Map processing method in game, electronic equipment and computer readable storage medium

By displaying the topographic map of the current floor on the game's map user interface and switching to the topographic map of the target floor, the problem of intuition of interactive objects on multi-story building maps in the existing technology is solved, and the clear display of interactive objects' locations is achieved and fast positioning.

CN119303299APending Publication Date: 2025-01-14NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411232412.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2021-08-19
Publication Date
2025-01-14

AI Technical Summary

Technical Problem

The existing game displays the information on the report points on other floors on the map of multi-story buildings, and the viewing operation is complicated.

Method used

By displaying the topographic map of the current floor on the graphical user interface and switching to the topographic map of the target floor in response to user instructions, the location identification of the interactive object is displayed in the topographic map of the target floor, and a floor information entry is provided to display the location of the interactive object in priority.

Benefits of technology

This allows players to intuitively and clearly view the distribution of interactive objects on other floors except the current floor, which is convenient to operate, quickly locate the interactive objects of concern, and clearly grasp the distribution of interactive objects on each floor in a multi-story building.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention provides a map processing method in a game, electronic equipment and a computer readable storage medium, and the method comprises the steps that a first map is displayed on a graphical user interface, and the first map comprises a current floor topographic map corresponding to a current floor where a virtual character is located, the topographic map of the current floor comprises a role identifier corresponding to a virtual role and an interaction object identifier corresponding to an interaction object located in the current floor, and the interaction object is a virtual object capable of interacting with the virtual role in the game scene; in response to a map switching instruction carrying the target floor for the first map, the current floor topographic map is switched to a target floor topographic map corresponding to the target floor, and the target floor topographic map comprises an interaction object identifier corresponding to an interaction object located in the target floor. Therefore, when the building model has multiple floors, players can visually and clearly grasp the report condition of each floor.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a map processing method in a game, an electronic device, and a computer-readable storage medium. Background Art

[0002] Currently, there are two main types of map information guidance designs for multi-story buildings (mainly ≥ 3 floors) in the game: one is to display the terrain and related coordinate information of the player's current floor through a small map. Among them, for the coordinate information of other floors that need to be displayed except the player's current floor, there will be up and down arrows, such as Figure 1A The other is to display the terrain of the player's current floor and related reporting point coordinate information through a small map, where the reporting point coordinate information that needs to be displayed on other floors except the player's current floor is displayed in a semi-transparent form, such as Figure 1B As shown, if the player wants to view the coordinate information of a specific floor, he needs to open the large map and switch to different floors to view. Figure 1C yes Figure 1B The large map corresponding to the small map in the game.

[0003] Although in the above two solutions, the map can let the player understand the terrain and related coordinate information of the current floor where the player is located, the information of the points on the floors other than the current floor where the player is located is not intuitive and clear enough, and the viewing operation is complicated. Summary of the invention

[0004] In view of the fact that the information on the other floors of the multi-story building displayed on the map is not intuitive and clear enough and the viewing operation is complicated, the embodiments of the present disclosure are proposed to provide a method for processing a map in a game and a corresponding device for processing a map in a game that overcome the above problems or at least partially solve the above problems.

[0005] The embodiment of the present disclosure discloses a method for processing a map in a game, wherein a graphical user interface is provided through a first terminal device, and the content displayed by the graphical user interface includes at least a part of a game scene and a virtual character located in the game scene, and the game scene includes spatial places with different numbers of layers, including:

[0006] Displaying a first map on the graphical user interface, the first map including a current floor topographic map corresponding to the current floor where the virtual character is located, the current floor topographic map including a character identifier corresponding to the virtual character and an interactive object identifier corresponding to an interactive object located on the current floor, wherein the interactive object is a virtual object in the game scene that can interact with the virtual character;

[0007] In response to a map switching instruction for the first map carrying a target floor, the current floor topographic map is switched to a target floor topographic map corresponding to the target floor, wherein the target floor topographic map includes interactive object identifiers corresponding to interactive objects located on the target floor.

[0008] Optionally, the current floor topographic map includes interactive object identifiers corresponding to interactive objects located on the current floor: based on the scene position of the interactive object in the current floor, the interactive object identifier corresponding to the interactive object is displayed at a map position corresponding to the scene position in the current floor topographic map.

[0009] Optionally, the first map also includes floor information entries of all floors in the spatial place, and the floor information entries include floor identifiers and interactive object identifiers of interactive objects located on the corresponding floors.

[0010] Optionally, the interactive object identifier in the floor information entry is displayed according to the priority of the interaction between the virtual character and the interactive object.

[0011] Optionally, the interactive object identifier in the floor information entry changes as the floor where the interactive object is located changes.

[0012] Optionally, the floor identifier and interactive object identifier corresponding to the current floor in the floor information entry are displayed in a selected state.

[0013] Optionally, the first map is a thumbnail corresponding to the game scene, and the responding to the map switching instruction carrying the target floor of the first map to switch the current floor topographic map to a target floor topographic map corresponding to the target floor includes:

[0014] In response to a touch operation on the thumbnail, a target floor is determined and a map switching instruction carrying the target floor is generated, and the current floor topographic map displayed on the thumbnail is switched to a target floor topographic map corresponding to the target floor.

[0015] Optionally, the method further comprises:

[0016] When the virtual character is controlled to move in the space, the target floor topography map displayed on the thumbnail is switched to the current floor topography map corresponding to the current floor where the virtual character is located.

[0017] Optionally, the first map is an expanded map that is expanded after the user touches a thumbnail corresponding to the game scene, and the responding to the map switching instruction carrying the target floor of the first map, switching the current floor topographic map to a target floor topographic map corresponding to the target floor, includes:

[0018] In response to a first operation on the expanded map, a target floor is determined and a map switching instruction carrying the target floor is generated, and the current floor topographic map displayed on the expanded map is switched to a target floor topographic map corresponding to the target floor.

[0019] Optionally, the first map is an expanded map that is expanded after the user touches a thumbnail corresponding to the game scene, and the expanded map includes floor switching controls corresponding to the spatial places with different numbers of floors;

[0020] The step of responding to the map switching instruction carrying the target floor on the first map and switching the current floor topographic map to the target floor topographic map corresponding to the target floor includes:

[0021] In response to the second operation acting on the floor switching control, a target floor is determined and a map switching instruction carrying the target floor is generated, and the current floor topographic map displayed on the expanded map is switched to a target floor topographic map corresponding to the target floor.

[0022] Optionally, the floor switching control includes sub-switching controls corresponding to a preset number of floors, and the method further includes:

[0023] In response to a sliding operation on the floor switching control, the sub-switch controls corresponding to the floors displayed in the floor switching control are switched according to the preset number.

[0024] Optionally, the first map is a thumbnail corresponding to the game scene, and the responding to the map switching instruction carrying the target floor of the first map to switch the current floor topographic map to a target floor topographic map corresponding to the target floor includes:

[0025] In response to a third operation on the thumbnail, an expanded map after the thumbnail is expanded is displayed on the graphical user interface; wherein the expanded map includes floor switching controls corresponding to the spatial places with different numbers of floors;

[0026] In response to the fourth operation on the floor switching control, a target floor is determined and a map switching instruction carrying the target floor is generated, and the current floor topographic map displayed on the expanded map is switched to a target floor topographic map corresponding to the target floor.

[0027] Optionally, the method further comprises:

[0028] In response to a selection instruction for a first position on the current floor topographic map, the virtual character is controlled to automatically find a path to the first position.

[0029] Optionally, the method further comprises:

[0030] In response to a selection instruction for a second location on the target floor topographic map, the virtual character is controlled to automatically find a path to the second location.

[0031] Optionally, the method further comprises:

[0032] When controlling the virtual character to automatically find a path, the first map displayed on the graphical user interface is closed.

[0033] The embodiment of the present disclosure also discloses a map processing device in a game, which provides a graphical user interface through a first terminal device, wherein the content displayed by the graphical user interface includes at least a part of a game scene and a virtual character located in the game scene, wherein the game scene includes spatial places with different numbers of layers, including:

[0034] A current floor topographic map display module, used to display a first map on the graphical user interface, wherein the first map includes a current floor topographic map corresponding to the current floor where the virtual character is located, and the current floor topographic map includes a character identifier corresponding to the virtual character and an interactive object identifier corresponding to an interactive object located on the current floor, wherein the interactive object is a virtual object in the game scene that can interact with the virtual character;

[0035] The target floor topographic map display module is used to respond to the map switching instruction carrying the target floor for the first map, and switch the current floor topographic map to the target floor topographic map corresponding to the target floor, wherein the target floor topographic map includes the interactive object identifier corresponding to the interactive object located on the target floor.

[0036] The present disclosure also discloses an electronic device, including:

[0037] A processor and a storage medium, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor executes the machine-readable instructions to perform the method as described in any one of the embodiments of the present disclosure.

[0038] The embodiments of the present disclosure further disclose a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the method described in any one of the embodiments of the present disclosure is executed.

[0039] The embodiments of the present disclosure include the following advantages:

[0040] In an embodiment of the present disclosure, a map processing method and device in a game are provided, wherein a first map is displayed on a graphical user interface, the first map includes a current floor topographic map corresponding to the current floor where a virtual character is located, the current floor topographic map includes a character identifier corresponding to the virtual character and an interactive object identifier corresponding to the interactive object located on the current floor, wherein the interactive object is a virtual object that can interact with the virtual character in the game scene; in response to a map switching instruction carrying a target floor for the first map, the current floor topographic map is switched to a target floor topographic map corresponding to the target floor, the target floor topographic map includes an interactive object identifier corresponding to the interactive object located on the target floor. When a player needs to observe the distribution of interactive objects on other floors except the current floor, the player can directly switch the current floor topographic map in the first map to the target floor topographic map for viewing, and the interactive object identifier displayed in the target floor topographic map can intuitively and clearly express the location of the interactive object, which is convenient for the player to observe and operate, so that when the space is multi-layered, the player can have an intuitive and clear grasp of the interactive objects on each floor through the first map. BRIEF DESCRIPTION OF THE DRAWINGS

[0041] In order to more clearly illustrate the technical solution of the present disclosure, the drawings required for use in the description of the present disclosure will be briefly introduced below. Obviously, the drawings in the following description are only some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative labor.

[0042] Figure 1A It is a schematic diagram of a map interface in the prior art;

[0043] Figure 1B It is a schematic diagram of another map interface in the prior art;

[0044] Figure 1C It is a schematic diagram of another map interface in the prior art;

[0045] Figure 2 is a flowchart of a method for processing a map in a game provided by an embodiment of the present disclosure;

[0046] Figure 3 is a schematic diagram of a first map provided by an embodiment of the present disclosure;

[0047] Figure 4A is a schematic diagram of a floor switching control provided by an embodiment of the present disclosure;

[0048] Figure 4B is a schematic diagram of another floor switching control provided by an embodiment of the present disclosure;

[0049] Figure 4C is a schematic diagram of an expanded map provided by an embodiment of the present disclosure;

[0050] Figure 5 is a structural block diagram of a map processing device in a game provided by an embodiment of the present disclosure;

[0051] Figure 6 is a structural block diagram of an electronic device disclosed in the present invention;

[0052] Figure 7 It is a structural block diagram of a computer-readable storage medium disclosed in the present invention. DETAILED DESCRIPTION

[0053] In order to make the above-mentioned purposes, features and advantages of the present disclosure more obvious and easy to understand, the present disclosure is further described in detail below in conjunction with the accompanying drawings and specific implementation methods. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of the present disclosure.

[0054] In order to solve the problem that the interactive objects required by players on other floors displayed on the map of a multi-story building are not expressed intuitively and clearly, and players do not know which floor the interactive objects they are concerned about are on and need to search layer by layer, a map processing method in a game is provided in an embodiment of the present disclosure, by displaying a first map on a graphical user interface, the first map includes a current floor topographic map corresponding to the current floor where the virtual character is located, the current floor topographic map includes a character identifier corresponding to the virtual character and an interactive object identifier corresponding to the interactive object located on the current floor, wherein the interactive object is a virtual object that can interact with the virtual character in the game scene; in response to a map switching instruction carrying a target floor for the first map, the current floor topographic map is switched to a target floor topographic map corresponding to the target floor, and the target floor topographic map includes an interactive object identifier corresponding to the interactive object located on the target floor. When the player needs to observe the distribution of interactive objects on other floors except the current floor, he can directly switch the current floor topographic map in the first map to the target floor topographic map for viewing, and the interactive object identifier displayed in the target floor topographic map can intuitively and clearly express the location of the interactive object, which is convenient for the player to observe and operate, so that when the space is multi-story, the player can have an intuitive and clear grasp of the interactive objects on each floor through the first map. When the building model is multi-storey (mainly ≥ 3 floors), the player can intuitively and clearly grasp the distribution of interactive objects on each floor of the entire building model through the interactive object identifiers corresponding to each floor in the first map. Moreover, for the interactive object that the player is concerned about, the floor where it is located can be quickly located. When it is necessary to know the exact location of a certain interactive object, it only needs to switch directly to the corresponding floor, which is convenient to operate.

[0055] In one embodiment of the present disclosure, the map processing method in the game can be run on a terminal device or a server. The terminal device can be a local terminal device. When the map processing method in the game is run on the server, the map processing method in the game can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0056] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the map processing method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with a data transmission function close to the user side, such as a first terminal device, a TV, a computer, a handheld computer, etc.; but the terminal device for performing the map processing method in the game is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0057] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0058] Reference Figure 2 , shows a flowchart of a map processing method in a game provided by an embodiment of the present disclosure, wherein a graphical user interface is provided through a first terminal device, and the content displayed by the graphical user interface includes at least a part of a game scene and a virtual character located in the game scene, and the game scene includes spatial places with different numbers of layers, and specifically may include the following steps:

[0059] Step 201, displaying a first map on the graphical user interface, wherein the first map includes a current floor topographic map corresponding to the current floor where the virtual character is located, wherein the current floor topographic map includes a character identifier corresponding to the virtual character and an interactive object identifier corresponding to an interactive object located on the current floor, wherein the interactive object is a virtual object in the game scene that can interact with the virtual character;

[0060] The game of the disclosed embodiment can be run in the first terminal device, which can be a portable mobile terminal, such as a smart phone, a wearable device, a personal digital assistant (PDA), a point of sales (POS), a car computer, etc., or an electronic device such as a laptop, a tablet computer, and an IPAD. The first terminal device can have a touch screen, and for the convenience of operation, the touch screen is used to replace the mouse or keyboard. The touch screen is composed of a touch detection component and a touch screen controller. The touch detection component is installed in front of the display screen to detect the user's touch position and then transmit the relevant information to the touch screen controller. The main function of the touch screen controller is to receive touch information from the touch point detection device, convert it into touch point coordinates, and then transmit it to the central processing unit (CPU); it can also receive commands sent by the CPU and execute them. When a finger, a stylus or other operating medium applies pressure (or force) to the touch screen installed at the front end of the display, the touched position is detected by the touch screen controller and sent to the CPU through an interface (such as an RS-232 serial port, USB, etc.).

[0061] By running the game application on the first terminal device and rendering the graphical user interface on the touch screen of the first terminal device, the content displayed by the graphical user interface at least partially includes the game scene of the game. The specific form of the game scene can be a square or other shapes (such as a circle, etc.). In a specific implementation, the game scene can include at least one virtual character, which can be a virtual unit of the game controlled by the player through the first terminal device. The virtual character can be presented through the graphical user interface, and the presented content can include all of the virtual character or part of the virtual character. For example, in a third-person perspective game, the content presented by the graphical user interface can include all of the virtual character, or in a first-person perspective game, the content presented by the graphical user interface can include part or part of the virtual character.

[0062] In the embodiments of the present disclosure, the game scene may include spatial places with different numbers of floors, wherein each floor of the spatial place may contain some interactive objects, which are virtual objects that can interact with virtual characters in the game scene. Players can complete game tasks or obtain game resources by interacting with these interactive objects. For example, the interactive objects may be virtual characters in the same camp as the players, or virtual items (including vehicles, medicines, weapons, etc.) that the players need to obtain, or enemy virtual units that the players need to kill, etc. The embodiments of the present disclosure do not limit this.

[0063] In order to provide orientation navigation for players, a first map corresponding to the game scene may be displayed on a graphical user interface, wherein the first map may include a current floor topographic map corresponding to the current floor where the virtual character is located, and the current floor topographic map includes a character identifier corresponding to the virtual character and an interactive object identifier corresponding to the interactive object located on the current floor. Specifically, the character identifier is used to indicate the location of the virtual character in the current floor topographic map, and the interactive object identifier is used to indicate the location of the interactive object in the current floor topographic map. The interactive object identifier corresponding to the interactive object located on the current floor in the current floor topographic map is as follows: according to the scene position of the interactive object on the current floor, the interactive object identifier corresponding to the interactive object is displayed at the map position corresponding to the scene position in the current floor topographic map.

[0064] Step 202, in response to a map switching instruction for the first map carrying a target floor, the current floor topographic map is switched to a target floor topographic map corresponding to the target floor, wherein the target floor topographic map includes interactive object identifiers corresponding to interactive objects located on the target floor.

[0065] Since the game scene includes spaces with different floors, when the interactive objects that the player needs to interact with are on a different floor than the current floor where the virtual character is located, the current floor topographic map displayed on the graphical user interface cannot be used to view the locations of these interactive objects that are on a different floor than the current floor where the virtual character is located. In the disclosed embodiment, a user operation is set to integrate the user operation with the map switching operation, and the player can trigger the user operation to switch the current floor topographic map displayed on the first map to the target floor topographic map corresponding to the target floor that the player wants to view.

[0066] Specifically, after receiving the trigger operation performed by the player on the first map, the target floor is determined, and a map switching instruction carrying the target floor is generated, and by responding to the map switching instruction, the current floor topographic map is switched to the target floor topographic map corresponding to the target floor. The target floor topographic map includes interactive object identifiers corresponding to interactive objects located on the target floor, and each interactive object identifier is displayed in the target floor topographic map according to the position of the interactive object on the target floor.

[0067] In one example, the trigger operation may be an upward sliding operation and / or a downward sliding operation. When the trigger operation is an upward sliding operation, the target floor may be the floor above the current floor; when the trigger operation is a downward sliding operation, the target floor may be the floor below the current floor.

[0068] In another example, the trigger operation may be a left sliding operation and / or a right sliding operation. When the trigger operation is a left sliding operation, the target floor may be the floor above the current floor; when the trigger operation is a right sliding operation, the target floor may be the floor below the current floor.

[0069] In another example, the triggering operation may be a gesture operation, and the graphics of the gesture operation are pre-set, and the graphics of the gesture operation are bound to the floors. During the game, the target floor to be switched is determined by identifying the graphics of the gesture operation. For example, the target floor corresponding to the graphic "1" is the 1st floor, the target floor corresponding to the graphic "2" is the 2nd floor, the target floor corresponding to the graphic "O" is the highest floor, the target floor corresponding to the graphic "U" is the lowest floor, and so on. In a specific implementation, the graphics of the gesture operation can be set according to actual needs, and the embodiments of the present disclosure do not limit this. In addition, the graphics of the gesture operation can be pre-set by the game designer, or a setting entry can be provided on the graphical user interface. The player can open the gesture setting interface through the setting entry, and customize the correspondence between the graphics of the gesture operation and the floors in the gesture setting interface.

[0070] In a preferred embodiment of the present disclosure, the first map also includes floor information entries of all floors in the spatial place, and the floor information entries include floor identifiers and interactive object identifiers of interactive objects located on the corresponding floors.

[0071] In order to further facilitate players to observe the interactive objects contained in spatial places of different numbers of floors, in the presently disclosed embodiment, floor information entries of all floors in the spatial place can be displayed in the first map, so that players can globally preview the interactive objects contained in all floors in the spatial place through the floor information entries, and the interactive object identifiers corresponding to each floor in the floor information entries are displayed accordingly, further facilitating players to understand the distribution of each interactive object on each floor through the floor information entries.

[0072] In a specific implementation, the floor information items may be displayed in a list form, and a display position may be preset to display the floor information items at the display position. For example, if the preset position is the right side of the first map, the floor information items may be displayed on the right side of the first map. Figure 3As shown, the graphical user interface includes a game scene 10, a virtual character 20 in the game scene 10, and a first map 30, wherein the first map 30 includes a floor information entry 31, the virtual character is located at the L1 layer, and the L1 layer includes interactive objects A, B, C, and O. Displayed in the first map is a topographic map corresponding to the L1 layer where the player is currently located, and the topographic map includes interactive object identifiers corresponding to interactive objects ABCO respectively, and the triangle ▲ is a character identifier corresponding to the virtual character. The floor information entry displays the interactive object identifier of the L1 layer where the virtual character is currently located, the interactive object identifier GHDO corresponding to the interactive objects of the L2 layer other than the L1 layer, and the interactive object identifier JKLOOO corresponding to the interactive objects of the B1 layer.

[0073] In addition, the preset position can also be adaptively changed according to the position of the virtual character controlled by the player in the current floor. For example, if the virtual character is located on the left side of the current floor, the floor information entry can be displayed on the right side of the first map; if the virtual character is located on the right side of the current floor, the floor information entry can be displayed on the left side of the first map to avoid interfering with the player's viewing of the map.

[0074] By displaying floor information entries on the first map, when the space is multi-story, players can have an intuitive and clear grasp of the interactive objects on each floor of the entire space through the interactive object identifiers corresponding to each floor in the floor information entries. Moreover, for the interactive objects that the player is concerned about, the floor where they are located can be quickly located. When it is necessary to know the exact location of a certain interactive object, it is only necessary to directly switch the current floor topographic map corresponding to the current floor in the first map to the topographic map corresponding to the floor you want to view, which is convenient for viewing and operation.

[0075] In a preferred embodiment of the present disclosure, the interactive object identifiers in the floor information entries are displayed according to the priority of the interaction between the virtual character and the interactive object.

[0076] In the disclosed embodiment, each interactive object may have a corresponding interaction priority, and the interactive object identifier in the floor information entry is displayed according to the priority of the virtual character to interact with the interactive object. Figure 3 As shown, the current floor where the virtual character is located includes interactive objects A, B, C and O. According to the priorities of these interactive objects, the information of the current floor in the floor information entry can be displayed as "ABCO".

[0077] In a preferred embodiment of the present disclosure, the interactive object identifier in the floor information entry changes as the floor where the interactive object is located changes.

[0078] Specifically, the floor where the interactive object is located in the game scene may change. In this case, the interactive object identifier in the floor information entry changes as the interactive object is located, so as to timely update the content displayed in the map.

[0079] As an example, the interactive object is a virtual item that the player needs to obtain. The location of the virtual item can be refreshed periodically, such as from the 2nd floor to the 5th floor, etc. After the location of the interactive object is refreshed, if the floor it is located on changes, the interactive object identifier in the floor information entry can change with the change of the floor where the interactive object is located.

[0080] As another example, the interactive object is a virtual character controlled by a teammate of the player. The teammate can move the virtual character to other floors, such as from the 2nd floor to the 5th floor. When the virtual character controlled by the teammate moves and the floor it is on changes, the interactive object identifier corresponding to the virtual character controlled by the player in the floor information entry may change accordingly.

[0081] As another example, the interactive object is an enemy virtual unit that the player needs to kill. After the player completes killing the enemy virtual unit, the interactive object identifier corresponding to the enemy virtual unit in the floor information entry can be hidden and displayed.

[0082] In a preferred embodiment of the present disclosure, the floor identifier and the interactive object identifier corresponding to the current floor in the floor information entry are displayed in a selected state.

[0083] In a specific implementation, the floor identification and interactive object identification corresponding to the current floor in the first map can be displayed as a selected state, and the floor identification and interactive object identification of other floors except the current floor can be displayed as an unselected state, so that the player can determine the current floor, wherein the floor identification is an identification diagram used to indicate the floor. As an example, the selected state can be represented as a highlighted form, and the floor identification and interactive object identification corresponding to the current floor in the first map can be highlighted; or, the selected state can be represented as an enlarged form, and the floor identification and interactive object identification corresponding to the current floor in the first map can be enlarged and displayed; or, the selected state can be represented as a preset color, and the floor identification and interactive object identification corresponding to the current floor in the first map can be displayed as a preset color, and so on. In the embodiments of the present disclosure, there is no limitation on the form of expression of the selected state.

[0084] In a preferred embodiment of the present disclosure, the first map is a thumbnail corresponding to the game scene, and step 202 may include the following sub-steps:

[0085] In response to a touch operation on the thumbnail, a target floor is determined and a map switching instruction carrying the target floor is generated, and the current floor topographic map displayed on the thumbnail is switched to a target floor topographic map corresponding to the target floor.

[0086] In the embodiment of the present disclosure, the first map may be a thumbnail corresponding to the game scene. The first map is usually resident on a graphical user interface. In order to avoid blocking the game screen, the first map may be displayed in a smaller size, and the first map may be displayed on one side of the graphical user interface. For example, the first map may be displayed in the upper left corner, lower left corner, upper right corner or lower right corner of the graphical user interface.

[0087] When the player needs to switch the topographic map of the floor displayed in the first map, he can perform a touch operation on the thumbnail corresponding to the game scene, where the touch operation may include a swipe up operation and / or a swipe down operation, or a swipe to the left and / or a swipe to the right operation, or a gesture operation, a single-click operation, a double-click operation, etc., which is not limited to the embodiments of the present disclosure.

[0088] In a specific implementation, after receiving a touch operation performed by a player on the first map, the target floor is determined, a map switching instruction carrying the target floor is generated, and by responding to the map switching instruction, the current floor topography map is switched to the target floor topography map corresponding to the target floor. As an example, assuming that when the touch operation is a click operation, the target floor is the next floor of the current floor, then when receiving a click operation performed by the player on the thumbnail, the target floor is determined to be the next floor of the current floor and a map switching instruction carrying the target floor is generated, and the current floor topography map displayed on the thumbnail is switched to the topography map corresponding to the next floor of the current floor.

[0089] In a preferred embodiment of the present disclosure, the method further includes:

[0090] When the virtual character is controlled to move in the space, the target floor topography displayed on the thumbnail is switched to the current floor topography corresponding to the current floor where the virtual character is located.

[0091] Specifically, after switching the current floor map displayed in the thumbnail to the target floor map, if the player controls the virtual character to move in the space, at this time, the target floor map displayed in the thumbnail can be switched back to the current floor map corresponding to the current floor where the virtual character is located, so as to facilitate the player to observe and view the map of the current floor.

[0092] In another preferred embodiment of the present disclosure, the first map is an expanded map that is expanded after the user touches the thumbnail corresponding to the game scene, and the step 202 includes:

[0093] In response to a first operation on the expanded map, a target floor is determined and a map switching instruction carrying the target floor is generated, and the current floor topographic map displayed on the expanded map is switched to a target floor topographic map corresponding to the target floor.

[0094] In an embodiment of the present disclosure, the first map is an expanded map that is expanded after the user touches the thumbnail corresponding to the game scene. For example, the touch operation may include a click operation, a long press operation, or a double-click operation, etc. The embodiment of the present disclosure does not limit this. After receiving the player's touch operation on the thumbnail corresponding to the game scene, the thumbnail can be expanded to obtain the expanded map corresponding to the game scene.

[0095] In a specific implementation, the player can perform a first operation on the expanded map, and the first operation is an operation for switching the topographic map displayed in the first map, such as a sliding operation, a gesture operation, or a click operation, etc., which is not limited in the embodiments of the present disclosure. When the first operation acting on the expanded map is received, the target floor can be determined in response to the first operation, and a map switching instruction carrying the target floor can be generated to switch the current floor topographic map displayed on the expanded map to the target floor topographic map corresponding to the target floor. As an example, when the first operation is an upward sliding operation, the target floor can be the upper floor of the current floor; when the first operation is a downward sliding operation, the target floor can be the lower floor of the current floor; when the first operation is a left sliding operation, the target floor can be the upper floor of the current floor; when the first operation is a right sliding operation, the target floor can be the lower floor of the current floor.

[0096] In a preferred embodiment of the present disclosure, the first map is an expanded map after the user touches the thumbnail corresponding to the game scene, and the expanded map includes floor switching controls corresponding to the spatial places with different numbers of floors; the step 202 may include the following sub-steps:

[0097] In response to the second operation acting on the floor switching control, a target floor is determined and a map switching instruction carrying the target floor is generated, and the current floor topographic map displayed on the expanded map is switched to a target floor topographic map corresponding to the target floor.

[0098] In the disclosed embodiment, the first map is an expanded map that is expanded after the user touches the thumbnail corresponding to the game scene. Furthermore, the expanded map may include floor switching controls corresponding to spatial places of different floors. The floor switching controls are used to switch the topographic map of the target floor currently displayed in the expanded map.

[0099] In a specific implementation, the player can perform a second operation on the floor switching control, and the second operation is an operation for switching the topographic map displayed in the expanded map, such as a click operation, a double-click operation, or a long press operation, etc., which is not limited in the embodiment of the present disclosure. When the second operation acting on the floor switching control is received, the second operation can be responded to determine the target floor, and a map switching instruction carrying the target floor is generated, and the current floor topographic map displayed on the expanded map is switched to the target floor topographic map corresponding to the target floor.

[0100] As an example, when the second operation is a click operation, the target floor may be the floor below the current floor; when the second operation is a long press operation, the target floor may be the lowest floor of the space; when the second operation is a double-click operation, the target floor may be the highest floor of the space, etc. The present disclosed embodiment does not limit this.

[0101] In a specific implementation, the floor switching control may include sub-switch controls corresponding to each floor, wherein the sub-switch control corresponding to the current floor where the virtual character is located in the floor switching control may be displayed as selected for easy observation by the player. As an example, the floor switching control may be displayed on the left side of the first map, such as Figure 4A As shown, the graphical user interface includes a floor switching control 40, and the floor switching control 40 includes three sub-switching controls, namely, a sub-switching control 41 corresponding to the L2 layer, a sub-switching control 42 corresponding to the L1 layer, and a sub-switching control 43 corresponding to the B1 layer. The player is currently on the L1 layer, and the sub-switching control 42 corresponding to the L1 layer is enlarged and displayed to facilitate the player to determine the current floor. As another example, the floor switching control can also be displayed on the right side of the first map, such as Figure 4B As shown, the graphical user interface includes a floor switching control 50, which is displayed on the right side of the first map.

[0102] In a preferred embodiment of the present disclosure, the floor switching control includes sub-switching controls corresponding to a preset number of floors, and the method further includes:

[0103] In response to a sliding operation on the floor switching control, the sub-switch controls corresponding to the floors displayed in the floor switching control are switched according to the preset number.

[0104] The preset number may be a preset display number. Due to the display size limitation of the map, when the building model contains many floors, the sub-switch controls corresponding to all floors cannot be displayed in the floor switch control. By presetting the number, at the beginning, the sub-switch controls corresponding to some of the floors are displayed according to the preset number, while the sub-switch controls corresponding to other floors are not displayed. The player can slide the floor switch control to switch the sub-switch control corresponding to the floor displayed in the floor switch control.

[0105] As an example, assuming the preset number is 5, the sub-switch control of the floor initially displayed is determined according to the floor where the virtual character controlled by the player is located and the preset number. For example, if the virtual character is on the 8th floor, the sub-switch controls corresponding to the 6th to 10th floors can be displayed in the floor switch control. After the player slides on the floor switch control, it can switch to displaying the sub-switch controls corresponding to the 1st to 5th floors.

[0106] In a preferred embodiment of the present disclosure, the first map is a thumbnail corresponding to the game scene, and the step 202 includes the following sub-steps:

[0107] In response to a third operation on the thumbnail, an expanded map after the thumbnail is expanded is displayed on the graphical user interface; wherein the expanded map includes floor switching controls corresponding to the spatial places with different numbers of floors; in response to a fourth operation on the floor switching control, a target floor is determined and a map switching instruction carrying the target floor is generated, and the current floor topographic map displayed on the expanded map is switched to a target floor topographic map corresponding to the target floor.

[0108] In the disclosed embodiment, the player can first expand the first map through the third operation, and then switch the topographic map of the floor displayed in the map by performing a fourth operation on the floor switching control of the expanded map. The third operation is used to trigger the expansion of the first map, for example, the third operation can be a click operation, a long press operation, or a heavy press operation. After receiving the third operation on the thumbnail, the expanded map after the thumbnail is expanded is displayed on the graphical user interface by responding to the third operation, wherein the expanded map contains floor switching controls corresponding to spatial places with different numbers of floors.

[0109] When the expanded map is displayed on the graphical user interface, the player can perform a fourth operation on the floor switching control to switch the topographic map of the floor displayed in the map. The fourth operation may include a click operation, a long press operation, a double-click operation, and the like. After receiving the fourth operation on the floor switching control, the target floor is determined and a map switching instruction carrying the target floor is generated by responding to the fourth operation, and the current floor topographic map displayed on the expanded map is switched to the target floor topographic map corresponding to the target floor. As an example, when the fourth operation is a click operation, the target floor may be the next floor of the current floor; when the fourth operation is a long press operation, the target floor may be the lowest floor of the space; when the fourth operation is a double-click operation, the target floor may be the highest floor of the space, and the embodiments of the present disclosure do not limit this.

[0110] As an example, Figure 4C As shown, the expanded map 60 is displayed in the graphical user interface, and then the expanded map 60 is Figure 4B The map obtained after the thumbnail is expanded is shown, and the display size of the expanded map is set to be larger than the display size of the thumbnail, so that the player can observe and select the location to be navigated, etc. It should be noted that when displaying the display map, the original thumbnail can continue to be displayed on the graphical user interface, or the thumbnail can be hidden when the expanded map is displayed, and the embodiments of the present disclosure do not limit this.

[0111] In a preferred embodiment of the present disclosure, the method further includes:

[0112] In response to a selection instruction for a first position on the current floor topographic map, the virtual character is controlled to automatically find a path to the first position.

[0113] When the player needs to go to the first position in the current floor, a trigger operation can be performed on the first position on the current floor topographic map to initiate a selection instruction for the first position, wherein the trigger operation may include single-click, double-click, long-press, and re-press operations, which are not limited in the embodiments of the present disclosure. After receiving the selection instruction for the first position on the current floor topographic map, the game application responds to the selection instruction for the first position to control the virtual character to automatically find a path to the first position.

[0114] In a preferred embodiment of the present disclosure, the method further includes:

[0115] In response to a selection instruction for a second location on the target floor topographic map, the virtual character is controlled to automatically find a path to the second location.

[0116] When the player needs to go to the second position on the target floor, a trigger operation can be performed on the second position on the target floor topographic map to initiate a selection instruction for the second position, wherein the trigger operation may include single-click, double-click, long-press, and re-press operations, which are not limited in the embodiments of the present disclosure. After receiving the selection instruction for the second position on the target floor topographic map, the game application responds to the selection instruction for the second position to control the virtual character to automatically find a path to the second position.

[0117] In a preferred embodiment of the present disclosure, the method further includes:

[0118] When controlling the virtual character to automatically find a path, the first map displayed on the graphical user interface is closed.

[0119] In the disclosed embodiment, when controlling the virtual character to automatically find a path, the first map displayed on the graphical user interface can be closed to prevent the first map from blocking the game screen and affecting the player's observation of the surrounding situation.

[0120] It should be noted that, for the method embodiments, for the sake of simplicity, they are all described as a series of action combinations, but those skilled in the art should be aware that the embodiments of the present disclosure are not limited by the order of the actions described, because according to the embodiments of the present disclosure, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions involved are not necessarily required by the embodiments of the present disclosure.

[0121] Reference Figure 5 , shows a structural block diagram of a map processing device in a game provided by an embodiment of the present disclosure, wherein a graphical user interface is provided through a first terminal device, and the content displayed by the graphical user interface includes at least a part of a game scene, and the game scene includes a virtual character located in one or more layers of a building model, and specifically may include the following modules:

[0122] The current floor topographic map display module 501 is used to display a first map on the graphical user interface, wherein the first map includes a current floor topographic map corresponding to the current floor where the virtual character is located, and the current floor topographic map includes a character identifier corresponding to the virtual character and an interactive object identifier corresponding to an interactive object located on the current floor, wherein the interactive object is a virtual object in the game scene that can interact with the virtual character;

[0123] The target floor topographic map display module 502 is used to respond to the map switching instruction carrying the target floor of the first map, and switch the current floor topographic map to the target floor topographic map corresponding to the target floor, wherein the target floor topographic map includes the interactive object identifier corresponding to the interactive object located on the target floor.

[0124] In a preferred embodiment of the present disclosure, the current floor topographic map includes interactive object identifiers corresponding to interactive objects located in the current floor: according to the scene position of the interactive object in the current floor, the interactive object identifier corresponding to the interactive object is displayed at a map position corresponding to the scene position in the current floor topographic map.

[0125] In a preferred embodiment of the present disclosure, the first map also includes floor information entries of all floors in the spatial place, and the floor information entries include floor identifiers and interactive object identifiers of interactive objects located on the corresponding floors.

[0126] In a preferred embodiment of the present disclosure, the interactive object identifiers in the floor information entries are displayed according to the priority of the interaction between the virtual character and the interactive object.

[0127] In a preferred embodiment of the present disclosure, the interactive object identifier in the floor information entry changes as the floor where the interactive object is located changes.

[0128] In a preferred embodiment of the present disclosure, the floor identifier and the interactive object identifier corresponding to the current floor in the floor information entry are displayed in a selected state.

[0129] In a preferred embodiment of the present disclosure, the first map is a thumbnail corresponding to the game scene, and the target floor topographic map display module 502 includes:

[0130] The first map switching submodule is used to respond to the touch operation on the thumbnail, determine the target floor and generate a map switching instruction carrying the target floor, and switch the current floor topographic map displayed on the thumbnail to a target floor topographic map corresponding to the target floor.

[0131] In a preferred embodiment of the present disclosure, the method further includes:

[0132] The map recovery module is used to switch the target floor topography map displayed on the thumbnail to the current floor topography map corresponding to the current floor where the virtual character is located when controlling the virtual character to move in the space.

[0133] In a preferred embodiment of the present disclosure, the first map is an expanded map that is expanded after the user touches the thumbnail corresponding to the game scene, and the target floor topographic map display module 502 includes:

[0134] The second map switching submodule is used to respond to the first operation acting on the expanded map, determine the target floor and generate a map switching instruction carrying the target floor, and switch the current floor topographic map displayed on the expanded map to a target floor topographic map corresponding to the target floor.

[0135] In a preferred embodiment of the present disclosure, the first map is an expanded map after the user touches the thumbnail corresponding to the game scene, and the expanded map includes floor switching controls corresponding to the spatial places with different numbers of floors;

[0136] The target floor topographic map display module 502 includes:

[0137] The third map switching submodule is used to respond to the second operation acting on the floor switching control, determine the target floor and generate a map switching instruction carrying the target floor, and switch the current floor topographic map displayed on the expanded map to the target floor topographic map corresponding to the target floor.

[0138] In a preferred embodiment of the present disclosure, the floor switching control includes sub-switching controls corresponding to a preset number of floors, and the method further includes:

[0139] The switching display module is used to respond to the sliding operation on the floor switching control and switch the sub-switch controls corresponding to the floors displayed in the floor switching control according to the preset number.

[0140] In a preferred embodiment of the present disclosure, the first map is a thumbnail corresponding to the game scene, and the target floor topographic map display module 502 includes:

[0141] An expanded map display submodule, for responding to a third operation on the thumbnail, and displaying an expanded map after the thumbnail is expanded on the graphical user interface; wherein the expanded map includes floor switching controls corresponding to the spatial places with different numbers of floors;

[0142] The fourth map switching submodule is used to respond to the fourth operation on the floor switching control, determine the target floor and generate a map switching instruction carrying the target floor, and switch the current floor topographic map displayed on the expanded map to the target floor topographic map corresponding to the target floor.

[0143] In a preferred embodiment of the present disclosure, the method further includes:

[0144] The first position selection module is used to respond to a selection instruction for a first position on the current floor topographic map and control the virtual character to automatically find a path to the first position.

[0145] In a preferred embodiment of the present disclosure, the method further includes:

[0146] The second position selection module is used to respond to a selection instruction for a second position on the target floor topographic map and control the virtual character to automatically find a path to the second position.

[0147] In a preferred embodiment of the present disclosure, the method further includes:

[0148] The first map closing module is used to close the first map displayed on the graphical user interface when controlling the virtual character to automatically find a path.

[0149] As for the device embodiment, since it is basically similar to the method embodiment, the description is relatively simple, and the relevant parts can be referred to the partial description of the method embodiment.

[0150] The present disclosure also provides an electronic device, such as Figure 6 As shown, including:

[0151] The processor 601 and the storage medium 602 store machine-readable instructions executable by the processor 601. When the electronic device is running, the processor 601 executes the machine-readable instructions to execute the method as described in any one of the embodiments of the present disclosure. The specific implementation method and technical effect are similar and will not be repeated here.

[0152] The present disclosure also provides a computer-readable storage medium. Figure 7 As shown, the storage medium stores a computer program 701, and the computer program 701 is executed by a processor to execute the method described in any one of the embodiments of the present disclosure. The specific implementation method and technical effect are similar and will not be repeated here.

[0153] The various embodiments in this specification are described in a progressive manner, and each embodiment focuses on the differences from other embodiments. The same or similar parts between the various embodiments can be referenced to each other.

[0154] Those skilled in the art will appreciate that the embodiments of the disclosed embodiments may be provided as methods, devices, or computer program products. Therefore, the disclosed embodiments may take the form of a complete hardware embodiment, a complete software embodiment, or an embodiment combining software and hardware. Moreover, the disclosed embodiments may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0155] The embodiments of the present disclosure are described with reference to the flowcharts and / or block diagrams of the methods, terminal devices (systems), and computer program products according to the embodiments of the present disclosure. It should be understood that each process and / or box in the flowchart and / or block diagram, as well as the combination of the processes and / or boxes in the flowchart and / or block diagram, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, an embedded processor, or other programmable data processing terminal device to generate a machine, so that the instructions executed by the processor of the computer or other programmable data processing terminal device generate a device for implementing the functions specified in one process or multiple processes in the flowchart and / or one box or multiple boxes in the block diagram.

[0156] These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing terminal device to operate in a specific manner, so that the instructions stored in the computer-readable memory produce a manufactured product including an instruction device that implements the functions specified in one or more processes in the flowchart and / or one or more boxes in the block diagram.

[0157] These computer program instructions can also be loaded onto a computer or other programmable data processing terminal device so that a series of operating steps are executed on the computer or other programmable terminal device to produce computer-implemented processing, so that the instructions executed on the computer or other programmable terminal device provide steps for implementing the functions specified in one or more processes in the flowchart and / or one or more boxes in the block diagram.

[0158] Although the preferred embodiments of the present disclosure have been described, those skilled in the art may make additional changes and modifications to these embodiments once they have learned the basic creative concept. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments and all changes and modifications that fall within the scope of the present disclosure.

[0159] Finally, it should be noted that, in this article, relational terms such as first and second, etc. are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Moreover, the terms "include", "comprise" or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, article or terminal device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, article or terminal device. In the absence of further restrictions, the elements defined by the sentence "comprise a ..." do not exclude the existence of other identical elements in the process, method, article or terminal device including the elements.

[0160] The above is a detailed introduction to a map processing method in a game and a map processing device in a game provided by the present disclosure. Specific examples are used in this article to illustrate the principles and implementation methods of the present disclosure. The description of the above embodiments is only used to help understand the method of the present disclosure and its core idea. At the same time, for those skilled in the art, according to the idea of ​​the present disclosure, there will be changes in the specific implementation methods and application scopes. In summary, the content of this specification should not be understood as a limitation on the present disclosure.

Claims

1. A map processing method in a game, characterized in that: Providing a graphical user interface through a first terminal device includes: Displaying a first navigation map corresponding to a game scene on the graphical user interface, the game scene having spatial places with different numbers of floors, the first navigation map including a current floor topographic map corresponding to a current floor and floor information entries of floors in the spatial places, the floor information entries including floor identifiers and interactive object identifiers of interactive objects located on the corresponding floors, wherein the interactive objects are virtual objects in the game scene that can interact with the virtual character corresponding to the first terminal device; receiving a trigger operation performed on the first navigation map, determining a target floor according to the trigger operation, and generating a map switching instruction carrying the target floor; In response to the map switching instruction, the current floor topographic map is switched to a target floor topographic map corresponding to the target floor, and the floor identifier corresponding to the target floor and the interactive object identifier are displayed as selected.

2. The method according to claim 1, characterized in that The floor information items are displayed in a list format.

3. The method according to claim 2, characterized in that: The floor information entry is displayed at a preset position of the first navigation map.

4. The method according to claim 3, characterized in that The preset position includes at least one of the following: the left side of the first navigation map, the right side of the first navigation map, and adaptive adjustment according to the position of the virtual character in the current floor.

5. The method according to claim 1, characterized in that The method further includes: displaying an interactive object identifier corresponding to the interactive object at a map position corresponding to the scene position in the current floor topographic map according to the scene position of the interactive object in the current floor.

6. The method according to claim 1, characterized in that The interactive object identifiers in the floor information entries are displayed according to the priority of the interaction between the virtual character and the interactive object.

7. The method according to claim 1, characterized in that The floor identifier corresponding to the interactive object identifier in the floor information entry changes as the floor where the interactive object is located changes.

8. The method according to claim 7, characterized in that The floor where the interactive object is located is changed in at least one of the following ways: In response to the manipulation movement, the interactive object is controlled to move to another floor; In response to a refresh instruction, the interactive object is controlled to refresh from the current floor to other floors.

9. The method according to claim 1, characterized in that: The method further comprises: In response to the interactive object satisfying the defeat condition, hiding the interactive object identifier corresponding to the interactive object satisfying the defeat condition in the floor information entry.

10. The method according to claim 1, characterized in that The first navigation map is a thumbnail corresponding to the game scene, and the receiving a trigger operation performed on the first navigation map, determining a target floor according to the trigger operation, and generating a map switching instruction carrying the target floor includes: A touch operation acting on the thumbnail is received, a target floor is determined, and a map switching instruction carrying the target floor is generated.

11. The method according to claim 1, characterized in that: The method further comprises: When the virtual character is controlled to move in the space, the target floor topographic map displayed on the first navigation map is switched to the current floor topographic map corresponding to the current floor where the virtual character is located.

12. The method according to claim 1, characterized in that The first navigation map is an expanded map that is expanded after the user touches the thumbnail corresponding to the game scene, and the receiving of a trigger operation performed on the first navigation map, determining a target floor according to the trigger operation, and generating a map switching instruction carrying the target floor includes: In response to a trigger operation acting on the expanded map, a target floor is determined and a map switching instruction carrying the target floor is generated, and the current floor topographic map displayed on the expanded map is switched to a target floor topographic map corresponding to the target floor.

13. The method according to claim 1, characterized in that The first navigation map includes floor switching controls corresponding to different floors, and the floor switching controls include sub-switch controls corresponding to a preset number of floors, and the sub-switch controls are configured to generate a map switching instruction carrying a target floor corresponding to the sub-switch controls in response to a trigger operation.

14. The method according to claim 13, characterized in that The method further comprises: In response to a sliding operation on the floor switching control, a sub-switching control corresponding to the floor displayed in the floor switching control is switched.

15. An electronic device, characterized in that: include: A processor and a storage medium, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor executes the machine-readable instructions to perform the method according to any one of claims 1 to 14.

16. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the method according to any one of claims 1 to 14 is executed.