided, such as a memory 504 including instructions, which can be executed by a processor 520 of device 500 to perform the method provided by the present disclosure. For example, the non-transitory computer-readable storage medium may be a ROM, random access memory (RAM), CD-ROM, magnetic tape, floppy disk, and optical data storage device, etc.

[0100] As can be seen from the above description of the embodiments, those skilled in the art can clearly understand that this application can be implemented by means of software plus necessary general-purpose hardware platforms. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product can be stored in a storage medium, such as ROM / RAM, magnetic disk, optical disk, etc., and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute the methods described in various embodiments or some parts of the embodiments of this application.

[0101] The various embodiments in this specification are described in a progressive manner. Similar or identical parts between embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, for system or system embodiments, since they are basically similar to method embodiments, the description is relatively simple, and relevant parts can be referred to the descriptions in the method embodiments. The systems and system embodiments described above are merely illustrative. 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 modules can be selected to achieve the purpose of this embodiment according to actual needs. Those skilled in the art can understand and implement this without creative effort.

[0102] The virtual world map space display method and electronic device provided in this application have been described in detail above. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the method and its core ideas. Furthermore, those skilled in the art will recognize that, based on the ideas of this application, there will be changes in the specific implementation methods and application scope. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A method for displaying a virtual world map space, characterized in that, include: Display a surface map space of the target virtual world, wherein the surface map space is associated with multiple surface cells, so that users can perform operations on the associated virtual objects based on the surface map space; Upon receiving the first instruction, the system switches to the inner map space of the target virtual world for display. This inner map space is associated with multiple inner cells. The first instruction includes: an instruction initiated at the first surface cell when there is an impassable surface cell on the path from the first surface cell to the second surface cell in the surface map space, or when it is necessary to move covertly from the first surface cell to the second surface cell. This allows the user to switch to the inner map space, begin operations on the virtual object from the first inner cell, and after moving through the inner map space to the second inner cell and issuing a second instruction, return to the surface map space and display the virtual object at the corresponding second surface cell position in the surface map space. The inner and surface cells are the units where the user performs operations on the virtual object and are respectively associated with terrain status information. The first inner cell corresponds to the first surface cell, and the second inner cell corresponds to the second surface cell. The surface map space and the inner map space are displayed independently within the target virtual world.

2. The method according to claim 1, characterized in that, Also includes: After receiving the second instruction during the display of the inner map space, the system switches back to the surface map space for display, so that the user can continue to perform operations on the virtual object based on the surface map space.

3. The method according to claim 1, characterized in that, The terrain status information associated with the surface cell includes: passable status or impassable status, wherein some passable surface cells are also associated with terrain status that can be used to initiate the first command; The terrain status information associated with the inner cell includes: passable or impassable status. Some impassable inner cells can be switched to passable status when triggered by a user-initiated terrain access command.

4. The method according to claim 3, characterized in that, When the terrain state of the inner cell changes, the terrain state of the corresponding surface cell remains unchanged.

5. The method according to claim 3, characterized in that, The operations performed on the virtual object based on the surface map space include: determining the virtual object's travel route based on the terrain status information of multiple surface cells in the surface map space.

6. The method according to claim 5, characterized in that, The operations performed on the virtual object based on the inner map space include: determining the travel route of the virtual object from the first inner cell to the second inner cell based on the terrain state information of the relevant inner cell in the inner map space, wherein the first inner cell corresponds to the first surface cell and the second inner cell corresponds to the second surface cell, so that after traveling through the inner map space to the second inner cell and issuing the second command, the virtual object is displayed at the position of the corresponding second surface cell in the surface map space.

7. The method according to claim 6, characterized in that, Also includes: If there are impassable inner cells on the travel route between the first inner cell and the second inner cell in the inner map space, then after receiving the terrain opening instruction, the corresponding inner cell will be changed from impassable to passable.

8. The method according to any one of claims 1 to 7, characterized in that, The inner map space consists of multiple layers, each corresponding to a different layer identifier; Upon receiving the first instruction, the method further includes: determining the target layer identifier of the inner map space to which the user needs to switch, so as to switch to the inner map space corresponding to the target layer identifier for display.

9. A computer-readable storage medium having a computer program stored thereon, characterized in that, When executed by a processor, the program implements the steps of the method described in any one of claims 1 to 8.

10. An electronic device, characterized in that, include: One or more processors; as well as A memory associated with the one or more processors, the memory being used to store program instructions that, when read and executed by the one or more processors, perform the steps of the method according to any one of claims 1 to 8.

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