Display control method and device of game, storage medium and electronic device

By acquiring game behavior data and preset game images, and utilizing perspective plane display technology, the problems of lag and resource waste caused by 3D models in strategic simulation games have been solved, achieving smoothness and resource conservation, and improving the gaming experience.

CN117899470BActive Publication Date: 2026-07-21NETEASE (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
2024-01-31
Publication Date
2026-07-21

AI Technical Summary

Technical Problem

In strategy simulation games, the use of 3D models can cause lag and resource waste on mobile devices, affecting game smoothness and resource utilization.

Method used

By acquiring game behavior data and preset game images, map areas and distribution locations are determined. The game map trajectory is displayed using a perspective plane, and two-dimensional illustrations and layered display technology are used to improve game smoothness and save resources.

Benefits of technology

It enables quick display of game map trajectory, improves game smoothness and saves game resources, and provides a better gaming experience and interactivity.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a display control method and device of a game, a storage medium and an electronic device. The method comprises the following steps: obtaining game behavior data and a preset game image; determining a map area to be displayed in the preset game image and a first distribution position of the game behavior data in the map area based on the game behavior data; obtaining a second distribution position in a perspective plane corresponding to the map area by using the first distribution position; and displaying a game map track of a controlled game object in the map area according to the second distribution position. The application solves the technical problems of poor game fluency and high resource waste rate in the related art when presenting a game map track.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a game display control method, apparatus, storage medium, and electronic device. Background Technology

[0002] Strategy simulation games (SLGs) are a genre of games centered on strategic planning and decision-making. Players need to formulate strategies, build bases, recruit personnel, and engage in battles to achieve game objectives. In SLGs, player actions primarily take place on the game map. Whether building structures, engaging in combat, or conquering territory, any location on the game map can be represented by coordinates. For example, the game map can be divided into a predetermined number of grids, and the coordinates can be determined based on the number of grids. To achieve the spatial effect of perspective on the game map's trajectory, allowing players to clearly see terrain, landmarks, and other important information along the way, it is often necessary to use a three-dimensional (3D) game engine to first build 3D models, which are then presented to the player through the game engine's camera. However, for mobile devices, running a large number of high-precision 3D models can easily cause severe lag and overheating, thus affecting the player's gaming experience. Furthermore, for lightweight, flat interfaces typically presented with 2D resources, developing using 3D models results in longer development cycles and a higher risk of wasting game resources.

[0003] There is currently no effective solution to the above problems. Summary of the Invention

[0004] At least some embodiments of this application provide a method, apparatus, storage medium, and electronic device for displaying a game, in order to at least solve the technical problems of poor game smoothness and high resource waste rate in the related art when presenting game map trajectories.

[0005] According to one embodiment of this application, a game display control method is provided, which provides a graphical user interface through a terminal device. The content displayed by the graphical user interface includes a virtual game scene, including: acquiring game behavior data and preset game images, wherein the game behavior data are various preset types of game behaviors performed by a controlled game object in the virtual game scene, and the preset game images are pre-drawn two-dimensional illustrations adapted to the virtual game scene; based on the game behavior data, determining a map area to be displayed in the preset game image, and a first distribution position of the game behavior data within the map area, wherein the map area is a distribution area of ​​footprint points of the controlled game object in the virtual game scene, and the first distribution position is the distribution position of the footprint points within the map area; using the first distribution position, acquiring a second distribution position in the perspective plane corresponding to the map area, wherein the second distribution position is the distribution position of the corresponding point of the footprint point distribution position in the perspective plane; and displaying the game map trajectory of the controlled game object within the map area according to the second distribution position.

[0006] According to one embodiment of this application, a game display control device is also provided, which provides a graphical user interface through a terminal device. The content displayed by the graphical user interface includes: a virtual game scene, comprising: a first acquisition module, used to acquire game behavior data and preset game images, wherein the game behavior data are various preset types of game behaviors performed by a controlled game object in the virtual game scene, and the preset game images are pre-drawn two-dimensional illustrations adapted to the virtual game scene; a determination module, used to determine, based on the game behavior data, a map area to be displayed in the preset game image, and a first distribution position of the game behavior data within the map area, wherein the map area is a distribution area of ​​footprint points of the controlled game object in the virtual game scene, and the first distribution position is the distribution position of the footprint points within the map area; a second acquisition module, used to acquire, using the first distribution position, a second distribution position in the perspective plane corresponding to the map area, wherein the second distribution position is the distribution position of the corresponding point of the footprint point distribution position in the perspective plane; and a display module, used to display the game map trajectory of the controlled game object within the map area according to the second distribution position.

[0007] According to one embodiment of this application, a computer-readable storage medium is also provided, which stores a computer program, wherein the computer program is configured to execute the display control method of the game described above when running.

[0008] According to one embodiment of this application, an electronic device is also provided, including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to execute the display control method of the game described above.

[0009] In at least some embodiments of this application, by acquiring game behavior data and a preset game image, and then determining the map area to be displayed in the preset game image based on the game behavior data, as well as the first distribution position of the game behavior data within the map area, the second distribution position in the perspective plane corresponding to the map area is then obtained using the first distribution position. Finally, the game map trajectory of the controlled game object is displayed within the map area based on the second distribution position, thereby achieving the purpose of quickly displaying the game map trajectory. This achieves the technical effect of improving game smoothness and saving game resources, and solves the technical problems of poor game smoothness and high resource waste rate in related technologies when presenting game map trajectories. Attached Figure Description

[0010] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:

[0011] Figure 1 This is a hardware structure block diagram of a mobile terminal for a game display control method according to one embodiment of this application;

[0012] Figure 2 This is a flowchart of a game display control method according to one embodiment of this application;

[0013] Figure 3 This is a schematic diagram of the interface of a game engine according to one embodiment of this application;

[0014] Figure 4 This is a schematic diagram of a map area to be displayed according to one embodiment of this application;

[0015] Figure 5 This is a schematic diagram of a perspective plane according to one embodiment of this application;

[0016] Figure 6 This is a schematic diagram of a game map trajectory according to one embodiment of this application;

[0017] Figure 7A This is a schematic diagram of a region to be cut according to one embodiment of this application;

[0018] Figure 7B This is a schematic diagram of another area to be cut according to one embodiment of this application;

[0019] Figure 7C This is a schematic diagram of another area to be cut according to one embodiment of this application;

[0020] Figure 7DThis is a schematic diagram of another area to be cut according to one embodiment of this application;

[0021] Figure 8 This is a structural block diagram of a game display control device according to one embodiment of this application;

[0022] Figure 9 This is a schematic diagram of an electronic device according to one embodiment of the present application. Detailed Implementation

[0023] To enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present application, and not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative effort should fall within the scope of protection of the present application.

[0024] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises 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 such processes, methods, products, or apparatus.

[0025] The methods and embodiments described above in this disclosure can be executed on mobile terminals, computer terminals, or similar computing devices. Taking a mobile terminal as an example, the mobile terminal can be a smartphone, tablet computer, PDA, mobile internet device, PAD, game console, or other terminal device. Figure 1 This is a hardware structure block diagram of a mobile terminal for a game display control method according to an embodiment of this application. For example... Figure 1 As shown, a mobile terminal may include one or more ( Figure 1Only one is shown in the image. Processor 102 (processor 102 may include, but is not limited to, a central processing unit (CPU), graphics processing unit (GPU), digital signal processing (DSP) chip, microprocessor (MCU), programmable logic device (FPGA), neural network processor (NPU), tensor processor (TPU), artificial intelligence (AI) type processor, etc.) and memory 104 for storing data. In one embodiment of this application, it may also include: input / output device 108 and display device 110.

[0026] In some optional embodiments primarily focused on gaming scenarios, the aforementioned device may also provide a human-computer interaction interface with a touch-sensitive surface. This interface can sense finger contact and / or gestures to interact with a graphical user interface (GUI). The human-computer interaction functions may include the following: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. Executable instructions for performing the aforementioned human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.

[0027] Those skilled in the art will understand that Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.

[0028] According to one embodiment of this application, an embodiment of a game display control method is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Also, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.

[0029] Figure 2 This is a flowchart of a game display control method according to one embodiment of this application. A graphical user interface is provided through a terminal device. The content displayed by the graphical user interface includes: a virtual game scene, such as... Figure 2 As shown, the method includes the following steps:

[0030] Step S21: Obtain game behavior data and preset game images. The game behavior data consists of various preset types of game behaviors performed by the controlled game object in the virtual game scene, and the preset game images are pre-drawn two-dimensional illustrations adapted to the virtual game scene.

[0031] Step S22: Based on game behavior data, determine the map area to be displayed in the preset game image and the first distribution position of the game behavior data in the map area, wherein the map area is the distribution area of ​​the footprints of the controlled game object in the virtual game scene, and the first distribution position is the distribution position of the footprints in the map area.

[0032] Step S23: Use the first distribution location to obtain the second distribution location in the perspective plane corresponding to the map area, wherein the second distribution location is the distribution location of the corresponding point of the footprint point in the perspective plane;

[0033] Step S24: Display the game map trajectory of the controlled game object within the map area based on the second distribution location.

[0034] The aforementioned game behavior data refers to various preset types of game behaviors performed by controlled game objects in a virtual game scene of the strategy game type. Controlled objects include, but are not limited to, controlled generals, soldiers, and weapons. Preset types of game behaviors include, but are not limited to, exploration behaviors, expansion behaviors (e.g., launching wars, occupying cities), development behaviors (e.g., building main cities, fortresses, etc.), and elimination behaviors (e.g., eliminating / annexing enemy countries).

[0035] For example, game behavior data includes, but is not limited to: movement data, attack data, defense data, resource data, construction data, interaction data, strategy data, and task data. Movement data includes movement-related information such as the position, speed, and direction of game objects; attack data includes attack-related information such as the attack target, damage value, and attack frequency of game objects; defense data includes defense-related information such as the defense target, defense value, and defense frequency of game objects; resource data includes resource-related information such as resource acquisition, resource consumption, and resource management of game objects; construction data includes construction-related information such as the construction goal, construction progress, and construction efficiency of game objects; interaction data includes the interaction behaviors of game objects with other objects, such as trading, cooperation, and combat; strategy data includes strategy-related information such as the decision-making process, strategy selection, and behavior priority of game objects; and task data includes task-related information such as the task execution status, task goal, and task completion rate of game objects.

[0036] Game behavior data can be collected by the server from the player's client. For example, the coordinates of all the player's main city maps for the year, the coordinates of each fortress the player built for the year, and the coordinates of the three consecutive battles can be uploaded to the server in the form of a data table.

[0037] The aforementioned preset game images are pre-drawn two-dimensional illustrations adapted to the virtual game scene. The content of the two-dimensional illustrations is adapted to the actual 3D game scene display content, which may depend on the specific context and theme of the game. For example, the preset game images may be two-dimensional illustrations of cities, forests, deserts, oceans, or other terrains. These illustrations typically include buildings, roads, vegetation, and other landmarks so that players can make strategic plans and decisions in the game.

[0038] Based on game behavior data, the map area to be displayed in the preset game image is determined, as well as the first distribution position of the game behavior data within the map area. The map area is the distribution area of ​​the footprints of the controlled game object in the virtual game scene, and the first distribution position is the distribution position of the footprints within the map area. Figure 3 This is a schematic diagram of the interface of a game engine according to one embodiment of this application, such as... Figure 3 As shown, the game engine selects the map area to be displayed in the preset game image as the mapping area for the entire game strategy map, and creates a project file node. The map area to be displayed in the preset game image is 1500*600px, and the map area to be mapped is a diamond-shaped map, so coordinate conversion needs to be performed within the dotted line area.

[0039] Figure 4 This is a schematic diagram of a map area to be displayed according to one embodiment of this application, such as... Figure 4 As shown, the map area represents the distribution of footprints of controlled game objects in a virtual game scene. Within the map area, there are locations where the footprints of controlled game objects are distributed.

[0040] Figure 5 This is a schematic diagram of a perspective plane according to one embodiment of this application, such as... Figure 5 As shown, the second distribution position within the perspective plane corresponding to the map area is obtained using the first distribution position. Specifically, coordinate transformation can be performed using linear algebra, thereby enabling the... Figure 4 The coordinates of the first distribution location shown are in Figure 5 The display shows the distribution of footprint points in the perspective plane, that is, the distribution of corresponding points in the perspective plane. Figure 6 This is a schematic diagram of a game map trajectory according to one embodiment of this application, such as... Figure 6 As shown, based on the second distribution location, the game map trajectory of the controlled game object can be displayed within the map area, and player data text can be displayed, such as the player has gone through 5 seasons, achieved 4 conquests and 1 separatist rule, and his footprints have spread all over the land.

[0041] Based on the above steps S21 to S24, by acquiring game behavior data and a preset game image, and then determining the map area to be displayed in the preset game image based on the game behavior data, as well as the first distribution position of the game behavior data in the map area, the second distribution position in the perspective plane corresponding to the map area is then obtained using the first distribution position. Finally, the game map trajectory of the controlled game object is displayed in the map area based on the second distribution position, thereby achieving the purpose of quickly displaying the game map trajectory. This achieves the technical effect of improving game smoothness and saving game resources, and solves the technical problems of poor game smoothness and high resource waste rate in related technologies when presenting game map trajectories.

[0042] The display control method for the game in the embodiments of this application will be further described below.

[0043] Optionally, the virtual game scene is located in the first display layer, and the preset game image is located in the second display layer. The first display layer is the display layer of the three-dimensional game scene, and the second display layer is the UI display layer, with the second display layer covering the first display layer.

[0044] The UI display layer can display pre-drawn 2D illustrations adapted to the virtual game scene, player data text, and game behavior data.

[0045] Based on the above optional embodiments, the realism and three-dimensionality of the game scene can be ensured, while also allowing players to easily operate the UI interface. With this design, players can experience the three-dimensionality and realism of the game scene in the first display layer, while the UI interface can be clearly displayed above the second display layer, allowing players to easily operate and interact. This layered display design enhances the game's interactivity and playability, providing players with a better gaming experience.

[0046] Optionally, in step S22, determining the map area to be displayed in the preset game image based on game behavior data includes:

[0047] Step S221: Determine the activity area of ​​the controlled game object within the virtual game scene based on game behavior data;

[0048] Step S222: Determine the range information corresponding to the map region by using the outline information of the map region in the preset game image;

[0049] Step S223: Select a map region from the active area based on the range information.

[0050] The aforementioned activity areas refer to the main locations visited by the controlled game object within the virtual game scene. These activity areas can be determined by analyzing game behavior data through methods such as hotspot analysis, player behavior trajectory analysis, and spatial distribution analysis. For example, by collecting player activity data within the virtual game scene, player activity hotspots can be analyzed. Statistical analysis of these hotspots can then determine the activity area of ​​the controlled game object. Similarly, analyzing player behavior trajectories within the virtual game scene can identify frequently visited areas and activity paths. Based on this data, the activity area of ​​the controlled game object can be determined, and appropriate restrictions and controls can be implemented. Furthermore, by collecting spatial distribution data of players within the virtual game scene, frequently visited areas and activity ranges can be identified. Based on this data, the activity area of ​​the controlled game object can be determined, and appropriate restrictions and controls can be implemented.

[0051] By pre-setting the outline information of map regions in the game image, such as Figure 5 The dashed box shown defines the range information corresponding to the map area, and then the map area is selected from the active area based on the range information.

[0052] Based on the above optional embodiments, the activity area of ​​the controlled game object in the virtual game scene is determined by game behavior data, the range information corresponding to the map area is determined by the outline information of the map area in the preset game image, and the map area is selected from the activity area according to the range information, thereby quickly determining the distribution area of ​​the footprint points of the controlled game object in the virtual game scene.

[0053] Optionally, in step S23, obtaining the second distribution position within the perspective plane using the first distribution position includes:

[0054] Step S231: Rotate the plane containing the map area according to the preset plane coordinate axis direction to obtain the perspective plane;

[0055] Step S232: Perform coordinate transformation on the first distribution position to obtain the second distribution position in the perspective plane.

[0056] Specifically, the plane containing the map area is rotated according to the preset planar coordinate axis direction to obtain a perspective plane. Then, linear algebra is used to perform coordinate transformation on the first distribution position to obtain the second distribution position within the perspective plane. It should be noted that the above coordinate transformation process can be calculated using any coordinate transformation method in related technologies, and this application is not limited thereto.

[0057] Based on the above optional embodiments, by rotating the plane where the map area is located according to the preset planar coordinate axis direction, a perspective plane is obtained, and then the coordinate transformation of the first distribution position is performed, thereby quickly determining the second distribution position within the perspective plane.

[0058] Optionally, in step S24, displaying the game map trajectory of the controlled game object within the map area based on the second distribution location includes:

[0059] Step S241: Generate the game map trajectory of the controlled game object in real time in the perspective plane based on the second distribution position;

[0060] Step S242: Display the real-time generated game map trajectory within the map area.

[0061] When generating the game map trajectory of the controlled game object in real time within the perspective plane based on the second distribution position, it is possible to dynamically connect player data points, thereby displaying the real-time generated game map trajectory within the map area.

[0062] Based on the above optional embodiments, by generating the game map trajectory of the controlled game object in real time in the perspective plane according to the second distribution position, and then displaying the real-time generated game map trajectory in the map area, the realism and interactivity of the game can be improved, enabling players to understand the situation of the virtual game scene more intuitively and make corresponding operations and decisions based on the trajectory.

[0063] Optionally, in step S241, generating the game map trajectory of the controlled game object in real time within the perspective plane based on the second distribution position includes:

[0064] Step S2411: Generate a first trajectory point and a second trajectory point in real time in the perspective plane according to the second distribution position. The first trajectory point and the second trajectory point are selected based on the second distribution position. The first trajectory point is the trajectory point at one end of the trajectory line segment to be generated, and the second trajectory point is the trajectory point at the other end of the trajectory line segment to be generated.

[0065] Step S2412: Based on the first trajectory point and the second trajectory point, generate multiple trajectory segments that are connected in sequence in real time to obtain the game map trajectory of the controlled game object.

[0066] Specifically, within the perspective plane, a first trajectory point and a second trajectory point are selected based on the second distribution position. These points serve as the two endpoints of the trajectory line segment to be generated. Multiple connected trajectory line segments are then generated in real-time based on these two trajectory points. Connecting these segments forms the game map trajectory of the controlled game object. Throughout the generation process, new trajectory line segments are generated in real-time according to changes in the second distribution position to adapt to real-time changes in the virtual game scene.

[0067] Based on the above optional embodiments, game map trajectories can be generated in real time, allowing game objects to move according to pre-set rules and paths, increasing the game's playability and challenge. Simultaneously, by generating trajectory points in real time within the perspective plane based on the second distribution position, a more realistic and dynamic game environment can be achieved, enhancing the game's visual effects and immersion. Generating multiple trajectory segments in real time based on the first and second trajectory points also enables more complex and diverse game map trajectories, providing players with a richer gaming experience.

[0068] Optionally, in step S2412, multiple trajectory segments are generated in real time based on the first trajectory point and the second trajectory point, and the game map trajectory of the controlled game object is obtained, including:

[0069] Step S31: Connect the first trajectory point and the second trajectory point to obtain the current trajectory line segment;

[0070] Step S32: Determine the target reference point using the first trajectory point and the second trajectory point;

[0071] Step S33: Set the diffusion range with the target reference point as the center, and select the third trajectory point from the multiple trajectory points displayed successively within the diffusion range;

[0072] Step S34: Continue to connect the second trajectory point and the third trajectory point to obtain the next trajectory segment that is connected to the current trajectory segment, until the game map trajectory of the controlled game object is obtained.

[0073] Specifically, the first trajectory point C and the second trajectory point D are connected to obtain the current trajectory segment. Then, the midpoint E of the segment between the first trajectory point C and the second trajectory point D is used as the target reference point. With the target reference point E as the center, a random radius R is set, and other trajectory points in this circular area are gradually displayed from 0 to R. That is, the third trajectory point is selected, and the second trajectory point and the third trajectory point are connected to obtain the next trajectory segment connected to the current trajectory segment, until the game map trajectory of the controlled game object is obtained.

[0074] Based on the above optional embodiments, by connecting the first trajectory point and the second trajectory point, the current trajectory segment is obtained. Then, the target reference point is determined using the first trajectory point and the second trajectory point. Subsequently, a diffusion range is set with the target reference point as the center, and a third trajectory point is selected from multiple trajectory points displayed successively within the diffusion range. Finally, the second trajectory point and the third trajectory point are connected to obtain the next trajectory segment connected to the current trajectory segment, until the game map trajectory of the controlled game object is obtained. This enables intelligent selection and filtering of trajectory points, improves the accuracy and smoothness of the game map trajectory, and ultimately obtains the game map trajectory of the controlled game object, providing players with a richer and more realistic gaming experience.

[0075] Optionally, in step S31, connecting the first trajectory point and the second trajectory point to obtain the current trajectory segment includes:

[0076] Step S311: Connect the first trajectory point and the second trajectory point to obtain the initial connection line;

[0077] Step S312: Use a preset type curve function to perform noise processing on the initial connection to obtain the current trajectory line segment.

[0078] Specifically, since each player's second distribution position is different, it's impossible to pre-create animations of the game map trajectory. Therefore, each second distribution position can be directly connected using code to obtain the initial connection. The initial connection effect is rather abrupt, so a preset type curve function is used to add noise to the initial connection, resulting in the current trajectory segment. By adding different preset type curve functions to the initial connection, the current trajectory segment can be made to appear as a winding path, further enhancing the gaming experience.

[0079] Based on the above optional embodiments, by connecting the first trajectory point and the second trajectory point to obtain an initial connection line, and using a preset type curve function to perform noise processing on the initial connection line, the current trajectory segment is obtained. This allows for smoothing of the trajectory segment, making it more natural and fluid. Through connection and noise processing, straight segments and sharp corners of the initial connection line can be eliminated, making the curve of the trajectory segment softer and conforming to the characteristics of the preset type curve function. This improves the aesthetics and visibility of the trajectory segment, and also facilitates subsequent trajectory analysis and processing.

[0080] Optionally, the game display control method in this application embodiment further includes:

[0081] Step S41: Build the 3D game scene to be displayed;

[0082] Step S42: In response to meeting the preset plot conditions, the camera is used to film the 3D game scene to be displayed.

[0083] Step S43: In response to the end of the camera movement, UI layer content is displayed on the second display layer, wherein the UI layer content includes at least one of the following: preset game image, game map trajectory, and text content to be displayed.

[0084] The aforementioned 3D game scene to be displayed is a new 3D map scene. When preset plot conditions are met, such as when a cutscene needs to be played, the 3D game scene to be displayed will be filmed using camera movement. After each segment of the map camera movement ends, the UI layer content will be displayed on that map level, including but not limited to pre-drawn 2D illustrations adapted to the virtual game scene, player data text, player data on the map, etc.

[0085] Based on the above optional embodiments, by constructing a 3D game scene to be displayed, and then responding to the fulfillment of preset plot conditions, the 3D game scene to be displayed is filmed using a camera movement method. Finally, in response to the end of the camera movement, the UI layer content is displayed on the second display layer. This can realize a realistic 3D game scene, which can display the game's storyline through the triggering of plot conditions and the selection of camera movement methods, and finally display the UI layer content on the second display layer, bringing players a richer and more immersive gaming experience.

[0086] Optionally, the game display control method in this application embodiment further includes:

[0087] Step S51: Obtain the first size information of the graphical user interface and the second size information of the preset game image;

[0088] Step S52: Based on the first size information and the second size information, determine the area to be cut within the graphical user interface;

[0089] Step S53: Add an edge blur mask to the area to be cropped.

[0090] Specifically, different mobile devices have different screen resolutions. After simulating perspective mapping of the in-game map area onto a 2340*1440 2D map, rules need to be set to enable this map to be displayed on different interfaces. Figures 7A-7D This is a schematic diagram of the area to be cut according to one embodiment of this application, such as... Figures 7A-7D As shown, the first size information of the graphical user interface and the second size information of the preset game image are obtained. Based on the first size information and the second size information, the area to be cropped is determined within the graphical user interface of different terminal devices. Taking a terminal device with a map area of ​​1920*1080 as an example, Figures 7A-7DThe gray shaded area is the area to be cropped. The area to be cropped can be adjusted flexibly. By adding an edge blur mask to the area to be cropped, the harsh edges of the map illustration can be covered.

[0091] Based on the above optional embodiments, by acquiring the first size information of the graphical user interface and the second size information of the preset game image, and then determining the area to be cropped within the graphical user interface based on the first and second size information, an edge blur mask is added to the area to be cropped, thereby achieving a smoother and more natural transition effect within the graphical user interface. This makes the game image more integrated and smoother in the graphical user interface, reducing abrupt and unnatural feelings. At the same time, by automating the processing of the area to be cropped and adding the mask, development efficiency is improved and labor costs are saved.

[0092] The game display control method provided in this application obtains game behavior data and a preset game image, and then determines the map area to be displayed in the preset game image and the first distribution position of the game behavior data in the map area based on the game behavior data. Subsequently, the second distribution position in the perspective plane corresponding to the map area is obtained using the first distribution position. Finally, the game map trajectory of the controlled game object is displayed in the map area according to the second distribution position. In this way, the player's operation and data on the three-dimensional map can be mapped to the 2D interface for processing and beautification and finally presented to the player, which enhances the player's emotional experience in the game. In addition, by simulating the 3D perspective effect through the 2D engine, the unsmooth game experience caused by the extensive use of 3D resources on mobile devices can be effectively improved.

[0093] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods described in the various embodiments of this application.

[0094] This embodiment also provides a game display control device for implementing the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.

[0095] Figure 8 This is a structural block diagram of a game display control device according to one embodiment of this application. A graphical user interface is provided through a terminal device. The content displayed by the graphical user interface includes: a virtual game scene, such as... Figure 8 As shown, the device includes:

[0096] The first acquisition module 801 is used to acquire game behavior data and preset game images. The game behavior data consists of various preset types of game behaviors performed by the controlled game object in the virtual game scene, and the preset game images are pre-drawn two-dimensional illustrations adapted to the virtual game scene.

[0097] The determining module 802 is used to determine, based on game behavior data, the map area to be displayed in the preset game image, and the first distribution position of the game behavior data in the map area, wherein the map area is the distribution area of ​​the footprints of the controlled game object in the virtual game scene, and the first distribution position is the distribution position of the footprints in the map area.

[0098] The second acquisition module 803 is used to acquire the second distribution position in the perspective plane corresponding to the map area using the first distribution position, wherein the second distribution position is the distribution position of the corresponding point of the footprint point in the perspective plane;

[0099] Display module 804 is used to display the game map trajectory of the controlled game object within the map area based on the second distribution position.

[0100] Optionally, the virtual game scene is located in the first display layer, and the preset game image is located in the second display layer. The first display layer is the display layer of the three-dimensional game scene, and the second display layer is the UI display layer, with the second display layer covering the first display layer.

[0101] Optionally, the determining module 802 is further configured to: determine the activity area of ​​the controlled game object in the virtual game scene based on game behavior data; determine the range information corresponding to the map area by using the outline information of the map area in the preset game image; and select the map area from the activity area based on the range information.

[0102] Optionally, the second acquisition module 803 is further configured to: rotate the plane containing the map area according to the preset plane coordinate axis direction to obtain a perspective plane; and perform coordinate transformation on the first distribution position to obtain a second distribution position within the perspective plane.

[0103] Optionally, the display module 804 is also used to: generate the game map trajectory of the controlled game object in real time in the perspective plane according to the second distribution position; and display the real-time generated game map trajectory in the map area.

[0104] Optionally, the display module 804 is further configured to: generate a first trajectory point and a second trajectory point in real time in the perspective plane based on the second distribution position, wherein the first trajectory point and the second trajectory point are selected based on the second distribution position, the first trajectory point is one end trajectory point of the trajectory line segment to be generated, and the second trajectory point is the other end trajectory point of the trajectory line segment to be generated; and generate multiple trajectory line segments connected in sequence based on the first trajectory point and the second trajectory point in real time to obtain the game map trajectory of the controlled game object.

[0105] Optionally, the display module 804 is further configured to: connect the first trajectory point and the second trajectory point to obtain the current trajectory segment; determine the target reference point using the first trajectory point and the second trajectory point; set a diffusion range centered on the target reference point, and select a third trajectory point from multiple trajectory points displayed successively within the diffusion range; continue to connect the second trajectory point and the third trajectory point to obtain the next trajectory segment connected to the current trajectory segment, until the game map trajectory of the controlled game object is obtained.

[0106] Optionally, the display module 804 is also used to: connect the first trajectory point and the second trajectory point to obtain an initial connection line; and perform noise processing on the initial connection line using a preset type curve function to obtain the current trajectory line segment.

[0107] Optionally, the game's display control device further includes: a construction module 805 for constructing a 3D game scene to be displayed; a shooting module 806 for shooting the 3D game scene to be displayed using a camera movement method in response to meeting preset plot conditions; and a display module 804 for displaying UI layer content on a second display layer in response to reaching the end of the camera movement, wherein the UI layer content includes at least one of the following: preset game images, game map trajectory, and text content to be displayed.

[0108] Optionally, the first acquisition module 801 is further configured to acquire first size information of the graphical user interface and second size information of the preset game image; the determination module 802 is further configured to determine the area to be cropped within the graphical user interface based on the first size information and the second size information; the game display control device further includes: a processing module 807, configured to add an edge blur mask to the area to be cropped.

[0109] It should be noted that the above modules can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but are not limited to: all the above modules are located in the same processor; or, the above modules are located in different processors in any combination.

[0110] Embodiments of this application also provide a computer-readable storage medium storing a computer program, wherein the computer program is configured to perform the steps in any of the above method embodiments when it is run.

[0111] Optionally, in this embodiment, the computer-readable storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.

[0112] Optionally, in this embodiment, the computer-readable storage medium may be located in any computer terminal in a group of computer terminals in a computer network, or in any mobile terminal in a group of mobile terminals.

[0113] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0114] S1, acquire game behavior data and preset game images, wherein the game behavior data are various preset types of game behaviors performed by the controlled game object in the virtual game scene, and the preset game images are pre-drawn two-dimensional illustrations adapted to the virtual game scene;

[0115] S2, based on game behavior data, determine the map area to be displayed in the preset game image, and the first distribution position of the game behavior data in the map area, wherein the map area is the distribution area of ​​the footprints of the controlled game object in the virtual game scene, and the first distribution position is the distribution position of the footprints in the map area.

[0116] S3, using the first distribution location to obtain the second distribution location in the perspective plane corresponding to the map area, wherein the second distribution location is the distribution location of the corresponding point of the footprint distribution location in the perspective plane;

[0117] S4, based on the second distribution position, displays the game map trajectory of the controlled game object within the map area.

[0118] Optionally, the virtual game scene is located in the first display layer, and the preset game image is located in the second display layer. The first display layer is the display layer of the three-dimensional game scene, and the second display layer is the UI display layer, with the second display layer covering the first display layer.

[0119] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining the activity area of ​​the controlled game object within the virtual game scene based on game behavior data; determining the range information corresponding to the map area by using the outline information of the map area in the preset game image; and selecting the map area from the activity area based on the range information.

[0120] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: rotating the plane containing the map area according to a preset planar coordinate axis direction to obtain a perspective plane; and performing coordinate transformation on the first distribution position to obtain a second distribution position within the perspective plane.

[0121] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: generating a game map trajectory of a controlled game object in real time within a perspective plane based on a second distribution position; and displaying the real-time generated game map trajectory within a map area.

[0122] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: generating a first trajectory point and a second trajectory point in real time within a perspective plane based on a second distribution position, wherein the first trajectory point and the second trajectory point are selected based on the second distribution position, the first trajectory point is one end of the trajectory line segment to be generated, and the second trajectory point is the other end of the trajectory line segment to be generated; generating multiple sequentially connected trajectory line segments based on the first trajectory point and the second trajectory point in real time to obtain the game map trajectory of the controlled game object.

[0123] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: connecting a first trajectory point and a second trajectory point to obtain a current trajectory segment; determining a target reference point using the first trajectory point and the second trajectory point; setting a diffusion range centered on the target reference point, and selecting a third trajectory point from multiple trajectory points displayed successively within the diffusion range; continuing to connect the second trajectory point and the third trajectory point to obtain the next trajectory segment connected to the current trajectory segment, until the game map trajectory of the controlled game object is obtained.

[0124] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: connecting the first trajectory point and the second trajectory point to obtain an initial connection; and performing noise processing on the initial connection using a preset type curve function to obtain the current trajectory segment.

[0125] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: constructing a three-dimensional game scene to be displayed; in response to meeting preset plot conditions, shooting the three-dimensional game scene to be displayed using a camera movement method; in response to reaching the end of the camera movement, displaying UI layer content on a second display layer, wherein the UI layer content includes at least one of the following: preset game images, game map trajectory, and text content to be displayed.

[0126] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: obtaining first size information of a graphical user interface and second size information of a preset game image; determining a cropping area within the graphical user interface based on the first size information and the second size information; and adding an edge blur mask to the cropping area.

[0127] In the computer-readable storage medium of this embodiment, by acquiring game behavior data and a preset game image, and then determining the map area to be displayed in the preset game image based on the game behavior data, as well as the first distribution position of the game behavior data within the map area, the second distribution position in the perspective plane corresponding to the map area is then obtained using the first distribution position. Finally, the game map trajectory of the controlled game object is displayed within the map area based on the second distribution position, thereby achieving the purpose of quickly displaying the game map trajectory. This achieves the technical effect of improving game smoothness and saving game resources, and solves the technical problems of poor game smoothness and high resource waste rate in related technologies when presenting game map trajectories.

[0128] Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this application can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this application.

[0129] In exemplary embodiments of this application, a computer-readable storage medium stores a program product capable of implementing the methods described above in this embodiment. In some possible implementations, various aspects of the embodiments of this application may also be implemented as a program product including program code, which, when the program product is run on a terminal device, causes the terminal device to perform the steps described in the "Exemplary Methods" section of this embodiment according to various exemplary embodiments of this application.

[0130] The program product for implementing the above-described method according to embodiments of this application may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the embodiments of this application is not limited thereto. In the embodiments of this application, the computer-readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0131] The aforementioned program product may take the form of any combination of one or more computer-readable media. Such computer-readable storage media may be, for example, but not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatuses, or devices, or any combination thereof. More specific examples (not exhaustive) of computer-readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fibers, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0132] It should be noted that the program code contained on the computer-readable storage medium can be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0133] Embodiments of this application also provide an electronic device including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform the steps in any of the above method embodiments.

[0134] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor and the input / output device is connected to the processor.

[0135] Optionally, in this embodiment, the processor can be configured to perform the following steps via a computer program:

[0136] S1, acquire game behavior data and preset game images, wherein the game behavior data are various preset types of game behaviors performed by the controlled game object in the virtual game scene, and the preset game images are pre-drawn two-dimensional illustrations adapted to the virtual game scene;

[0137] S2, based on game behavior data, determine the map area to be displayed in the preset game image, and the first distribution position of the game behavior data in the map area, wherein the map area is the distribution area of ​​the footprints of the controlled game object in the virtual game scene, and the first distribution position is the distribution position of the footprints in the map area.

[0138] S3, using the first distribution location to obtain the second distribution location in the perspective plane corresponding to the map area, wherein the second distribution location is the distribution location of the corresponding point of the footprint distribution location in the perspective plane;

[0139] S4, based on the second distribution position, displays the game map trajectory of the controlled game object within the map area.

[0140] Optionally, the virtual game scene is located in the first display layer, and the preset game image is located in the second display layer. The first display layer is the display layer of the three-dimensional game scene, and the second display layer is the UI display layer, with the second display layer covering the first display layer.

[0141] Optionally, the processor may also be configured to perform the following steps via a computer program: determining the activity area of ​​the controlled game object within the virtual game scene based on game behavior data; determining the range information corresponding to the map area by using the outline information of the map area in the preset game image; and selecting the map area from the activity area based on the range information.

[0142] Optionally, the processor may also be configured to perform the following steps via a computer program: rotate the plane containing the map area according to the preset planar coordinate axis direction to obtain a perspective plane; and perform coordinate transformation on the first distribution position to obtain a second distribution position within the perspective plane.

[0143] Optionally, the processor may also be configured to perform the following steps via a computer program: generating a game map trajectory of the controlled game object in real time within a perspective plane based on the second distribution position; and displaying the real-time generated game map trajectory within the map area.

[0144] Optionally, the processor may also be configured to perform the following steps via a computer program: generating a first trajectory point and a second trajectory point in real time within a perspective plane based on a second distribution position, wherein the first trajectory point and the second trajectory point are selected based on the second distribution position, the first trajectory point is one end of the trajectory line segment to be generated, and the second trajectory point is the other end of the trajectory line segment to be generated; generating multiple trajectory line segments connected sequentially based on the first trajectory point and the second trajectory point in real time to obtain the game map trajectory of the controlled game object.

[0145] Optionally, the processor may also be configured to perform the following steps via a computer program: connecting the first trajectory point and the second trajectory point to obtain the current trajectory segment; using the first trajectory point and the second trajectory point to determine a target reference point; setting a diffusion range centered on the target reference point, and selecting a third trajectory point from multiple trajectory points displayed successively within the diffusion range; continuing to connect the second trajectory point and the third trajectory point to obtain the next trajectory segment connected to the current trajectory segment, until the game map trajectory of the controlled game object is obtained.

[0146] Optionally, the processor may also be configured to perform the following steps via a computer program: connecting the first trajectory point and the second trajectory point to obtain an initial connection; and performing noise processing on the initial connection using a preset type curve function to obtain the current trajectory segment.

[0147] Optionally, the processor may also be configured to perform the following steps via a computer program: constructing a 3D game scene to be displayed; in response to meeting preset plot conditions, shooting the 3D game scene to be displayed using a camera movement method; in response to reaching the end of the camera movement, displaying UI layer content on a second display layer, wherein the UI layer content includes at least one of the following: preset game images, game map trajectory, and text content to be displayed.

[0148] Optionally, the processor may also be configured to perform the following steps via a computer program: acquiring first size information of the graphical user interface and second size information of a preset game image; determining the area to be cropped within the graphical user interface based on the first size information and the second size information; and adding an edge blur mask to the area to be cropped.

[0149] In the electronic device of this embodiment, by acquiring game behavior data and a preset game image, and then determining the map area to be displayed in the preset game image based on the game behavior data, as well as the first distribution position of the game behavior data in the map area, the second distribution position in the perspective plane corresponding to the map area is then obtained using the first distribution position. Finally, the game map trajectory of the controlled game object is displayed in the map area according to the second distribution position, thereby achieving the purpose of quickly displaying the game map trajectory. This achieves the technical effect of improving game smoothness and saving game resources, and solves the technical problems of poor game smoothness and high resource waste rate in related technologies when presenting game map trajectories.

[0150] Figure 9 This is a schematic diagram of an electronic device according to an embodiment of this application. Figure 9 As shown, the electronic device 900 is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of this application.

[0151] like Figure 9 As shown, the electronic device 900 is presented in the form of a general-purpose computing device. The components of the electronic device 900 may include, but are not limited to: at least one processor 910, at least one memory 920, a bus 930 connecting different system components (including memory 920 and processor 910), and a display 940.

[0152] The memory 920 stores program code that can be executed by the processor 910, causing the processor 910 to perform the steps described in the method section of the embodiments of this application according to various exemplary implementations of this application.

[0153] The memory 920 may include a readable medium in the form of volatile memory cells, such as random access memory (RAM) 9201 and / or cache memory 9202, and may further include read-only memory (ROM) 9203, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.

[0154] In some instances, memory 920 may also include a program / utility 9204 having a set (at least one) of program modules 9205, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. Memory 920 may further include memory remotely located relative to processor 910, which can be connected to electronic device 900 via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.

[0155] Bus 930 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processor 910, or a local bus using any of the various bus structures.

[0156] The display 940 may be, for example, a touchscreen liquid crystal display (LCD) that allows a user to interact with the user interface of the electronic device 900.

[0157] Optionally, the electronic device 900 can also communicate with one or more external devices 1000 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 900, and / or any device that enables the electronic device 900 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via the input / output (I / O) interface 950. Furthermore, the electronic device 900 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via the network adapter 960. Figure 9 As shown, network adapter 960 communicates with other modules of electronic device 900 via bus 930. It should be understood that, although... Figure 9 As not shown, other hardware and / or software modules may be used in conjunction with electronic device 900, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0158] The aforementioned electronic device 900 may also include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply, and / or a camera.

[0159] Those skilled in the art will understand that Figure 9 The structure shown is for illustrative purposes only and does not limit the structure of the electronic device described above. For example, the electronic device 900 may also include components that are more... Figure 9 The more or fewer components shown, or having the same Figure 1 Different configurations are shown. The memory 920 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the game display control method in this embodiment. The processor 910 executes various functional applications and data processing by running the computer program stored in the memory 920, thereby implementing the aforementioned game display control method.

[0160] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0161] In the above embodiments of this application, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0162] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For instance, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual coupling, direct coupling, or communication connection may be through some interfaces; the indirect coupling or communication connection between units or modules may be electrical or other forms.

[0163] 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 units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0164] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0165] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or 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 methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, read-only memory (ROM), random access memory (RAM), portable hard drive, magnetic disk, or optical disk.

[0166] The above description is only a preferred embodiment of this application. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of this application, and these improvements and modifications should also be considered within the scope of protection of this application.

Claims

1. A method for displaying and controlling a game, characterized in that, A graphical user interface is provided through a terminal device, the content displayed by the graphical user interface including: a virtual game scene, the method including: Acquire game behavior data and preset game images, wherein the game behavior data consists of various preset types of game behaviors performed by the controlled game object in the virtual game scene, and the preset game images are pre-drawn two-dimensional illustrations adapted to the virtual game scene; Based on the game behavior data, a map area to be displayed in the preset game image is determined, and a first distribution position of the game behavior data within the map area is determined. The map area is the distribution area of ​​the footprints of the controlled game object in the virtual game scene, and the first distribution position is the distribution position of the footprints within the map area. The second distribution location within the perspective plane corresponding to the map area is obtained using the first distribution location, wherein the second distribution location is the corresponding point distribution location of the footprint distribution location within the perspective plane; The game map trajectory of the controlled game object is displayed within the map area according to the second distribution location.

2. The method according to claim 1, characterized in that, The virtual game scene is located at the first display layer, and the preset game image is located at the second display layer. The first display layer is a 3D game scene display layer, and the second display layer is a UI display layer, with the second display layer covering the first display layer.

3. The method according to claim 1, characterized in that, The map area to be displayed in the preset game image is determined based on the game behavior data, including: The activity area of ​​the controlled game object within the virtual game scene is determined based on the game behavior data. The range information corresponding to the map region is determined by using the outline information of the map region in the preset game image; Based on the range information, the map region is selected from the activity area.

4. The method according to claim 1, characterized in that, Obtaining the second distribution position within the perspective plane using the first distribution position includes: The plane containing the map area is rotated according to the preset planar coordinate axis direction to obtain the perspective plane; The first distribution position is transformed by coordinates to obtain the second distribution position in the perspective plane.

5. The method according to claim 1, characterized in that, The game map trajectory of the controlled game object displayed within the map area based on the second distribution location includes: The game map trajectory of the controlled game object is generated in real time within the perspective plane based on the second distribution position; The game map trajectory generated in real time is displayed within the map area.

6. The method according to claim 5, characterized in that, The game map trajectory of the controlled game object, generated in real time within the perspective plane based on the second distribution position, includes: Based on the second distribution position, a first trajectory point and a second trajectory point are generated in real time in the perspective plane. The first trajectory point and the second trajectory point are selected based on the second distribution position. The first trajectory point is the trajectory point at one end of the trajectory line segment to be generated, and the second trajectory point is the trajectory point at the other end of the trajectory line segment to be generated. Based on the first trajectory point and the second trajectory point, multiple trajectory segments are generated in real time and connected sequentially to obtain the game map trajectory of the controlled game object.

7. The method according to claim 6, characterized in that, Based on the first trajectory point and the second trajectory point, multiple trajectory segments are generated in real time and connected sequentially to obtain the game map trajectory of the controlled game object, including: Connect the first trajectory point and the second trajectory point to obtain the current trajectory line segment; Determine the target reference point using the first trajectory point and the second trajectory point; A diffusion range is set with the target reference point as the center, and a third trajectory point is selected from multiple trajectory points displayed successively within the diffusion range; Continue connecting the second trajectory point and the third trajectory point to obtain the next trajectory segment that is successively connected to the current trajectory segment, until the game map trajectory of the controlled game object is obtained.

8. The method according to claim 7, characterized in that, Connecting the first trajectory point and the second trajectory point to obtain the current trajectory segment includes: Connect the first trajectory point and the second trajectory point to obtain the initial connection line; The initial connection is noise-processed using a preset type curve function to obtain the current trajectory line segment.

9. The method according to claim 2, characterized in that, The method further includes: Build the 3D game scene to be displayed; In response to meeting the preset plot conditions, the 3D game scene to be displayed is filmed using camera movement techniques; In response to the end of the camera movement, UI layer content is displayed on the second display layer, wherein the UI layer content includes at least one of the following: the preset game image, the game map trajectory, and text content to be displayed.

10. The method according to claim 1, characterized in that, The method further includes: Obtain the first size information of the graphical user interface and the second size information of the preset game image; Based on the first size information and the second size information, the area to be cut is determined within the graphical user interface; Add an edge blur mask to the area to be cropped.

11. A display control device for a game, characterized in that, A graphical user interface is provided through a terminal device, the content displayed by the graphical user interface including: a virtual game scene, the device comprising: The first acquisition module is used to acquire game behavior data and preset game images, wherein the game behavior data are various preset types of game behaviors performed by the controlled game object in the virtual game scene, and the preset game images are pre-drawn two-dimensional illustrations adapted to the virtual game scene; The determining module is used to determine, based on the game behavior data, a map area to be displayed in the preset game image, and a first distribution position of the game behavior data within the map area, wherein the map area is the distribution area of ​​the footprints of the controlled game object in the virtual game scene, and the first distribution position is the distribution position of the footprints within the map area; The second acquisition module is used to acquire the second distribution position in the perspective plane corresponding to the map area using the first distribution position, wherein the second distribution position is the corresponding point distribution position of the footprint point distribution position in the perspective plane; The display module is used to display the game map trajectory of the controlled game object within the map area according to the second distribution location.

12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the display control method of the game as described in any one of claims 1 to 10 when run by a processor.

13. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to run the computer program to perform the display control method for the game as described in any one of claims 1 to 10.