Method and device for controlling map in game, and electronic terminal

By switching the display logic in the game map control and dynamically adjusting the map display according to the virtual character's position, the problem of low map viewing efficiency in irregular scenes is solved, and more efficient game map information display is achieved.

CN116672708BActive Publication Date: 2026-04-28NETEASE (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
2023-05-29
Publication Date
2026-04-28

AI Technical Summary

Technical Problem

In various games with different gameplay styles, real-world maps may be irregularly shaped, such as long rectangles, making it difficult for players to effectively observe areas of interest on the map and reducing map viewing efficiency in the game.

Method used

By responding to the movement of the virtual character in the game's map control, a local scene map of the target area is displayed and its location is indicated in real time. The map of non-target areas changes as the character moves, and the switching display logic optimizes the display of map information.

Benefits of technology

It improves the efficiency of players viewing the scene map, ensuring that players can simultaneously view the entire map and information about the target area, thus alleviating the problem of low viewing efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure provides a game map control method and device and an electronic terminal, and relates to the technical field of games. The method comprises the following steps: in response to a movement control operation for a controlled virtual character, controlling the controlled virtual character to move in a game scene; in response to the controlled virtual character moving to a target area, displaying a first local scene map determined based on the target area in a map control in a thumbnail mode, and providing a first position mark for indicating a real-time movement position of the controlled virtual character in the map control during movement of the controlled virtual character in the target area; in response to the controlled virtual character moving to a non-target area, displaying a second local scene map in the map control in a thumbnail mode, and providing a second position mark for indicating the controlled virtual character in a specified position of the map control; wherein the second local scene map is determined based on a real-time movement position of the controlled virtual character in the non-target area.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a method, device, and electronic terminal for controlling a map in a game. Background Technology

[0002] Currently, many games have corresponding scene maps for their game scenes. The advantage of scene maps is that they can better display in-game combat information. Some game scene maps are drawn based on a square frame.

[0003] However, due to the different gameplay styles in various games, the actual scene map may be an irregular shape, such as a long rectangular scene map. This makes it difficult to observe the map areas that players are more interested in, resulting in low efficiency for players to view the map in the game. Summary of the Invention

[0004] The purpose of this disclosure is to provide a method, device, and electronic terminal for controlling maps in games, in order to alleviate the current technical problem of low efficiency in viewing maps in games.

[0005] In a first aspect, embodiments of this disclosure provide a method for controlling a map in a game, providing a graphical user interface (GUI) through a terminal device. The GUI displays a portion of the game scene, a controlled virtual character, and a map control. The game scene includes a target area. The method includes:

[0006] In response to a movement control operation on the controlled virtual character, the controlled virtual character is controlled to move within the game scene;

[0007] In response to the controlled virtual character moving to the target area, a first local scene map determined based on the target area is displayed in the map control in a thumbnail, and during the movement of the controlled virtual character within the target area, a first location identifier is provided in the map control to indicate the real-time movement position of the controlled virtual character;

[0008] In response to the controlled virtual character moving to a non-target area, a second partial scene map is displayed in a thumbnail in the map control, and a second location identifier for indicating the controlled virtual character is provided at a specified location in the map control; wherein the second partial scene map is determined based on the real-time movement position of the controlled virtual character in the non-target area.

[0009] Secondly, a control device for a game map is provided, which provides a graphical user interface via a terminal device. The graphical user interface displays a portion of the game scene, a controlled virtual character, and a map control. The game scene includes a target area, comprising:

[0010] A control module is used to respond to movement control operations on the controlled virtual character and control the controlled virtual character to move in the game scene;

[0011] The first display module is used to respond to the controlled virtual character moving to the target area by displaying a first local scene map determined based on the target area in the map control in a thumbnail, and providing a first location identifier in the map control to indicate the real-time movement position of the controlled virtual character during the movement of the controlled virtual character within the target area.

[0012] The second display module is used to respond to the controlled virtual character moving to a non-target area by displaying a second partial scene map in the map control in a thumbnail format, and providing a second location identifier for indicating the controlled virtual character at a specified location in the map control; wherein the second partial scene map is determined based on the real-time movement position of the controlled virtual character in the non-target area.

[0013] Thirdly, this disclosure also provides an electronic terminal, including a memory and a processor, wherein the memory stores a computer program that can run on the processor, and the processor executes the computer program to implement the method described in the first aspect above.

[0014] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to perform the method described in the first aspect above.

[0015] The embodiments disclosed herein bring the following beneficial effects:

[0016] This disclosure provides a method, apparatus, and electronic terminal for controlling a map in a game. These mechanisms respond to movement control operations on a controlled virtual character, controlling the controlled virtual character to move within the game scene. In response to the controlled virtual character moving to a target area, a first partial scene map determined based on the target area is displayed in a map control at a minimized size. During the controlled virtual character's movement within the target area, a first location marker is provided in the map control to indicate the real-time movement position of the controlled virtual character. In response to the controlled virtual character moving to a non-target area, a second partial scene map is displayed in a minimized size in the map control, and a second location marker is provided at a designated location in the map control to indicate the controlled virtual character's position. The second partial scene map is determined based on the real-time movement position of the controlled virtual character within the non-target area. In this solution, by controlling the virtual character... The scene map is displayed in different ways depending on whether the virtual character moves to the target area or a non-target area. The display logic can be switched according to different scenarios. When the controlled virtual character moves to the target area, the scene map displayed in the map control is fixed, with only the location marker moving in real-time with the controlled virtual character. When the controlled virtual character moves to a non-target area, the scene map displayed in the map control moves in real-time with the controlled virtual character. By displaying the map control in two different ways in the game, players can view various locations in the panoramic map while also focusing on map information in the target area. This optimizes the display of map information within the map control, improving the efficiency of viewing the scene map and alleviating the current technical problem of low map viewing efficiency in games.

[0017] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0018] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0019] Figure 1 The illustration shows an application scenario provided by an embodiment of this disclosure;

[0020] Figure 2 A schematic diagram of the structure of a mobile phone provided in an embodiment of this disclosure is shown;

[0021] Figure 3 This illustration shows a schematic diagram of a use scenario for a touch terminal provided in an embodiment of the present disclosure;

[0022] Figure 4 A flowchart illustrating a method for controlling a map in a game, as provided in an embodiment of this disclosure;

[0023] Figure 5 An example of the movement operation effect in the game map control method provided in this embodiment of the disclosure;

[0024] Figure 6 An example of a focus area in a game map control method provided in this embodiment of the disclosure;

[0025] Figure 7 Another example of the movement operation effect in the game map control method provided in this embodiment of the disclosure;

[0026] Figure 8 An example of a buffer line in the game map control method provided in this embodiment of the disclosure;

[0027] Figure 9 Another example of the movement operation effect in the game map control method provided in this embodiment of the disclosure;

[0028] Figure 10 Another example of the movement operation effect in the game map control method provided in this embodiment of the disclosure;

[0029] Figure 11 Another schematic flowchart of the game map control method provided in this embodiment of the disclosure;

[0030] Figure 12 This is a schematic diagram of the structure of a map control device in a game, provided in an embodiment of the present disclosure;

[0031] Figure 13 A schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure is shown. Detailed Implementation

[0032] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0033] The terms “comprising” and “having”, and any variations thereof, used in the embodiments of this disclosure are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not limited to the steps or units listed, but may optionally include other steps or units not listed, or may optionally include other steps or units inherent to such processes, methods, products, or devices.

[0034] Currently, many game maps are often irregularly shaped, such as long rectangular maps. This makes it difficult for players to view the most relevant areas of the map, hindering their ability to focus on the areas that are most important to them. Consequently, players' map viewing efficiency in games is currently low.

[0035] Based on this, the present disclosure provides a method, device, and electronic terminal for controlling maps in games, which can alleviate the current technical problem of low efficiency in viewing maps in games.

[0036] In one embodiment of this disclosure, the game map control method can run on a local terminal device or a server. When the game map control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0037] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the map control methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device 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 information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0038] In an optional implementation, taking a game as an example, 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 player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via 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.

[0039] In one possible implementation, this disclosure provides a method for controlling a map in a game, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0040] For example, such as Figure 1 As shown, Figure 1 This is a schematic diagram illustrating an application scenario provided by an embodiment of this disclosure. The application scenario may include a touch terminal (e.g., mobile phone 102) and a server 101. The touch terminal can communicate with the server 101 via a wired or wireless network. The touch terminal is used to run a virtual desktop, through which it can interact with the server 101 to control the content on the server 101, etc.

[0041] This embodiment uses a mobile phone 102 as an example to illustrate the touch terminal. The mobile phone 102 includes components such as a radio frequency (RF) circuit 110, a memory 120, a touchscreen 130, and a processor 140. Those skilled in the art will understand that... Figure 2 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine or separate certain components, or have different component arrangements. Those skilled in the art will understand that the touchscreen 130 is a user interface (UI), and the mobile phone 102 may include a user interface with fewer components than shown.

[0042] The RF circuit 110 can also communicate wirelessly with networks and other devices. The wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Messaging Service (SMS).

[0043] The memory 120 can be used to store software programs and modules. The processor 140 executes various functional applications and data processing of the mobile phone 102 by running the software programs and modules stored in the memory 120. The memory 120 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function, etc.; the data storage area may store data created based on the use of the mobile phone 102, etc. In addition, the memory 120 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0044] The touchscreen 130 can be used to display a graphical user interface and receive user actions on the graphical user interface. Specifically, the touchscreen 130 may include a display panel and a touch panel. The display panel may be configured as a liquid crystal display (LCD), an organic light-emitting diode (OLED), or similar device. The touch panel can collect touch or non-touch operations from the user on or near it (e.g., ...). Figure 3As shown, the user operates on or near the touch panel using their finger 103, stylus, or any suitable object or accessory, generating pre-set operation commands. The touch panel may include a touch detection device and a touch controller. The touch detection device detects the user's touch position and posture, and detects the signals generated by the touch operation, transmitting the signals to the touch controller. The touch controller receives touch information from the touch detection device, converts it into information that the processor can process, and sends it to the processor 140. It can also receive and execute commands from the processor 140. Furthermore, the touch panel can be implemented using various types of technologies, such as resistive, capacitive, infrared, and surface acoustic wave, or any future-developed technology. Further, the touch panel may cover the display panel. The user can operate on or near the touch panel covered by the graphical user interface displayed on the display panel. After detecting the operation on or near the touch panel, the touch panel transmits it to the processor 140 to confirm the user input. Subsequently, the processor 140 responds to the user input by providing corresponding visual output on the display panel. In addition, the touch panel and the display panel can be implemented as two separate components or integrated together.

[0045] The processor 140 is the control center of the mobile phone 102. It connects to various parts of the mobile phone through various interfaces and lines. By running or executing software programs and / or modules stored in the memory 120, and calling data stored in the memory 120, it performs various functions of the mobile phone 102 and processes data, thereby monitoring the mobile phone as a whole.

[0046] The embodiments of this disclosure will be further described below with reference to the accompanying drawings.

[0047] Figure 4 This is a flowchart illustrating a method for controlling a map in a game, as provided in an embodiment of this disclosure.

[0048] This method can be applied to terminal devices capable of displaying graphical user interfaces (e.g., Figure 2 The mobile phone 102 shown provides a graphical user interface (GUI) through the terminal device. The GUI displays a portion of the game scene, a controlled virtual character, and a map control. The game scene includes a target area. Figure 4 As shown, the method includes:

[0049] Step S410: Respond to the movement control operation for the controlled virtual character and control the controlled virtual character to move in the game scene.

[0050] In one alternative implementation, the map control displayed in the graphical user interface (GUI) can be a large or small area within the GUI. The map control can be square, rectangular, box-shaped, or other shapes (e.g., circle). The content presented in the GUI can encompass the entire map control or only a portion of it. The map control can be displayed in the upper left, upper right, or other locations within the GUI; this exemplary embodiment is not limited to these locations.

[0051] In practical applications, the map control can display the entire scene map corresponding to a game scene, or it can display a partial scene map corresponding to a game scene. For example, such as... Figure 5 As shown, at least a portion of the scene map 502 is displayed in the map control 501. Players can control a virtual character to move within the game scene using movement operations. The movement of the virtual character causes the content displayed in the map control to refresh; that is, the portion of the scene map displayed in the map control 501 can change according to the movement position of the controlled virtual character. Of course, the portion of the scene map displayed in the map control 501 can also remain fixed, i.e., it does not change according to the movement position of the controlled virtual character.

[0052] In step S420, in response to the controlled virtual character moving to the target area, a first local scene map determined based on the target area is displayed in a thumbnail in the map control, and during the movement of the controlled virtual character within the target area, a first location identifier is provided in the map control to indicate the real-time movement position of the controlled virtual character.

[0053] The number of target areas can be arbitrary, and the functions of target areas can be multiple. For example, the scene map corresponding to a target area represents the region where the map information display effect is greater than a specified display effect. For instance, in a game scene, a fixed area can be preset where the player is most comfortable observing the scene map, i.e., defining two focal areas (target areas), such as... Figure 6 As shown, focus area 1 and focus area 2. For example, the target area is the region where the resource is located in the game scene.

[0054] It should be noted that the target area can be of any shape, such as square, rectangle, frame, circle, etc. The target area can also be located anywhere in the game scene. For example, the target area can always be fixed in the exact center of the game scene.

[0055] As one possible implementation, when the controlled virtual character moves to the target area, only the thumbnail corresponding to the target area, i.e., the first local scene map, is displayed in the map control, without displaying the local scene map outside the target area.

[0056] For example, such as Figure 7 As shown, when the controlled virtual character moves to the target area, the movement of the controlled virtual character only causes the first location marker 702 in the map control, which indicates the real-time movement position of the controlled virtual character, to move. That is, the first location marker 702 moves with the controlled virtual character, while the first partial scene map 701 displayed in the map control does not change with the movement of the controlled virtual character; the first partial scene map 701 is always fixedly displayed in the map control. For example, as... Figure 11 The diagram shows the minimap display logic in a multiplayer online battle arena (MOBA) game.

[0057] In step S430, in response to the controlled virtual character moving to a non-target area, a second partial scene map is displayed in a thumbnail in the map control, and a second location marker for indicating the controlled virtual character is provided at a specified location in the map control.

[0058] The second local scene map is determined based on the real-time movement position of the controlled virtual character in the non-target area.

[0059] In practical applications, when the controlled virtual character moves to a location outside the target area (i.e., a non-target area), the movement of the virtual character can cause the content displayed in the map control to be refreshed. That is, the second partial scene map displayed in the map control can change according to the movement of the controlled virtual character. For example, as... Figure 11 The diagram illustrates the minimap display logic in a Massive Multiplayer Online (MMO) game.

[0060] In this embodiment, the scene map is displayed using different display methods depending on the controlled virtual character's movement to the target area and non-target area. This allows for switching the scene map display logic based on different scenarios. When the controlled virtual character moves to the target area, the scene map displayed in the map control is fixed, with only the location marker moving in real-time with the controlled virtual character. Conversely, when the controlled virtual character moves to a non-target area, the scene map displayed in the map control moves in real-time with the controlled virtual character. By displaying the map control in two different ways in the game, players can view various locations in the overall map panorama while also focusing on map information in the target area. This optimizes the display of map information within the map control, improving the efficiency of viewing the scene map and alleviating the current technical problem of low map viewing efficiency in games.

[0061] The steps described above will be explained in detail below.

[0062] In some embodiments, when a player's movement operation approaches the edge of the target area, the player can select the display method of the scene map in the map control by the direction of the movement operation, making the player's viewing of the scene map in the map control more flexible and convenient.

[0063] As an example, the game scene also includes the boundary area between the target area and the non-target area; the method may also include the following steps:

[0064] Step a) In response to the controlled virtual character moving to the boundary area and the controlled virtual character moving in the direction of the target area, the control displays a third local scene map determined based on the target area and the boundary area in a thumbnail in the map control, and provides a third location identifier in the map control to indicate the real-time movement position of the controlled virtual character during the movement of the controlled virtual character in the boundary area.

[0065] In practical applications, when a player moves within the target area and near its edge, if they return and move towards the center of the target area, the virtual character's position marker will move accordingly. However, the portion of the scene map displayed in the map control will not change with the movement, allowing the player to have more precise control over the virtual character's position within the target area.

[0066] As an optional implementation, the boundary area between the target area and the non-target area can be represented by a buffer line within the target area that is close to the edge of the target area. This buffer line can be two parallel buffer lines, or it can be... Figure 8 Two parallel buffer lines are defined, with the target area inside the buffer lines and the boundary between the target and non-target areas outside the buffer lines but within the target area. For example, four parallel buffer lines (both vertically and horizontally) can be defined and placed slightly outside the focus area.

[0067] For example, the focus area (target area) is a fixed position in the game scene. The virtual character being inside or outside the focus area can be understood as a 0 and 1 relationship. The process of determining the focus area may be due to the change in the local scene map displayed in the map control when the virtual character moves outward from the buffer line, which may cause the current map to be inconsistent with the set focus area. During the process of the virtual character's position moving from the non-target area to the target area, the local scene map displayed in the map control will change until the content displayed in the current map control is completely consistent with the defined focus area (target area), then it will return to the point where the local scene map displayed in the map control no longer changes, but the position marker of the virtual character begins to change.

[0068] For example, such as Figure 11As shown, when the movement position is on the buffer line and the movement operation is performed towards the buffer line, a judgment is made. If the local scene map displayed in the current map control is not the focus area, only the local scene map displayed in the current map control will follow the movement operation, such as the small map display logic of MMO. Until the local scene map displayed in the current map control is the focus area, it will switch to only the location marker following the movement operation, such as the small map logic of MOBA.

[0069] Furthermore, when the virtual character is within the target area and the player's movement is not near the edge of the target area, the player can select a location on the scene map using the movement function, making location selection more convenient. For example, if the movement location is within the buffer line, such as... Figure 9 As shown, the player's marked position moves with the movement operation, but the scene map does not move with the player's marked position; that is, the part of the scene map displayed in the graphical user interface does not change. Therefore, when the player's movement position is not close to the edge of the target area, the player can select a location on the scene map by moving the movement operation, making the selection of scene locations more convenient.

[0070] In this embodiment of the disclosure, when the moving position is in the boundary area between the target area and the non-target area, if the moving operation moves towards the target area, the position marker of the virtual character can be moved through the moving operation, making the player's display control in the map control more precise.

[0071] As another example, the game scene also includes the boundary area between the target area and the non-target area; the method may also include the following steps:

[0072] Step b) In response to the controlled virtual character moving to the boundary area and the controlled virtual character moving towards the non-target area, the control displays a fourth local scene map in the map control in thumbnail format, based on the real-time movement position of the controlled virtual character in the boundary area, and provides a fourth position marker for indicating the controlled virtual character at a specified position in the map control.

[0073] For example, if a player's movement is within the target area and close to its edge, continuing to move towards that edge will allow them to control the movement of a portion of the scene map displayed in the map control. Similarly, if a player's movement is outside the target area and close to its edge, turning to move away from the target area will also allow them to control the movement of a portion of the scene map displayed in the map control, making the player's control over the portion of the scene map displayed in the map control more precise.

[0074] In practical applications, the boundary between the target area and the non-target area can be represented by a buffer line within the target area that is close to the edge of the target area. This buffer line can be two parallel lines, or it can be... Figure 8 Two parallel buffer lines are defined, with the target area inside the buffer lines and the boundary between the target and non-target areas outside the buffer lines but within the target area. For example, four parallel buffer lines (both vertically and horizontally) can be defined and placed slightly outside the focus area.

[0075] For example, when a player moves from inside the buffer line to the buffer line, if the player continues to move outwards (i.e., moves further outside the buffer line), the portion of the scene map displayed in the map control will move accordingly. For instance, as... Figure 10 As shown, the position of the marker remains unchanged; only the map position changes.

[0076] As one possible implementation, in resurrection or teleportation mechanisms, if the destination is within the focus zone's buffer line, the player is directly restored to the focus zone map style. When the controlled virtual character moves from within the buffer line to the buffer line, if they then attempt to move outside the buffer line, the map logic switches to MMO minimap logic; the controlled virtual character's position remains unchanged, but the portion of the scene map displayed in the map control changes. When the controlled virtual character is on the buffer line and the player wants to move into the buffer line, a check is performed. If the portion of the scene map currently displayed in the map control is not the focus zone, the MMO minimap logic is maintained until it becomes the focus zone map, at which point the MOBA minimap logic is switched; the processing logic remains the same. Here, the focus zone is predetermined, so real-time positioning on the large map is unnecessary.

[0077] In this embodiment of the disclosure, when the moving position is in the boundary area between the target area and the non-target area, if the moving operation moves towards the non-target area, the map control can be moved through the moving operation, so that the player can control the part of the scene map displayed in the map control more precisely.

[0078] Based on step a) or step b) above, the boundary region can be a strip-shaped area outside the target region and surrounding the boundary of the target region, so that the boundary region is always close to the edge of the target region. As an example, the boundary region is a virtual scene area with a distance of a preset size between the target region and the non-target region.

[0079] In this embodiment of the disclosure, the boundary area can be a strip-shaped area outside the target area and surrounding the boundary of the target area, which can make the boundary area always close to the edge of the target area, making the boundary determination between the target area and the non-target area more reasonable.

[0080] In some embodiments, the display range of the local game scene in the second local scene map can be determined based on the real-time movement position of the controlled virtual character within the non-target area, so that the second local scene map displayed in the map control always follows the real-time movement of the controlled virtual character. As an example, step S430 above may include the following steps:

[0081] Step c), in response to the controlled virtual character moving to a non-target area, determine a local game scene within a specified range around the controlled virtual character based on the real-time movement position of the controlled virtual character in the non-target area;

[0082] Step d) Display a second local scene map corresponding to a local game scene within a specified range in the map control in a thumbnail format, and provide a second location marker at a specified location in the map control to indicate the controlled virtual character.

[0083] In this embodiment of the disclosure, the display range of the local game scene in the second local scene map is determined based on the real-time movement position of the controlled virtual character in the non-target area, so that the second local scene map displayed in the map control always moves in real time following the movement of the controlled virtual character, and also enables the controlled virtual character to always be displayed in a fixed position in the map control when it is in the non-target area, which facilitates the player's control of the controlled virtual character.

[0084] In some embodiments, when the virtual character is in a non-target area, the local scene map displayed in the map control moves with the movement operation while the position of the virtual character's position identifier relative to the map control is fixed, preventing the movement of the map control from affecting the virtual character's position indication. As an example, the process of providing a second position identifier for indicating the controlled virtual character at a specified location in the map control in step S430 above may include the following steps:

[0085] Step e) Fix a second location marker for indicating the controlled virtual character at the center of the map control.

[0086] For example, the position of the controlled virtual character can be always fixed in the center of the map control as an icon, such as... Figure 6 As shown, the player's movement control of the controlled virtual character can only cause changes to the local scene map displayed in the map control.

[0087] In this embodiment of the disclosure, while the local scene map displayed in the map control moves with the movement operation, the position of the virtual character's position marker relative to the map control can also be fixed to avoid the movement of the map control affecting the player's observation of the target position.

[0088] In some embodiments, while the location marker of the controlled virtual character moves with the movement operation in the target area, the display position of the local scene map in the map control can be fixed, facilitating precise control of the controlled virtual character's movement position by the player. As an example, step S420 above may include the following steps:

[0089] Step f) In response to the controlled virtual character moving to the target area, a local scene map corresponding to the target area is displayed in a thumbnail in the map control, and the map control is controlled to continuously display the local scene map as the controlled virtual character moves within the target area.

[0090] The local scene map displayed in the map control does not remain unchanged, as it may be re-rendered every frame; however, the content displayed remains consistent, meaning that this part of the local scene map is continuously displayed.

[0091] In this embodiment of the disclosure, while the position marker of the controlled virtual character moves with the movement operation in the target area, the display range of the local scene map in the map control is fixed, which facilitates the player's precise control over the movement position of the controlled virtual character and avoids the display movement of the local scene map from affecting the position control.

[0092] Figure 12 A schematic diagram of a map control device in a game is provided. Figure 12 As shown, a graphical user interface (GUI) is provided through a terminal device. The GUI displays a portion of the game scene, a controlled virtual character, and a map control. The game scene includes a target area. The map control device 1200 in the game includes:

[0093] The first control module 1201 is used to respond to the movement control operation of the controlled virtual character and control the controlled virtual character to move in the game scene;

[0094] The first display module 1202 is used to respond to the controlled virtual character moving to the target area by displaying a first local scene map determined based on the target area in the map control in a thumbnail, and providing a first location identifier in the map control to indicate the real-time movement position of the controlled virtual character during the movement of the controlled virtual character in the target area.

[0095] The second display module 1203 is used to respond to the controlled virtual character moving to a non-target area by displaying a second partial scene map in the map control in a thumbnail format, and providing a second location identifier for indicating the controlled virtual character at a specified location in the map control; wherein the second partial scene map is determined based on the real-time movement position of the controlled virtual character in the non-target area.

[0096] By employing the above method, different display methods are used to show the scene map in different scenarios when the controlled virtual character moves to the target area and non-target area. The scene map display logic can be switched according to different scenario situations. That is, when the controlled virtual character moves to the target area, the scene map displayed in the map control is fixed, and only the position marker moves with the controlled virtual character in real time. When the controlled virtual character moves to a non-target area, the scene map displayed in the map control moves with the controlled virtual character in real time. By displaying the map control in two different ways in the game, players can not only view various locations in the panoramic view of the map, but also focus on viewing map information in the target area. This achieves a more optimized display of map information within the map control, improves the efficiency of players in viewing the scene map, and alleviates the current technical problem of low map viewing efficiency in the game.

[0097] In one feasible implementation, the game scene further includes a boundary area between the target area and the non-target area, and the device further includes:

[0098] The second control module is configured to respond to the controlled virtual character moving to the boundary area and the controlled virtual character moving towards the target area, control the map control to display a third local scene map determined based on the target area and the boundary area in a thumbnail, and provide a third location identifier in the map control to indicate the real-time movement position of the controlled virtual character during the movement of the controlled virtual character within the boundary area.

[0099] In one feasible implementation, the game scene further includes a boundary area between the target area and the non-target area, and the device further includes:

[0100] The third control module is configured to respond to the controlled virtual character moving to the boundary area and the controlled virtual character moving towards the non-target area, control the map control to display a fourth local scene map in a thumbnail based on the real-time movement position of the controlled virtual character in the boundary area, and provide a fourth location identifier for indicating the controlled virtual character at a specified location in the map control.

[0101] In one feasible implementation, the boundary area is a virtual scene area where the distance between the target area and the non-target area is equal to a preset size.

[0102] In one feasible implementation, the second display module is specifically used for:

[0103] In response to the controlled virtual character moving to a non-target area, a local game scene within a specified range around the controlled virtual character is determined based on the real-time movement position of the controlled virtual character in the non-target area;

[0104] The map control displays a second partial scene map corresponding to the local game scene within the specified range in a thumbnail format, and provides a second location identifier at a specified location in the map control to indicate the controlled virtual character.

[0105] In one feasible implementation, the second display module is also used for:

[0106] The second location identifier, used to indicate the controlled virtual character, is fixedly displayed at the center of the map control.

[0107] In one feasible implementation, the first display module is also used for:

[0108] In response to the controlled virtual character moving to the target area, a partial scene map corresponding to the target area is displayed in the map control in a thumbnail format, and the map control is controlled to continuously display the partial scene map as the controlled virtual character moves within the target area.

[0109] The game map control device provided in this embodiment has the same technical features as the game map control method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0110] Figure 13 The diagram illustrates the structure of an electronic device according to an embodiment of the present disclosure, including a processor 1301, a storage medium 1302, and a bus 1303. The storage medium 1302 stores machine-readable instructions executable by the processor 1301. When the electronic device runs a map control method in a game as described in the embodiment, the processor 1301 communicates with the storage medium 1302 via the bus 1303. The processor 1301 executes the machine-readable instructions. The preamble of the method item in the processor 1301 performs the following steps:

[0111] In response to a movement control operation on the controlled virtual character, the controlled virtual character is controlled to move within the game scene;

[0112] In response to the controlled virtual character moving to the target area, a first local scene map determined based on the target area is displayed in the map control in a thumbnail, and during the movement of the controlled virtual character within the target area, a first location identifier is provided in the map control to indicate the real-time movement position of the controlled virtual character;

[0113] In response to the controlled virtual character moving to a non-target area, a second partial scene map is displayed in a thumbnail in the map control, and a second location identifier for indicating the controlled virtual character is provided at a specified location in the map control; wherein the second partial scene map is determined based on the real-time movement position of the controlled virtual character in the non-target area.

[0114] In one feasible implementation, the game scene also includes a boundary region between the target region and the non-target region, and the processor is further configured to:

[0115] In response to the controlled virtual character moving to the boundary area and the controlled virtual character moving towards the target area, the control displays a third local scene map determined based on the target area and the boundary area in a thumbnail in the map control, and provides a third location identifier in the map control to indicate the real-time movement position of the controlled virtual character during the movement of the controlled virtual character within the boundary area.

[0116] In one feasible implementation, the game scene further includes a boundary region between the target region and the non-target region, and the processor is further configured to:

[0117] In response to the controlled virtual character moving to the boundary area and the controlled virtual character moving towards the non-target area, the system controls the display of a fourth local scene map in the map control, based on the real-time movement position of the controlled virtual character in the boundary area, and provides a fourth location identifier for indicating the controlled virtual character at a specified location in the map control.

[0118] In one feasible implementation, the boundary area is a virtual scene area where the distance between the target area and the non-target area is equal to a preset size.

[0119] In one feasible implementation, when the processor executes the following actions in response to the controlled virtual character moving to a non-target area: displaying a second partial scene map in a thumbnail in the map control and providing a second location identifier for indicating the controlled virtual character at a designated location in the map control, specifically:

[0120] In response to the controlled virtual character moving to a non-target area, a local game scene within a specified range around the controlled virtual character is determined based on the real-time movement position of the controlled virtual character in the non-target area;

[0121] The map control displays a second partial scene map corresponding to the local game scene within the specified range in a thumbnail format, and provides a second location identifier at a specified location in the map control to indicate the controlled virtual character.

[0122] In one feasible implementation, when the processor executes the provision of the second location identifier for indicating the controlled virtual character at a specified location in the map control, it specifically performs the following:

[0123] The second location identifier, used to indicate the controlled virtual character, is fixedly displayed at the center of the map control.

[0124] In one feasible implementation, when the processor executes the action of displaying a thumbnail of a first local scene map determined based on the target area in the map control in response to the controlled virtual character moving to the target area, it is specifically configured to:

[0125] In response to the controlled virtual character moving to the target area, a partial scene map corresponding to the target area is displayed in the map control in a thumbnail format, and the map control is controlled to continuously display the partial scene map as the controlled virtual character moves within the target area.

[0126] By employing the above method, different display methods are used to show the scene map in different scenarios when the controlled virtual character moves to the target area and non-target area. The scene map display logic can be switched according to different scenario situations. That is, when the controlled virtual character moves to the target area, the scene map displayed in the map control is fixed, and only the position marker moves with the controlled virtual character in real time. When the controlled virtual character moves to a non-target area, the scene map displayed in the map control moves with the controlled virtual character in real time. By displaying the map control in two different ways in the game, players can not only view various locations in the panoramic view of the map, but also focus on viewing map information in the target area. This achieves a more optimized display of map information within the map control, improves the efficiency of players in viewing the scene map, and alleviates the current technical problem of low map viewing efficiency in the game.

[0127] In practical applications, the memory 1301 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 1304 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc.

[0128] Bus 1303 can be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 13 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0129] The memory 1301 is used to store programs. After receiving an execution instruction, the processor 1302 executes the program. The method executed by the apparatus defined by the process disclosed in any of the foregoing embodiments of this disclosure can be applied to the processor 1302 or implemented by the processor 1302.

[0130] The processor 1302 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 1302 or by instructions in software form. The processor 1302 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the field, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 1301. Processor 1302 reads the information in memory 1301 and, in conjunction with its hardware, completes the steps of the above method.

[0131] This disclosure also provides a computer-readable storage medium storing a computer program that is executed by a processor, wherein the processor performs the following steps:

[0132] In response to a movement control operation on the controlled virtual character, the controlled virtual character is controlled to move within the game scene;

[0133] In response to the controlled virtual character moving to the target area, a first local scene map determined based on the target area is displayed in the map control in a thumbnail, and during the movement of the controlled virtual character within the target area, a first location identifier is provided in the map control to indicate the real-time movement position of the controlled virtual character;

[0134] In response to the controlled virtual character moving to a non-target area, a second partial scene map is displayed in a thumbnail in the map control, and a second location identifier for indicating the controlled virtual character is provided at a specified location in the map control; wherein the second partial scene map is determined based on the real-time movement position of the controlled virtual character in the non-target area.

[0135] In one feasible implementation, the game scene also includes a boundary region between the target region and the non-target region, and the processor is further configured to:

[0136] In response to the controlled virtual character moving to the boundary area and the controlled virtual character moving towards the target area, the control displays a third local scene map determined based on the target area and the boundary area in a thumbnail in the map control, and provides a third location identifier in the map control to indicate the real-time movement position of the controlled virtual character during the movement of the controlled virtual character within the boundary area.

[0137] In one feasible implementation, the game scene further includes a boundary region between the target region and the non-target region, and the processor is further configured to:

[0138] In response to the controlled virtual character moving to the boundary area and the controlled virtual character moving towards the non-target area, the system controls the display of a fourth local scene map in the map control, based on the real-time movement position of the controlled virtual character in the boundary area, and provides a fourth location identifier for indicating the controlled virtual character at a specified location in the map control.

[0139] In one feasible implementation, the boundary area is a virtual scene area where the distance between the target area and the non-target area is equal to a preset size.

[0140] In one feasible implementation, when the processor executes the following actions in response to the controlled virtual character moving to a non-target area: displaying a second partial scene map in a thumbnail in the map control and providing a second location identifier for indicating the controlled virtual character at a designated location in the map control, specifically:

[0141] In response to the controlled virtual character moving to a non-target area, a local game scene within a specified range around the controlled virtual character is determined based on the real-time movement position of the controlled virtual character in the non-target area;

[0142] The map control displays a second partial scene map corresponding to the local game scene within the specified range in a thumbnail format, and provides a second location identifier at a specified location in the map control to indicate the controlled virtual character.

[0143] In one feasible implementation, when the processor executes the provision of the second location identifier for indicating the controlled virtual character at a specified location in the map control, it specifically performs the following:

[0144] The second location identifier, used to indicate the controlled virtual character, is fixedly displayed at the center of the map control.

[0145] In one feasible implementation, when the processor executes the action of displaying a thumbnail of a first local scene map determined based on the target area in the map control in response to the controlled virtual character moving to the target area, it is specifically configured to:

[0146] In response to the controlled virtual character moving to the target area, a partial scene map corresponding to the target area is displayed in the map control in a thumbnail format, and the map control is controlled to continuously display the partial scene map as the controlled virtual character moves within the target area.

[0147] By employing the above method, different display methods are used to show the scene map in different scenarios when the controlled virtual character moves to the target area and non-target area. The scene map display logic can be switched according to different scenario situations. That is, when the controlled virtual character moves to the target area, the scene map displayed in the map control is fixed, and only the position marker moves with the controlled virtual character in real time. When the controlled virtual character moves to a non-target area, the scene map displayed in the map control moves with the controlled virtual character in real time. By displaying the map control in two different ways in the game, players can not only view various locations in the panoramic view of the map, but also focus on viewing map information in the target area. This achieves a more optimized display of map information within the map control, improves the efficiency of players in viewing the scene map, and alleviates the current technical problem of low map viewing efficiency in the game.

[0148] In this embodiment of the disclosure, the computer program, when run by the processor, can also execute other machine-readable instructions to perform other methods as described in the embodiments. For details on the specific execution steps and principles, please refer to the description of the embodiments, which will not be repeated here.

[0149] In the embodiments provided in this disclosure, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings or direct couplings or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0150] For example, the flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods, and computer program products according to various embodiments of the present disclosure. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram and / or flowchart, and combinations of blocks in block diagrams and / or flowcharts, may be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.

[0151] 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.

[0152] In addition, the functional units in the embodiments provided in this disclosure 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.

[0153] 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 disclosure, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. 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 map control method in the game described in the various embodiments of this disclosure. The aforementioned storage medium includes: USB flash drives, external hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, optical disks, and other media capable of storing program code.

[0154] 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.

[0155] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure 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 disclosure; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this disclosure. All should be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method for controlling a map in a game, characterized in that, A graphical user interface is provided through a terminal device, wherein the graphical user interface displays a portion of the game scene, a controlled virtual character, and a map control, wherein the game scene includes a target area, and the method includes: In response to a movement control operation on the controlled virtual character, the controlled virtual character is controlled to move within the game scene; In response to the controlled virtual character moving to the target area, a first local scene map determined based on the target area is displayed in the map control in a thumbnail, and during the movement of the controlled virtual character within the target area, a first location identifier is provided in the map control to indicate the real-time movement position of the controlled virtual character; In response to the controlled virtual character moving to a non-target area, a second partial scene map is displayed in a thumbnail in the map control, and a second location marker for indicating the controlled virtual character is provided at a specified location in the map control; wherein, the second partial scene map is determined based on the real-time movement position of the controlled virtual character in the non-target area; The game scene also includes the boundary area between the target area and the non-target area. The method further includes: responding to the controlled virtual character moving to the boundary area and the controlled virtual character moving towards the target area, controlling the map control to display a third local scene map determined based on the target area and the boundary area in a thumbnail, and providing a third location identifier in the map control to indicate the real-time movement position of the controlled virtual character during the movement of the controlled virtual character in the boundary area.

2. The method according to claim 1, characterized in that, The game scene also includes the boundary area between the target area and the non-target area, and the method further includes: In response to the controlled virtual character moving to the boundary area and the controlled virtual character moving towards the non-target area, the system controls the display of a fourth local scene map in the map control, based on the real-time movement position of the controlled virtual character in the boundary area, and provides a fourth location identifier for indicating the controlled virtual character at a specified location in the map control.

3. The method according to claim 1 or 2, characterized in that, The boundary area is a virtual scene area where the distance between the target area and the non-target area is equal to a preset size.

4. The method according to claim 1, characterized in that, The step of responding to the controlled virtual character moving to a non-target area by displaying a second partial scene map in a thumbnail in the map control and providing a second location marker for indicating the controlled virtual character at a designated location in the map control includes: In response to the controlled virtual character moving to a non-target area, a local game scene within a specified range around the controlled virtual character is determined based on the real-time movement position of the controlled virtual character in the non-target area; The map control displays a second partial scene map corresponding to the local game scene within the specified range in a thumbnail format, and provides a second location identifier at a specified location in the map control to indicate the controlled virtual character.

5. The method according to claim 1, characterized in that, Providing a second location identifier for indicating the controlled virtual character at a designated location in the map control includes: The second location identifier, used to indicate the controlled virtual character, is fixedly displayed at the center of the map control.

6. The method according to claim 1, characterized in that, The step of responding to the controlled virtual character moving to the target area by displaying a thumbnail of a first local scene map determined based on the target area in the map control includes: In response to the controlled virtual character moving to the target area, a partial scene map corresponding to the target area is displayed in the map control in a thumbnail format, and the map control is controlled to continuously display the partial scene map as the controlled virtual character moves within the target area.

7. A control device for a map in a game, characterized in that, A graphical user interface is provided through a terminal device, which displays a portion of the game scene, a controlled virtual character, and a map control. The game scene includes a target area, comprising: A control module is used to respond to movement control operations on the controlled virtual character and control the controlled virtual character to move in the game scene; The first display module is used to respond to the controlled virtual character moving to the target area by displaying a first local scene map determined based on the target area in the map control in a thumbnail, and providing a first location identifier in the map control to indicate the real-time movement position of the controlled virtual character during the movement of the controlled virtual character within the target area. The second display module is used to respond to the controlled virtual character moving to a non-target area by displaying a second partial scene map in the map control in a thumbnail format, and providing a second location identifier for indicating the controlled virtual character at a specified location in the map control; wherein the second partial scene map is determined based on the real-time movement position of the controlled virtual character in the non-target area; The game scene also includes the boundary area between the target area and the non-target area. The device further includes: a second control module, configured to respond to the controlled virtual character moving to the boundary area and the controlled virtual character moving towards the target area, control the map control to display a third local scene map determined based on the target area and the boundary area in a thumbnail, and provide a third position identifier in the map control to indicate the real-time movement position of the controlled virtual character during the movement of the controlled virtual character in the boundary area.

8. An electronic terminal, comprising a memory and a processor, wherein the memory stores a computer program executable on the processor, characterized in that, When the processor executes the computer program, it implements the steps of the method described in any one of claims 1 to 6.

9. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to perform the method according to any one of claims 1 to 6.