A game scene display method and device, electronic equipment and storage medium

CN117861202BActive Publication Date: 2026-09-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311740672.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-12-18
Publication Date
2026-09-29
Estimated Expiration
2043-12-18

AI Technical Summary

Technical Problem

[0004]但现有技术中,平面地图与场景图像并排展示前后,场景图像的显示区域会变小,使得打开平面地图之前和打开平面地图之后所展示的场景图像的信息存在差异,很容易因为场景图像的显示区域的变化,使得用户所关注的重要信息缺失,造成用户重复调整场景图像的情况,降低了用户的游戏体验

Benefits of technology

[0023]本申请实施例所提供的技术方案中,控制虚拟摄像机拍摄虚拟场景,得到第一场景图像,并在图形用户界面的指定区域中显示第一场景图像;响应于针对虚拟场景对应的平面地图的打开操作,将指定区域划分为第一区域和第二区域,并在第一区域显示第二场景图像,以及在第二区域显示平面地图;其中,第二场景图像基于以下方式得到:从第一场景图像中确定第一对象;控制虚拟摄像机对准第一对象进行拍摄,得到第二场景图像。

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Abstract

A game scene display method and device, electronic equipment and storage medium are disclosed. The game scene display method comprises: controlling a virtual camera to capture a virtual scene to obtain a first scene image, and displaying the first scene image in a specified area of a graphical user interface; in response to an opening operation on a planar map corresponding to the virtual scene, dividing the specified area into a first area and a second area, displaying a second scene image in the first area, and displaying the planar map in the second area; wherein the second scene image is obtained based on the following manner: determining a first object from the first scene image; controlling the virtual camera to capture the first object to obtain the second scene image. This method can ensure that the displayed scene image matches the user's needs, thereby reducing the frequency of repeated adjustment of the scene image by the user and improving the user's gaming experience.
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Description

Technical Field

[0001] This application relates to the field of game technology, specifically to a method, device, electronic device, and storage medium for displaying game scenes. Background Technology

[0002] When a gaming device runs a game, it creates a virtual game scene based on the game's installation package data and dynamically changes the virtual objects within that scene as the user interacts with the game. When displaying the game screen, a virtual camera captures images of the virtual scene and displays them on the graphical user interface. The camera's position and angle are adjusted based on the user's gameplay, capturing new scene images and providing the user with the latest game information.

[0003] In existing games, when displaying scene images, users can open the game's 2D map, which is then displayed side-by-side with the scene images in the graphical user interface. This allows users to compare the scene images and the 2D map, and to judge and screen game information through information comparison, thereby making game decisions.

[0004] However, in existing technologies, when the 2D map and scene image are displayed side-by-side, the display area of ​​the scene image decreases. This results in a difference in the information displayed before and after opening the 2D map, easily leading to the loss of important information that users are interested in. This causes users to repeatedly adjust the scene image, thus degrading the user's gaming experience. Therefore, ensuring that the displayed content of the scene image meets user needs has become a technical problem that needs to be solved. Summary of the Invention

[0005] This application provides a method for displaying a game scene, which can make the displayed scene image more in line with the user's information needs, thereby enhancing the user's gaming experience. This application also provides a corresponding game scene display device, electronic device, and storage medium.

[0006] The first aspect of this application provides a method for displaying a game scene, the method comprising:

[0007] Control the virtual camera to capture a virtual scene, obtain a first scene image, and display the first scene image in a designated area of ​​the graphical user interface;

[0008] In response to the opening operation of the planar map corresponding to the virtual scene, the specified area is divided into a first area and a second area, and the second scene image is displayed in the first area, and the planar map is displayed in the second area;

[0009] The second scene image was obtained in the following way:

[0010] Identify the first object from the first scene image;

[0011] Control the virtual camera to shoot at the first object and obtain the second scene image.

[0012] The second aspect of this embodiment provides a display device for a game scene, the device comprising:

[0013] The acquisition unit is used to control the virtual camera to capture a virtual scene and obtain a first scene image;

[0014] The display unit is used to display a first scene image in a designated area of ​​the graphical user interface;

[0015] The display unit is also used to respond to the opening operation of the planar map corresponding to the virtual scene, divide the specified area into a first area and a second area, display the second scene image in the first area, and display the planar map in the second area;

[0016] The second scene image is obtained by the acquisition unit in the following way:

[0017] Identify the first object from the first scene image;

[0018] Control the virtual camera to shoot at the first object and obtain the second scene image.

[0019] A third aspect of this embodiment provides an electronic device, the electronic device comprising: a memory and a processor, and the memory and the processor being coupled together;

[0020] Memory is used to store one or more computer instructions;

[0021] A processor is used to execute one or more computer instructions to implement the method provided in the first aspect above.

[0022] The fourth aspect of this embodiment provides a computer-readable storage medium having stored thereon one or more computer instructions that are executed by a processor to implement the method provided in the first aspect above.

[0023] In the technical solution provided in this application embodiment, a virtual camera is controlled to capture a virtual scene to obtain a first scene image, and the first scene image is displayed in a designated area of ​​the graphical user interface; in response to the opening operation of the planar map corresponding to the virtual scene, the designated area is divided into a first area and a second area, and a second scene image is displayed in the first area, and a planar map is displayed in the second area; wherein, the second scene image is obtained based on the following method: determining a first object from the first scene image; controlling the virtual camera to aim at the first object and capture it to obtain the second scene image.

[0024] In this method, when responding to a received operation to open a flat map, a first object matching the user's needs is determined from the first scene image displayed before the map is opened. Then, a virtual camera is controlled to aim at the first object and capture a picture, thereby displaying a second scene image centered on the first object. In this way, even if the display area of ​​the scene image changes, the displayed scene image still matches the user's needs, reducing the frequency of repeated scene image adjustments and improving the user's gaming experience. Attached Figure Description

[0025] Figure 1 This is a flowchart illustrating a method for displaying a game scene according to an embodiment of this application;

[0026] Figure 2 This is a schematic diagram illustrating the principle of controlling a virtual camera to capture virtual scenes and obtain scene images, as described in the embodiments of this application.

[0027] Figure 3 This is a schematic diagram illustrating the principle of controlling the virtual camera to pan and capture scene images according to the embodiments of this application;

[0028] Figure 4 This is a schematic diagram illustrating the setting method of the designated area involved in the embodiments of this application;

[0029] Figure 5 This is a schematic diagram illustrating a method for opening a planar map according to an embodiment of this application;

[0030] Figure 6 This is a flowchart illustrating one implementation method for determining a third object according to an embodiment of this application;

[0031] Figure 7 This is a flowchart illustrating another implementation method for determining a third object according to the embodiments of this application;

[0032] Figure 8 This is a schematic diagram of the structure of the display device for the game scene provided in the embodiments of this application;

[0033] Figure 9 This is a schematic diagram of an electronic device provided in an embodiment of this application. Detailed Implementation

[0034] To enable those skilled in the art to better understand the technical solutions of this application, the application will be clearly and completely described below with reference to the accompanying drawings of the embodiments. However, this application can be implemented in many other ways different from those described above. Therefore, based on the embodiments provided in this application, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of this application.

[0035] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.

[0036] The various triggering tasks disclosed in this manual can be preset by the system or set in real time after receiving user commands during program execution. It is understood that different triggering tasks will correspondingly execute different functions.

[0037] The following is an explanation of some of the terms or nouns that appear in the description of the embodiments of this application.

[0038] A virtual scene is created by using an application on a terminal, such as a computer or smartphone, to display the execution results of application commands (or provided commands) in real time through continuous images or frames, providing a visual effect similar to a real environment. This virtual scene can be a simulation based on the real world, a simulated and imagined virtual world, or a purely virtual or fictional world. Virtual scenes can be displayed in two-dimensional or three-dimensional forms. A virtual scene typically consists of at least one map, and during gameplay, the activities of virtual characters within the virtual scene unfold in a continuous frame. It can simulate real-world scenes within the game, allowing users to control virtual characters to perform actions such as walking, running, jumping, climbing, and fighting according to preset patterns, offering a high degree of interactivity.

[0039] A virtual character is an interactive object created through an application on a terminal within a virtual environment. It typically executes user commands and performs various actions or tasks within the virtual environment. Accordingly, a virtual character can be a virtual person, a virtual animal, or other similar interactive object. Common forms include: people, animals, plants, monsters, machines, weapons, and vehicles.

[0040] A game interface is the interface provided or displayed by a graphical user interface (GUI) for an application. This interface includes a user interface (UI) for player interaction and the game screen. In optional implementations, the UI may include various game controls (e.g., skill controls, movement controls, function controls), various indicators (e.g., direction indicators, character indicators), information display areas (e.g., kill count, match time), or game setting controls (e.g., system settings, shop, coins). In optional implementations, the game screen is the display screen corresponding to the virtual scene shown on the terminal device. The game screen may include virtual objects such as game characters and NPC characters that execute game logic within the virtual scene.

[0041] A frame is the smallest unit of visual animation, a single image, equivalent to a single shot on film. A single frame is a still image; several consecutive frames create animation, such as television images and animated films. Films and animations are composed of a series of consecutive images.

[0042] First-person perspective: A first-person perspective simulates the viewpoint of the human eye (user) in the scene, providing a strong sense of immersion. It is highly subjective; the user can only observe the scene through the eyes of the character with the perspective, i.e., the virtual character.

[0043] Third-person perspective: In a third-person perspective, all elements in the scene can be observed without causing dizziness. Users or players can also perform possible system-defined actions based on what they see, i.e., the elements presented on the screen. The user, as a third party, witnesses or operates the protagonist's actions in the game, seeing the protagonist's entirety, but the protagonist cannot see the user. The user is the third party in the eyes of everyone and everything in the game.

[0044] The method provided in this application can be applied to both first-person perspective games, i.e., games where the view is from the user's or current player's perspective. Similarly, the visual effects are the same or similar when viewed from a similar perspective to the user or current player. It can also be applied to third-person perspective games, i.e., games where the view is from a god's-eye view or an observer's perspective.

[0045] In this exemplary embodiment, there are various ways to control the virtual character. For example, one of the following actions can be performed by touching the touch interface with a finger: touching, clicking, double-clicking, panning, pressing, or swiping. Two or more of these actions can also be combined, such as pressing and swiping the finger at the same time.

[0046] The same operation can have different response actions. For example, a single click can zoom in or out of the display, while a double click can also zoom in or out. The above are just examples and do not constitute any limitation on the operation method.

[0047] A single click is typically used to indicate a quick key selection, such as choosing an option, controlling a virtual character in a game to perform an action, or quickly placing an item.

[0048] Double-clicking is typically used to confirm a selection, open or close the current window, equip items, or guide the movement of a game character.

[0049] Long press is usually used to confirm the selection of a certain item or action.

[0050] Drag and drop is a common operation method used to help users move a "game element" in the game, such as a game item or an object in the scene, from one place to another.

[0051] A virtual scene consists of multiple visible virtual images. Virtual objects can include fixed virtual objects, such as virtual resources like ground, mountains, rocks, flowers, grass, trees, and buildings, or movable virtual objects, such as those belonging to the enemy or friendly faction. Virtual objects can respond to user actions and perform corresponding behaviors within the game scene. For example, under the control of the user or the system, virtual objects can perform actions such as walking, running, crouching, lying prone, attacking, and shooting. It's important to understand that virtual characters are user-controlled, movable objects, while virtual objects refer to all objects that make up a virtual scene, including virtual characters.

[0052] When a gaming device runs a game, it creates a virtual game scene based on the game's installation package data and dynamically changes the virtual objects within that scene as the user interacts with the game. For example, when the user moves a virtual soldier in the game to a specific location, the virtual soldier in the virtual scene will move accordingly to that location. When displaying the game screen, a virtual camera captures images of the virtual scene and displays them on the graphical user interface. The camera's position and angle are adjusted based on the user's gameplay, capturing new images to provide the user with the latest game information. For instance, when the user switches the game view to a top-down perspective of the virtual scene, the virtual camera adjusts its position and posture to match the user's adjusted viewpoint, capturing a new image of the virtual scene and replacing the original one.

[0053] In existing games, when displaying scene images, users can open the game's 2D map, which is then displayed side-by-side with the scene images in the graphical user interface. This allows users to compare the scene images and the 2D map, and to judge and screen game information through information comparison, thereby making game decisions.

[0054] However, in existing technologies, when the 2D map and scene image are displayed side-by-side, the display area of ​​the scene image decreases. This results in a difference in the information displayed before and after opening the 2D map, easily leading to the loss of important information that users are interested in. This causes users to repeatedly adjust the scene image, thus degrading the user's gaming experience. Therefore, ensuring that the displayed content of the scene image meets user needs has become a technical problem that needs to be solved.

[0055] To address this technical problem, the first aspect of this application provides a method for displaying a game scene. Upon receiving a request to open a flat map, the system identifies a first object that meets the user's needs from a first scene image displayed before the map is opened. Then, it controls a virtual camera to focus on and capture an image of the first object, thereby displaying a second scene image centered on the first object. This ensures that even if the display area of ​​the scene image changes, the displayed scene image still matches the user's needs, reducing the frequency of repeated adjustments to the scene image and improving the user's gaming experience.

[0056] The game scene display method provided in this embodiment can be applied to various types of games, such as single-player games and online multiplayer games. Furthermore, this display method is applicable to games of different styles, such as RTS (Real-Time Strategy Game), FPS (First-Person Shooter Game), RPG (Role-Playing Game), MOBA (Multiplayer Online Battle Arena), and SLG (Simulation Game). In different types of games, the way users adjust the game viewpoint differs, and the way the virtual camera is adjusted will also differ accordingly. For example, in SLG games, users only need to pan the game viewpoint, and the virtual camera only needs to pan as well. However, for 3D games, such as FPS games, users can adjust the game viewpoint by turning, panning, etc., so adjusting the virtual camera's shooting position requires both panning and adjusting the shooting angle. For ease of explanation, the following implementation methods all use SLG games as examples to illustrate various feasible implementation methods, but each real-time method can be applied to other types of games.

[0057] The specific method for displaying the game scene provided in this implementation is as follows: Figure 1 As shown, Figure 1 This is a flowchart illustrating a method for displaying a game scene according to an embodiment of this application. It should be noted that the steps shown in this flowchart can be executed in a computer system such as a set of computer-executable instructions, and in some cases, the steps shown may be executed in a different logical order than that shown in the flowchart.

[0058] like Figure 1 As shown, in this method, the game scene is displayed on the game's graphical user interface. The display method specifically includes steps S101-S102, as follows:

[0059] S101. Control the virtual camera to capture a virtual scene, obtain a first scene image, and display the first scene image in a specified area of ​​the graphical user interface.

[0060] When the game starts, the gaming device will obtain the virtual scene data corresponding to the user ID based on the game data in the game installation package and the cloud data obtained from the server via the network, and generate a virtual scene based on the virtual scene data.

[0061] In this embodiment, the virtual scene is composed of various virtual objects. For example, if the virtual scene is a territory scene, it needs to be composed of virtual objects such as territory terrain, functional buildings, NPCs, and resource objects. Functional buildings can specifically include buildings such as lord's mansions and barracks. NPCs can include different types of virtual characters such as farmers, workers, and soldiers. Resource objects can include virtual objects that produce different resources, such as farmland and mines. Furthermore, any game location in the virtual scene can also be designated as a virtual object.

[0062] When a user performs gameplay actions, the game system changes the object attributes of various virtual objects in the virtual scene, as well as the relationships between virtual characters, thereby dynamically changing the entire virtual scene in response to the user's gameplay. For example, if there is a forest in the virtual scene that needs to be cleared, and the user performs a clearing action on a particular forest, the game system will respond by changing the object attributes of that forest, increasing the user's resource allocation accordingly, and changing the image of that forest in the virtual scene from "uncleared" to "cleared".

[0063] When a game system displays a virtual scene to a user, it uses a virtual camera to capture images of the scene and then displays these images on the graphical user interface. For example... Figure 2 As shown, Figure 2 This is a schematic diagram illustrating the principle of obtaining scene images by controlling a virtual camera to capture virtual scenes, as described in an embodiment of this application. The virtual camera is aimed at city A and captures images using preset shooting range parameters, thereby obtaining scene images that include three virtual objects: city A, a barracks, and farmland.

[0064] After obtaining the scene images, the game system controls the virtual camera to continuously capture scene images and replaces the old ones with the newly obtained ones. The scene images include the virtual images of all virtual objects displayed in the virtual scene, as well as the relationships between these virtual objects. Users can also view the object attributes of each virtual image.

[0065] When the user adjusts the game's perspective, the position of the virtual camera changes accordingly. In SLG games, when the user wants to view different virtual objects, they control the game's perspective to pan, and the virtual camera pans accordingly, thus changing the virtual object being pointed at and capturing a new scene image. One implementation method is as follows: Figure 3 As shown, Figure 3 A schematic diagram illustrating the principle of capturing scene images by controlling the panning of a virtual camera. Figure 3The virtual camera's position shifts as the user adjusts the game's viewpoint. Before the shift, the virtual camera's focus is on City A, meaning it took a picture of the scene. After the user adjusts the game's viewpoint, the virtual camera shifts to the farmland and takes a new picture of the scene. The farmland is the center point of the new picture, and the content of the new picture is different from the picture taken by the virtual camera before the shift.

[0066] In this step, the first scene image refers to the scene map displayed before opening the flat map. The first scene image is obtained by capturing a virtual scene using a virtual camera. The first scene image is displayed in a designated area of ​​the graphical user interface; this designated area is the preset scene image display area. In a specific implementation, such as... Figure 4 As shown, Figure 4 This is a schematic diagram of the setting method of the designated area involved in the embodiments of this application. The designated area can be set to the entire range of the graphical user interface or a partial range of the graphical user interface. That is, the first scene image can be displayed in full screen or in a window, and there is no limitation here.

[0067] When the first scene image is displayed, the user can open the map, as shown in the next step.

[0068] S102. In response to the opening operation of the planar map corresponding to the virtual scene, the specified area is divided into a first area and a second area, and a second scene image is displayed in the first area, and a planar map is displayed in the second area.

[0069] When a user is viewing the first scene image, if they want to open the corresponding planar map of the virtual scene for information comparison, they can perform the operation of opening the planar map.

[0070] In this step, when the user opens the 2D map corresponding to the virtual scene, the game system responds by dividing the designated area displaying the first scene image into two parts: a first area and a second area. The first area displays the second scene image, and the second area displays the 2D map. It's important to note that the first and second areas do not overlap to prevent obstruction between the displayed scene image and the 2D map. The first and second areas can be displayed side-by-side in a split-screen effect, or nested in a large image containing smaller images.

[0071] Preferably, the first and second regions belong to the same layer, meaning the first region, the second region, and the designated region are located on the same layer, and the first and second regions are combined to form the designated region. Alternatively, the first and second regions can belong to two separate layers. The first region displaying the second scene image and the designated region belong to the scene image display layer, while the second region displaying the planar map belongs to another layer. Preferably, the planar map layer overlays the scene image layer. However, within these two layers, the first and second regions are interconnected to ensure that the planar map does not obscure the second scene image.

[0072] In this step, the second scene image is obtained based on the first scene image. Specifically, the second scene image is obtained by: identifying the first object from the first scene image, controlling the virtual camera to shoot at the first object, and obtaining the second scene image.

[0073] The purpose of identifying the first object from the first scene image is to ensure that the content of the second scene image better matches the user's needs. In other words, the first object is the preferred virtual object selected by the game system from among the virtual objects in the first scene image, meeting the user's requirements. The virtual camera is then focused on this first object to capture the second scene image, ensuring that the first object is centered within the second scene image. Thus, even though the area of ​​the second region is smaller than the designated area, the identification of the first object guarantees that the virtual objects displayed in the second scene image still match the user's needs. This reduces the likelihood of the user needing to adjust the second scene image after opening a flat map, thereby reducing the frequency of repeated scene image adjustments and improving the user's gaming experience.

[0074] In this embodiment, the first object should be the virtual object in the first scene image that best meets the user's needs. However, depending on the difference between the user's needs and the actual situation, there are many specific implementation methods for determining the first object from the first scene image. Two specific implementation methods for determining the first object are listed below.

[0075] The first method for determining the first object is to filter the first object from multiple virtual objects.

[0076] This implementation method is applicable to situations where virtual objects are scattered in a virtual scene. Specifically, this implementation method involves: identifying multiple virtual objects in a first scene image, and determining a first object from among the multiple virtual objects based on the object attributes of the multiple virtual objects.

[0077] In this embodiment, it is necessary to identify multiple virtual objects in the first scene image. This can be achieved by performing object recognition on the first scene image using a recognition algorithm. Alternatively, the scene range of the first scene image can be identified, and then the identity information of the virtual objects within that scene range can be obtained, thereby identifying multiple virtual objects in the first scene image. Alternatively, the scene range of the first scene image can be determined directly based on the shooting range parameters of the virtual camera when the first scene image was captured, and then the identity information of the virtual objects within that scene range can be obtained, thereby identifying multiple virtual objects in the first scene image. There are many other specific methods for identifying virtual objects, which will not be listed here.

[0078] After identifying multiple first objects in the first scene image, the object attributes of these virtual objects can be obtained. Object attributes indicate the identity information and object relationships of the virtual objects, and may specifically include identity attributes, state attributes, dependency attributes, resource attributes, location attributes, game event attributes, etc. The object attributes of each virtual object can be retrieved from the game logs or storage files; no restrictions are placed here.

[0079] There are many specific strategies for determining the first object based on the object attributes of multiple virtual objects. The following are three strategies for determining the first object.

[0080] The first strategy for determining the first object is to determine the first object based on the score.

[0081] The strategy for determining the first object mainly involves scoring each virtual object. The score is a predicted value of how well each virtual object matches the user's needs. Specifically, multiple virtual objects are scored based on their object attributes; and the first object is determined from among the multiple virtual objects based on their score values.

[0082] In specific implementations, scoring can be based on a single object attribute or multiple object attributes. For example, when scoring multiple virtual objects based on a single object attribute, each virtual object can be scored based on any one of the following object attributes: identity attribute, status attribute, dependency attribute, resource attribute, location attribute, and game event attribute. The identity attribute indicates the identity of the virtual object, the status attribute indicates the gain or loss status of the virtual object, the dependency attribute indicates the dependency relationship of the virtual object, the resource attribute indicates the resource corresponding to the virtual object, the location attribute indicates the location of the virtual object, and the game event attribute indicates the game event that the virtual object is currently performing.

[0083] For example, virtual objects can be scored based on their identity attributes. If the main city, barracks, and farmland are respectively a city, a camp, and a resource area, and their scores are 3, 2, and 1, respectively, then the main city has the highest score and is thus designated as the first object. Similarly, when scoring virtual objects based on status attributes, subordinate relationship attributes, resource attributes, location attributes, or game event attributes, specific scoring criteria can be used to determine the highest-scoring virtual object as the first object.

[0084] When scoring multiple virtual objects based on various object attributes, multiple object attributes can be introduced simultaneously, and the scoring is calculated according to the weight ratio of the introduced object attributes to obtain the score value of each virtual object. The virtual object with the highest score value can be determined as the first object. For example, the virtual objects in the first scene image are the main city, barracks, and farmland. The main city's identity attribute is city, its resource attribute is population resource, and its affiliation attribute is belonging to our faction. The barracks' identity attribute is camp, its status attribute is soldier resource, and its affiliation attribute is belonging to our faction. The farmland's identity attribute is resource land, its status attribute is food resource, and its affiliation attribute is belonging to neutral faction. The preset scoring mechanism is as follows: the scores for the city, camp, and resource land are 3, 2, and 1 respectively; the scores for population resource, soldier resource, and food resource are 2, 2, and 1 respectively; and the scores for our faction, neutral faction, and enemy faction are 2, 1, and 3 respectively. The comprehensive score value = identity attribute × 2 + resource attribute × 1 + affiliation attribute × 1. When scoring the main city, barracks, and farmland, the main city has the highest overall score of 10, the barracks have the highest overall score of 8, and the farmland has the highest overall score of 4. Therefore, the main city is selected as the first target.

[0085] Of course, in this embodiment, there are many other feasible ways to implement the scoring mechanism. The specific scoring mechanism can be set according to the game type and the specific object attributes of the virtual object. It can be set automatically by the game system or by user intervention. Furthermore, when determining the first object, it is not necessary to determine the virtual object with the highest score as the first object. The virtual object with the lowest score can also be determined as the first object, or other determination criteria can be used based on the score. No specific restrictions are imposed here.

[0086] The second strategy for determining the first object is to determine the first object based on the game task.

[0087] In this embodiment, the first object is a virtual object related to the current game task, in order to meet the user's need to complete the game task.

[0088] Game tasks in a game are necessarily related to various object attributes of virtual objects. For example, game tasks involving building a city are related to the identity attribute of the city, and game tasks involving resource production are related to resource attributes.

[0089] In this embodiment, when determining the first object based on the game task, the object attributes that the current game task is interested in are first obtained; then, the object attributes of multiple virtual objects are matched with the object attributes that the current game task is interested in, and the virtual object with the highest matching degree is determined as the first object.

[0090] For example, if the current game task is to train 500 soldiers, then the resource attribute of the object that the game task focuses on is soldiers. The current virtual objects include the main city, barracks, and farmland. The resource attributes of these three are matched with the camps. The barracks have the highest matching degree, so the barracks are determined as the first object.

[0091] In this embodiment, the first object can also be determined based on the priority of the current game task, with the highest priority game task being selected. For example, the current game task includes main quests, achievement tasks, and side quests. The main quest has the highest priority, so the object attributes that the main quest focuses on can be obtained. Then, the object attributes of multiple virtual objects can be matched with the object attributes that the current game task focuses on, and the virtual object with the highest matching degree can be determined as the first object.

[0092] The specific implementation details for determining the first object based on the game task can vary greatly and can be set differently according to requirements. These details will not be shown here.

[0093] The third strategy for determining the first object is to determine the first object based on the distance between the virtual object and the midpoint of the first scene image.

[0094] In this embodiment, the virtual object closest to the center point of the first scene image is determined based on the location attribute of each virtual object. The virtual object closest to the center point of the first scene image is then identified as the first object, thus ensuring that the position difference between the center point of the second scene image and the center point of the first scene image is not significant.

[0095] Furthermore, the virtual object with preset object attributes and the shortest distance to the midpoint of the first scene image can be determined as the first object. The preset object attributes can be defined by the user, ensuring that the object attributes of the first object always meet the user's needs when determining the first object. Preset object attributes may include at least one of the following: preset identity attributes, preset state attributes, preset subordinate relationship attributes, preset resource attributes, preset location attributes, and preset game event attributes.

[0096] For example, users can define the identity information of virtual objects as resource locations during game operations, thereby emphasizing that the virtual objects corresponding to subsequent game operations are all resource locations. Opening the flat map is also for comparing the information of resource locations. When the game system determines the first object, it directly determines the virtual object whose identity attribute is resource location and whose distance from the midpoint of the first scene image is the shortest as the first object.

[0097] Besides the three determination strategies mentioned above for determining the first object based on the object attributes of the virtual object, there are other feasible implementation methods, which are not limited here.

[0098] The second method for determining the first object is to directly determine the virtual object corresponding to the midpoint of the first scene image as the first object.

[0099] This implementation method is applicable to games where virtual objects are concentrated in the first scene image and the game view adjustment accuracy is high, such as games where the game view adjustment method is fixed-point switching.

[0100] In this embodiment, the virtual object corresponding to the midpoint of the first scene image is directly determined as the first object to minimize the positional adjustment required for the first and second scene images captured by the virtual camera. If there is no virtual object at the midpoint of the first scene image, the game location corresponding to the midpoint of the first scene image can be directly used as the first object. That is, the virtual camera can be aligned with the focal point when capturing the first scene image without moving it, so that the midpoint of the second scene image is consistent with the game location corresponding to the midpoint of the first scene image. Of course, if there is no virtual object at the midpoint of the first scene image, the virtual object closest to the midpoint of the first scene image can be determined as the first object, and then the virtual camera can be controlled to aim at the first object to capture the second scene image.

[0101] In this embodiment, users can open the 2D map corresponding to the virtual scene in various ways, such as by pressing the touchscreen, swiping the touchscreen, clicking a shortcut key, or continuously pressing a shortcut key. The game system responds differently to each different opening operation.

[0102] For example, if a user can interact with the game system via touchscreen, the user can open a flat map by operating a preset control. In one specific implementation, in response to the operation of opening a flat map corresponding to a virtual scene, dividing a specified area into a first area and a second area may include: in response to the operation of dragging a preset virtual control in a preset direction after triggering a preset virtual control on the graphical user interface, dividing the specified area into a first area and a second area.

[0103] For example, the edge of the graphical user interface is set as a preset area for the user to trigger a preset virtual control. This preset virtual control can be a region boundary control of a flat map. When the user presses and holds the preset virtual control for a preset duration within the preset area, the preset virtual control is triggered. If the user continues to press until the preset virtual control is triggered and then drags the preset virtual control toward the center of the graphical user interface, it instructs the game system to open the flat map. The game system then divides the specified area into a first area and a second area, and then displays the second scene image in the first area and the flat map in the second area.

[0104] Furthermore, the size of the first and second regions can be determined by the dragging distance of the preset virtual control. Specifically, in response to the operation of dragging the preset virtual control in a preset direction after triggering the preset virtual control on the graphical user interface, dividing the specified region into the first and second regions may include: in response to the operation of dragging the preset virtual control in a preset direction after triggering the preset virtual control on the graphical user interface, obtaining the dragging distance of the preset virtual control; determining the display size of the second region based on the dragging distance of the preset virtual control, and dividing the specified region into the first and second regions.

[0105] In other words, when a user triggers a preset virtual control and drags it in a preset direction, the user's desired area for the first and second regions can be determined based on the dragging distance of the preset virtual control. For example, as shown... Figure 5 As shown, Figure 5 This is a schematic diagram illustrating a method for opening a planar map as provided in this embodiment. Figure 5 As shown, the preset virtual control is set as a region boundary control for a planar map. The user presses their finger on the control trigger area located on the left side of the graphical user interface. After pressing for 2 seconds, the region boundary control is triggered. The user continues to press and slides their finger to the right, thus dragging the region boundary control to the right. As the user drags the region boundary control, the specified area is divided into a first region and a second region. The region boundary control is the boundary line between the first and second regions. The region boundary control dynamically moves with the dragging distance, thereby changing the size of the first and second regions. Simultaneously, a second scene image and a planar map are displayed within the first region.

[0106] After the user opens the map, the size of the first and second regions can be changed at any time. Specifically, in response to the area definition operation of the first and second regions, the areas of the first and second regions can be adjusted. The area definition operation can also be done by pressing and dragging a preset virtual control, or other implementation methods can be used, which are not limited here.

[0107] Furthermore, a maximum or minimum value can be set for the first or second region to restrict the user's region area definition. For example, the minimum value of the first region can be set to 1 / 6 of the entire screen size, while the minimum value of the second region can be set to 1 / 3 of the entire screen size. Of course, other settings can also be made, but specific restrictions are not specified here.

[0108] In addition, after performing the above step S02, the user can also select virtual objects in the planar map. The scene map will then determine the virtual object that the user wants to view based on the user's selection, control the virtual camera to take a picture, and switch the second scene image to the third scene image.

[0109] Because the map is large, users are prone to selection errors when making selections on it. Therefore, to ensure that the virtual objects in the third scene image match the virtual objects the user wants to view, the third scene image is captured only after the user has selected the correct object from the map. Specifically, as follows... Figure 1 Steps S103-S104 are shown in the table below.

[0110] S103. In response to the selection operation of the second object in the planar map, a third object is determined in the virtual scene within a range that is no more than a first preset distance from the second object.

[0111] S104. Control the virtual camera to shoot at the third object, obtain the third scene image, and switch the second scene image to the third scene image.

[0112] When a user makes a selection on a flat map, the selected virtual object becomes the second object. Then, within a range that does not exceed a first preset distance from the second object, a third object is determined. The determined third object is the predicted virtual object that best matches the user's needs. The virtual camera is then controlled to aim at the third object and capture a picture, thus obtaining a third scene image, and the original second scene image is switched to the third scene image.

[0113] The implementation method for determining a third object from a plurality of virtual objects whose distance from the second object does not exceed a first preset distance is similar to the implementation method for determining a first object from a plurality of virtual objects in a first scene image. Specifically, determining the third object within the range where the distance from the second object in the virtual scene does not exceed the first preset distance specifically includes: determining the third object based on the second object and / or virtual objects in the virtual scene that are no more than a first preset distance from the second object and have preset object attributes.

[0114] In other words, when determining the third object, multiple virtual objects are searched within a range centered on the second object and with a first preset distance as the radius, and then the third object is determined from these multiple virtual objects.

[0115] There are many specific implementation methods for determining the third object. For example, when determining the third object based on the second object and / or a virtual object in the virtual scene that is no more than a first preset distance away from the second object and has preset object attributes, the second object can be directly determined as the third object.

[0116] When determining the third object based on the second object and / or virtual objects in the virtual scene that are within a first preset distance from the second object and possess preset object attributes, there may be situations where the virtual objects are concentrated in one area. In this case, to ensure that all these virtual objects are displayed in the third scene image, the midpoint of these virtual objects can be found, and then the virtual camera can be controlled to aim at the midpoint of each found virtual object to take a picture. This implementation method is as follows: Figure 6 As shown, Figure 6 This is a flowchart illustrating an implementation method for determining a third object according to an embodiment of this application, specifically shown in steps S201-S203.

[0117] S201. In the virtual scene, identify multiple virtual objects that are no more than a first preset distance from the second object and have preset object attributes.

[0118] First, it is necessary to identify multiple virtual objects that meet the criteria. Specifically, using the second object as the center and a first preset distance as the radius, find multiple virtual objects that are within the first preset distance of the second object and possess the preset object attributes. In other words, when determining the third object, we should first identify virtual objects that are likely to meet the user's needs—that is, multiple virtual objects that are within the first preset distance of the second object and possess the preset object attributes.

[0119] S202. Based on multiple virtual objects that are no more than a first preset distance from the second object and have preset object attributes, a scene display area is selected in the virtual scene; the scene display area surrounds the multiple virtual objects that are no more than a first preset distance from the second object and have preset object attributes.

[0120] After obtaining multiple virtual objects that are within a first preset distance from the second object and possess preset object attributes, the scene display area is selected. This selection process is equivalent to further selecting a region centered on the second object and with a radius equal to the first preset distance. When selecting the scene display area, the outermost virtual object among the multiple virtual objects that are within the first preset distance from the second object and possess preset object attributes can be directly used as the boundary of the scene display area, thus selecting the scene display area.

[0121] S203. Determine the virtual object corresponding to the midpoint of the scene display area as the third object.

[0122] After obtaining the scene display area, the virtual object corresponding to the midpoint of the scene display area is directly identified as the third object. Of course, if the midpoint of the scene display area is empty and there are no virtual objects, the virtual object closest to that point can be identified as the third object, or the game location corresponding to the midpoint of the scene display area can be identified as the third object.

[0123] For example, the second object is farmland. In addition to the second object, the multiple virtual objects that are no more than a first preset distance from the farmland and have preset object attributes include a city, a mine, a barracks, and two woodlands. The city, mine, and barracks are the outermost virtual objects, and the triangular area formed by connecting the city, mine, and barracks as vertices contains all the virtual objects. The center of this triangular area is an empty space, so this triangular area can be used as the selected scene display area, and the game location corresponding to the center of this triangular area can be used as the third object.

[0124] When determining a third object based on a second object and / or a virtual object in the virtual scene that is within a first preset distance of the second object and possesses preset object attributes, the third object can also be determined through a scoring method, similar to the implementation method used to determine the first object. This implementation method is as follows: Figure 7 As shown, Figure 7 This is a flowchart illustrating another implementation method for determining a third object according to an embodiment of this application, specifically shown in steps S301-S303.

[0125] S301. In the virtual scene, identify multiple virtual objects that are no more than a first preset distance from the second object and have preset object attributes.

[0126] First, using the second object as the center and a first preset distance as the radius, find multiple virtual objects that are within the first preset distance of the second object and possess preset object attributes. Then, the found virtual objects can be scored, as shown in the next step.

[0127] S302. Score multiple virtual objects based on their object attributes, which are within a first preset distance from the second object and have preset object attributes.

[0128] Multiple virtual objects are scored based on their object attributes, provided they are within a first preset distance from the second object and possess preset object attributes. This scoring can be based on a single object attribute or multiple object attributes. The specific implementation is analogous to the strategy for determining the first object using score values, and will not be elaborated upon further here.

[0129] S303. Based on the score values ​​of multiple virtual objects that are no more than a first preset distance from the second object and have preset object attributes, determine a third object from among the multiple virtual objects that are no more than a first preset distance from the second object and have preset object attributes.

[0130] After scoring multiple virtual objects that are within a first preset distance from the second object and have preset object attributes, the score values ​​of these virtual objects are obtained, and the third object can be determined based on the score values ​​of these virtual objects.

[0131] In practice, depending on the scoring strategy, the virtual object with the highest score can be designated as the third object, or the virtual object with the highest score can be designated as the third object. Of course, other methods can also be used, such as sorting by score and designating the middle virtual object as the third object. No specific limitations are placed on the implementation method of determining the third object based on score.

[0132] In the above embodiments, when determining the third object, it is only selected from virtual objects that have preset object attributes. In some scenarios, the object attributes of the second object may not match the preset object attributes, but as the virtual object targeted by the user's selection operation, the second object is still very likely to meet the user's needs. Therefore, to avoid omissions, even if the object attributes of the second object do not match the preset object attributes, the second object can still be included in the scope of consideration for the third object.

[0133] In a specific implementation, determining the third object based on the second object and / or virtual objects in the virtual scene that are within a first preset distance from the second object and have preset object attributes includes: determining multiple virtual objects in the virtual scene that are within a first preset distance from the second object and have preset object attributes; and determining the third object in the virtual scene based on the object attributes of the second object and the object attributes of the multiple virtual objects that are within a first preset distance from the second object and have preset object attributes.

[0134] In other words, when determining the third object, regardless of how the preset object attributes are set, the object selected by the user, i.e. the second object, will be regarded as the suspected third object.

[0135] In this implementation, the third object can still be determined based on the object attributes that the game task is interested in. Specifically, the implementation involves: obtaining the object attributes that the current game task is interested in; and determining the third object in the virtual scene based on the object attributes that the current game task is interested in, the object attributes of the second object, and the object attributes of multiple virtual objects that are within a first preset distance from the second object and have preset object attributes.

[0136] The above provides a detailed description of the game scene display method provided in this embodiment. In addition to the implementation methods listed above, more specific settings can be made for the display effect when displaying scene images and planar images.

[0137] In this embodiment, the planar map also displays information corresponding to the scene map. In one implementation, the information in the planar map can be displayed using a blurred display method to reduce the display load on the planar map. Specifically, the planar map displays the object attribute information of each virtual object, and distinguishes between the object attribute information of virtual objects that are no more than a second preset distance from the first object and the object attribute information of virtual objects that are more than a second preset distance from the first object.

[0138] For example, the object attribute information of virtual objects that are within a second preset distance from the first object can be highlighted, while the object attribute information of virtual objects that are beyond the second preset distance from the first object can be blurred. Highlighted information has a higher visual impact or richer information content than blurred information. For instance, if the first object is the main city, the distance between the barracks and the main city is within the second preset distance, and the distance between the farmland and the main city is beyond the second preset distance, when displaying these three on a flat map, the main city's identity attribute, resource attribute, and location attribute are displayed simultaneously. For the barracks, only its identity attribute and location attribute are displayed, and for the farmland, only its identity attribute is displayed.

[0139] When displaying different attributes, the virtual object corresponding to the center of the currently displayed scene image should be used as the reference. That is, if the currently displayed scene image is the first scene image, the object attribute information of virtual objects within a second preset distance from the first scene image and those exceeding the second preset distance from the first scene image should be displayed differently on the map, using the virtual object corresponding to the center of the first scene image as the reference. Similarly, if the currently displayed scene image is the second scene image, the object attribute information of virtual objects within a second preset distance from the third scene image and those exceeding the second preset distance from the third scene image should be displayed differently on the map, using the virtual object corresponding to the center of the second scene image as the reference.

[0140] In the game scene display method provided in this embodiment, when responding to a received operation to open a flat map, a first object that meets the user's needs is determined from the first scene image displayed before the flat map is opened. Then, a virtual camera is controlled to aim at the first object and take a picture, thereby displaying a second scene image centered on the first object. In this way, even if the display area size of the scene image changes, it can ensure that the displayed scene image matches the user's needs, thereby reducing the frequency of the user repeatedly adjusting the scene image and improving the user's gaming experience.

[0141] The above embodiments provide a detailed description of the display method for the game scene involved in this application. The following, in conjunction with... Figure 8 This application provides a detailed description of the display devices used in the game scenes. Figure 8 This is a schematic diagram of the display device for a game scene, which is used to implement any of the above-mentioned feasible methods.

[0142] Figure 8 A display device 400 for a game scene is provided, the display device 400 comprising:

[0143] The acquisition unit 401 is used to control the virtual camera to capture a virtual scene and obtain a first scene image;

[0144] Display unit 402 is used to display a first scene image in a designated area of ​​the graphical user interface;

[0145] The display unit 402 is also configured to, in response to an opening operation of a planar map corresponding to a virtual scene, divide a specified area into a first area and a second area, display a second scene image in the first area, and display a planar map in the second area;

[0146] The second scene image is obtained by the acquisition unit 401 in the following manner:

[0147] Identify the first object from the first scene image;

[0148] Control the virtual camera to shoot at the first object and obtain the second scene image.

[0149] Optionally, determining the first object from the first scene image includes:

[0150] Identify multiple virtual objects in the first scene image;

[0151] The first object is determined from multiple virtual objects based on their object properties.

[0152] Optionally, determining the first object from multiple virtual objects based on their object attributes includes:

[0153] Scoring multiple virtual objects based on their object attributes;

[0154] The first object is determined from multiple virtual objects based on their ratings.

[0155] Optionally, determining the first object from multiple virtual objects based on their object attributes includes:

[0156] Retrieve the properties of the objects that the current game task is interested in;

[0157] The system matches the object attributes of multiple virtual objects with the object attributes that the current game task is concerned with, and identifies the virtual object with the highest matching degree as the first object.

[0158] Optionally, determining the first object from multiple virtual objects based on their object attributes includes:

[0159] The virtual object with preset object attributes and the shortest distance from the midpoint of the first scene image is determined as the first object.

[0160] Optionally, determining the first object from the first scene image includes:

[0161] The virtual object corresponding to the midpoint of the first scene image is determined as the first object.

[0162] Optionally, in response to an open operation of a planar map corresponding to the virtual scene, dividing the specified area into a first area and a second area includes:

[0163] In response to the operation of triggering a preset virtual control and dragging the preset virtual control in a preset direction, the specified area is divided into a first area and a second area.

[0164] Optionally, in response to the operation of triggering a preset virtual control and dragging the preset virtual control in a preset direction, dividing the specified area into a first area and a second area includes:

[0165] In response to the operation of triggering a preset virtual control and dragging the preset virtual control in a preset direction, the distance the preset virtual control was dragged is obtained;

[0166] The display size of the second area is determined based on the distance the preset virtual control is dragged, and the specified area is divided into the first area and the second area.

[0167] In one embodiment, the acquisition unit 401 is further configured to, in response to a selection operation on a second object in a planar map, determine a third object in a virtual scene within a range that is no more than a first preset distance from the second object;

[0168] The acquisition unit 401 is also used to control the virtual camera to shoot at the third object and obtain the third scene image;

[0169] The display unit 402 is also used to switch the second scene image to the third scene image.

[0170] Optionally, within a virtual scene where the distance between the third object and the second object does not exceed a first preset distance, determining the third object includes:

[0171] A third object is determined based on the second object and / or a virtual object in the virtual scene that is no more than a first preset distance from the second object and has preset object attributes.

[0172] Optionally, the third object is determined based on the second object and / or a virtual object in the virtual scene that is within a first preset distance from the second object and has preset object attributes, including:

[0173] The second object is designated as the third object.

[0174] Optionally, the third object is determined based on the second object and / or a virtual object in the virtual scene that is within a first preset distance from the second object and has preset object attributes, including:

[0175] In a virtual scene, identify multiple virtual objects that are no more than a first preset distance from the second object and have preset object attributes;

[0176] Based on multiple virtual objects that are no more than a first preset distance from the second object and have preset object attributes, a scene display area is selected in the virtual scene; the scene display area surrounds the multiple virtual objects that are no more than a first preset distance from the second object and have preset object attributes.

[0177] The virtual object corresponding to the midpoint of the scene display area is identified as the third object.

[0178] Optionally, the third object is determined based on the second object and / or a virtual object in the virtual scene that is within a first preset distance from the second object and has preset object attributes, including:

[0179] In a virtual scene, identify multiple virtual objects that are no more than a first preset distance from the second object and have preset object attributes;

[0180] The virtual objects are scored based on their object attributes, which are within a first preset distance from the second object and have preset object attributes.

[0181] A third object is determined from among a number of virtual objects that are within a first preset distance from the second object and have preset object attributes, based on their ratings.

[0182] Optionally, the third object is determined based on the second object and / or a virtual object in the virtual scene that is within a first preset distance from the second object and has preset object attributes, including:

[0183] In a virtual scene, identify multiple virtual objects that are no more than a first preset distance from the second object and have preset object attributes;

[0184] A third object is determined in the virtual scene based on the object attributes of the second object and the object attributes of multiple virtual objects that are no more than a first preset distance from the second object and have preset object attributes.

[0185] Optionally, the third object is determined in the virtual scene based on the object attributes of the second object and the object attributes of multiple virtual objects that are within a first preset distance from the second object and have preset object attributes, including:

[0186] Retrieve the properties of the objects that the current game task is interested in;

[0187] Based on the object attributes of the current game task, the object attributes of the second object, and the object attributes of multiple virtual objects that are within a first preset distance from the second object and have preset object attributes, a third object is determined in the virtual scene.

[0188] In one embodiment, the display unit 402 is further configured to display object attribute information of each virtual object in a planar map, and to distinguish and display the object attribute information of virtual objects that are no more than a second preset distance from the first object and the object attribute information of virtual objects that are more than a second preset distance from the first object.

[0189] In one embodiment, the display unit 402 is further configured to adjust the areas of the first region and the second region in response to an area definition operation for the first region and the second region.

[0190] This application also provides an electronic device, such as... Figure 9 The diagram shows the structure of the electronic device, which includes a processor 501 and a memory 500. The memory 500 stores computer-executable instructions that can be executed by the processor 501. The processor 501 executes the computer-executable instructions to implement any of the above-mentioned feasible methods.

[0191] exist Figure 9In the illustrated embodiment, the electronic device further includes a bus 502 and a communication interface 503, wherein the processor 501, the communication interface 503, and the memory 500 are connected via the bus 502.

[0192] The memory 500 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 503 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 502 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus. The bus 502 can be divided into an address bus, a data bus, and a control bus. For ease of representation, Figure 9 The symbol is represented by a single rectangular bar, but this does not mean that there is only one bus or one type of bus.

[0193] Processor 501 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 processor 501 or by instructions in software form. The processor 501 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can 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. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in the embodiments of this application can be directly embodied in the execution of a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software modules can reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in the memory, and the processor 501 reads the information in the memory and, in conjunction with its hardware, completes the steps of the method in the aforementioned embodiment.

[0194] This application also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-described method. For specific implementation details, please refer to the foregoing method embodiments, which will not be repeated here.

[0195] The computer program products of the methods, apparatus and electronic devices provided in the embodiments of this application include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the preceding method embodiments. For specific implementations, please refer to the method embodiments, which will not be repeated here.

[0196] Unless otherwise specifically stated, the relative steps, numerical expressions, and values ​​of the components and steps described in these embodiments do not limit the scope of this application.

[0197] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods provided in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0198] In the description of this application, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing this application and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on this application. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0199] Furthermore, the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties. The collection, use and processing of the relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions, and corresponding operation portals are provided for users to choose to authorize or refuse.

[0200] Finally, it should be noted that the above embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the technical scope disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. A method for displaying a game scene, characterized in that, The method includes: Control the virtual camera to capture a virtual scene, obtain a first scene image, and display the first scene image in a designated area of ​​the graphical user interface; In response to the opening operation of the planar map corresponding to the virtual scene, the specified area is divided into a first area and a second area, and a second scene image is displayed in the first area, and the planar map is displayed in the second area; wherein, the second scene image is obtained based on the following method: identifying multiple virtual objects in the first scene image; determining a first object from the multiple virtual objects according to the object attributes of the multiple virtual objects; controlling the virtual camera to aim at the first object and take a picture to obtain the second scene image; In response to the selection operation of the second object in the planar map, a third object is determined in the virtual scene within a range that is no more than a first preset distance from the second object; The virtual camera is controlled to shoot at the third object to obtain a third scene image, and the second scene image is switched to the third scene image.

2. The method for displaying a game scene according to claim 1, characterized in that, The step of determining the first object from the plurality of virtual objects based on the object attributes of the plurality of virtual objects includes: The multiple virtual objects are scored based on their object attributes; Based on the rating values ​​of the plurality of virtual objects, a first object is determined from the plurality of virtual objects.

3. The method for displaying a game scene according to claim 1, characterized in that, The step of determining the first object from the plurality of virtual objects based on the object attributes of the plurality of virtual objects includes: Retrieve the properties of the objects that the current game task is interested in; The object attributes of the multiple virtual objects are matched with the object attributes that the current game task is concerned with, and the virtual object with the highest matching degree is determined as the first object.

4. The method for displaying a game scene according to claim 1, characterized in that, The step of determining the first object from the plurality of virtual objects based on the object attributes of the plurality of virtual objects includes: The virtual object that has preset object attributes and is closest to the midpoint of the first scene image is determined as the first object.

5. The method for displaying a game scene according to claim 1, characterized in that, The determination of the first object includes: The virtual object corresponding to the midpoint of the first scene image is determined as the first object.

6. The method for displaying a game scene according to claim 1, characterized in that, The step of dividing the designated area into a first area and a second area in response to an operation to open a planar map corresponding to the virtual scene includes: In response to the operation of triggering a preset virtual control and dragging the preset virtual control in a preset direction, the specified area is divided into a first area and a second area.

7. The method for displaying a game scene according to claim 6, characterized in that, The step of dividing the specified area into a first area and a second area in response to the operation of triggering a preset virtual control and dragging the preset virtual control in a preset direction includes: In response to the operation of triggering a preset virtual control and dragging the preset virtual control in a preset direction, the distance the preset virtual control is dragged is obtained; The display size of the second area is determined based on the distance the preset virtual control is dragged, and the specified area is divided into the first area and the second area.

8. The method for displaying a game scene according to claim 1, characterized in that, In the virtual scene, within a range that is no more than a first preset distance from the second object, determining the third object includes: A third object is determined based on the second object and / or a virtual object in the virtual scene that is no more than a first preset distance from the second object and has preset object attributes.

9. The method for displaying a game scene according to claim 8, characterized in that, The step of determining the third object based on the second object and / or a virtual object in the virtual scene that is within a first preset distance from the second object and has preset object attributes includes: The second object is identified as the third object.

10. The method for displaying a game scene according to claim 8, characterized in that, The step of determining the third object based on the second object and / or a virtual object in the virtual scene that is within a first preset distance from the second object and has preset object attributes includes: In the virtual scene, a plurality of virtual objects are identified that are no more than a first preset distance from the second object and have preset object attributes; Based on the multiple virtual objects that are no more than a first preset distance from the second object and have preset object attributes, a scene display area is selected in the virtual scene; the scene display area surrounds the multiple virtual objects that are no more than a first preset distance from the second object and have preset object attributes. The virtual object corresponding to the midpoint of the scene display area is identified as the third object.

11. The method for displaying a game scene according to claim 8, characterized in that, The step of determining the third object based on the second object and / or a virtual object in the virtual scene that is within a first preset distance from the second object and has preset object attributes includes: In the virtual scene, a plurality of virtual objects are identified that are no more than a first preset distance from the second object and have preset object attributes; The multiple virtual objects are scored based on their object attributes, which are no more than a first preset distance from the second object and have preset object attributes. Based on the rating values ​​of a plurality of virtual objects that are no more than a first preset distance from the second object and have preset object attributes, a third object is determined from the plurality of virtual objects that are no more than a first preset distance from the second object and have preset object attributes.

12. The method for displaying a game scene according to claim 8, characterized in that, The step of determining the third object based on the second object and / or a virtual object in the virtual scene that is within a first preset distance from the second object and has preset object attributes includes: In the virtual scene, a plurality of virtual objects are identified that are no more than a first preset distance from the second object and have preset object attributes; A third object is determined in the virtual scene based on the object attributes of the second object and the object attributes of a plurality of virtual objects that are no more than a first preset distance from the second object and have preset object attributes.

13. The method for displaying a game scene according to claim 12, characterized in that, The step of determining the third object in the virtual scene based on the object attributes of the second object and the object attributes of the plurality of virtual objects that are within a first preset distance from the second object and have preset object attributes includes: Retrieve the properties of the objects that the current game task is interested in; Based on the object attributes of the current game task, the object attributes of the second object, and the object attributes of the multiple virtual objects that are no more than a first preset distance from the second object and have preset object attributes, a third object is determined in the virtual scene.

14. The method for displaying a game scene according to claim 1, characterized in that, The method further includes: displaying object attribute information of each virtual object in the planar map, and distinguishing between the object attribute information of virtual objects that are no more than a second preset distance from the first object and the object attribute information of virtual objects that are more than a second preset distance from the first object.

15. The method for displaying a game scene according to claim 1, characterized in that, The method further includes: In response to the area definition operation for the first region and the second region, the areas of the first region and the second region are adjusted.

16. A display device for a game scene, characterized in that, The device includes: The acquisition unit is used to control the virtual camera to capture a virtual scene and obtain a first scene image; The display unit is used to display the first scene image in a designated area of ​​the graphical user interface; The display unit is further configured to, in response to an operation to open a planar map corresponding to the virtual scene, divide the designated area into a first area and a second area, display a second scene image in the first area, and display the planar map in the second area; wherein the second scene image is obtained by the acquisition unit based on the following method: identifying multiple virtual objects in the first scene image; determining a first object from the multiple virtual objects according to the object attributes of the multiple virtual objects; controlling the virtual camera to aim at the first object and take a picture to obtain the second scene image; The acquisition unit is also configured to, in response to a selection operation on a second object in a planar map, determine a third object in a virtual scene within a range that is no more than a first preset distance from the second object; The acquisition unit is also used to control the virtual camera to shoot at a third object and obtain a third scene image; The display unit is also used to switch the second scene image to the third scene image.

17. An electronic device, characterized in that, include: The memory and the processor are coupled; The memory is used to store one or more computer instructions; The processor is configured to execute one or more computer instructions to implement the method as described in any one of claims 1-15.

18. A computer-readable storage medium storing one or more computer instructions thereon, characterized in that, The instruction is executed by the processor to implement the method as described in any one of claims 1-15.

Citation Information

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