Information processing method and device in game, electronic equipment and storage medium

By responding to sliding operations in the graphical user interface of the game map to control the movement of the virtual lens and switch the scene map, the problem of cumbersome switching area operation in the prior art is solved, the map viewing efficiency is improved, and the game duration and server occupation are reduced.

CN119455386APending Publication Date: 2025-02-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411515898.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-28
Publication Date
2025-02-18

AI Technical Summary

Technical Problem

The existing game maps are cumbersome when switching different areas, which reduces the efficiency of map viewing and increases game duration and server occupation.

Method used

By displaying the scene map corresponding to the preset scene area in the graphical user interface, controlling the movement of the virtual lens in response to the sliding operation, determining the target scene area according to the operation vector, and switching the scene map at the end of the sliding operation.

Benefits of technology

Simplifies the operation of switching scene maps in different regions, improves viewing efficiency, and reduces game duration and server occupation.

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Abstract

The invention provides an information processing method and device in a game, electronic equipment and a storage medium, and the method comprises the steps: displaying a scene map corresponding to a preset scene region in a graphical user interface; in response to a sliding operation executed on the graphical user interface, controlling the virtual lens to move in a first moving mode, and controlling a scene map displayed in the graphical user interface to correspondingly change according to the movement of the virtual lens; determining a target scene area according to the operation vector of the sliding operation; and in response to the end of the sliding operation, determining a second position corresponding to the target scene area as an observation center of the virtual lens so as to control the scene map displayed in the graphical user interface to be switched to the scene map corresponding to the target scene area. The operation complexity of switching scene maps of different areas is effectively reduced, the viewing efficiency is improved, and the game duration and server occupation are reduced.
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Description

Technical Field

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

[0002] In the prior art, game maps are often divided into multiple areas. Players determine the various areas on the map by viewing the overall map of the distant layer, and then change the field of view to view the regional maps of each area under the near layer. The regional maps display the detailed content of the area. If the player needs to switch the regional maps of different areas under the near layer, it is necessary to return to the overall map under the distant layer after viewing the regional map corresponding to one area, and then enter the regional map of another area through the overall map. Furthermore, if the player needs to switch multiple areas, it is necessary to repeatedly switch between the distant layer and the near layer, which makes the player's operation cumbersome, reduces the efficiency of map viewing, increases the game time, and increases the server occupancy. Summary of the invention

[0003] In view of this, the purpose of the present application is to provide at least one method, device, electronic device and storage medium for information processing in a game to overcome at least one of the above-mentioned defects.

[0004] This application mainly includes the following aspects:

[0005] In a first aspect, an embodiment of the present application provides an information processing method in a game, providing a graphical user interface through a terminal device, the method comprising: displaying a scene map corresponding to a preset scene area in the graphical user interface, the scene map being a picture obtained by a virtual lens observing the preset scene area at a first lens height with a first position as an observation center; in response to a sliding operation performed on the graphical user interface, controlling the virtual lens to move in a first moving manner, and controlling the scene map displayed in the graphical user interface to change accordingly according to the movement of the virtual lens; determining a target scene area according to an operation vector of the sliding operation; and in response to the end of the sliding operation, determining a second position corresponding to the target scene area as the observation center of the virtual lens, so as to control the scene map displayed in the graphical user interface to switch to the scene map corresponding to the target scene area.

[0006] In a second aspect, an embodiment of the present application further provides an information processing device in a game, which provides a graphical user interface through a terminal device, and the device includes: a display control module, which displays a scene map corresponding to a preset scene area in the graphical user interface, and the scene map is a picture obtained by a virtual lens observing the preset scene area at a first lens height with a first position as an observation center; a lens control module, which controls the virtual lens to move in a first moving manner in response to a sliding operation performed on the graphical user interface, and controls the scene map displayed in the graphical user interface to change according to the movement of the virtual lens; an identification module, which determines a target scene area according to an operation vector of the sliding operation; and a scene switching module, which determines a second position corresponding to the target scene area as the observation center of the virtual lens in response to the end of the sliding operation, so as to control the scene map displayed in the graphical user interface to switch to the scene map corresponding to the target scene area.

[0007] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the information processing method in the game described in the first aspect or any possible implementation manner of the first aspect.

[0008] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the information processing method in the game described in the first aspect or any possible implementation manner of the first aspect are executed.

[0009] An information processing method, device, electronic device and storage medium in a game provided by an embodiment of the present application can realize switching of scene maps corresponding to different areas displayed on a graphical user interface through a player's sliding operation on the scene map, effectively reducing the complexity of switching scene maps of different areas, improving viewing efficiency, and reducing game time and server occupancy.

[0010] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0012] Figure 1 A flow chart of an information processing method in a game provided by an embodiment of the present application is shown.

[0013] Figure 2 A schematic diagram of a full scene map provided in an embodiment of the present application is shown.

[0014] Figure 3 A schematic diagram of a scene map corresponding to a preset scene area provided in an embodiment of the present application is shown.

[0015] Figure 4 A schematic diagram of an operating quadrant provided in an embodiment of the present application is shown.

[0016] Figure 5 A schematic diagram of another operating quadrant provided in an embodiment of the present application is shown.

[0017] Figure 6 A schematic diagram of another scene full map provided in an embodiment of the present application is shown.

[0018] Figure 7 A schematic diagram of a scene map corresponding to another preset scene area provided in an embodiment of the present application is shown.

[0019] Figure 8 A schematic diagram showing a distance determination for a sliding operation provided in an embodiment of the present application is shown.

[0020] Fig. 9 A schematic diagram of a preset map quadrant provided in an embodiment of the present application is shown.

[0021] Fig.10 A schematic diagram showing another preset map quadrant provided in an embodiment of the present application is shown.

[0022] Fig.11 A schematic diagram of a graphical user interface in a vertical screen display mode provided in an embodiment of the present application is shown.

[0023] Fig.12 A schematic diagram of a graphical user interface in another vertical screen display mode provided in an embodiment of the present application is shown.

[0024] Fig.13A schematic diagram of a graphical user interface during a sliding operation provided by an embodiment of the present application is shown.

[0025] Fig.14 A functional module diagram of an information processing device in a game provided by an embodiment of the present application is shown.

[0026] Fig.15 A schematic structural diagram of an electronic device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION

[0027] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application usually described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present application.

[0028] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express an open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.

[0029] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0030] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.

[0031] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0032] In the prior art, game maps are often divided into more areas, and players can view map content at different levels of vision. For example, players can view the entire game map corresponding to the distant view layer, and players can also view the scene map of any area under the near view layer. And after viewing the scene map of each area, if the player needs to view the scene map of another area, it is necessary to return to the entire game map corresponding to the distant view layer first. Furthermore, if the player needs to view the detailed content in multiple areas, it is often necessary to frequently switch between the distant view layer and the near view layer, which increases the cumbersomeness of the player's operation, increases the game time, server occupancy and power consumption. In addition, if the positional relationship between the switched areas is not coherent, it is easy to cause interruption of the game experience and loss of position.

[0033] In response to at least one of the above-mentioned problems, the present application proposes an information processing method, device, storage medium and electronic device in a game, which can switch the scene maps corresponding to different areas displayed on the graphical user interface according to the player's sliding operation on the scene map, effectively reducing the complexity of switching between different areas, reducing game time and server occupancy.

[0034] First, the names involved in the embodiments of the present application are introduced.

[0035] Terminal equipment:

[0036] The terminal device involved in the embodiments of the present application mainly refers to an intelligent device used to provide a game screen (such as a relevant setting / configuration interface in the game, an interface for presenting a game scene), and capable of controlling and operating a virtual character. The terminal device may include, but is not limited to, any of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV, dynamic image expert compression standard audio layer 4) player, etc. The terminal device is installed and running with an application that supports game scenes, such as an application that supports three-dimensional game scenes. The application may include, but is not limited to, any of virtual reality applications, three-dimensional map programs, military simulation programs, MOBA games (Multiplayer Online Battle Arena, multiplayer online tactical competitive games), multiplayer gun battle survival games, and third-person shooting games (TPS, Third-Personal Shooting Game). Optionally, the application may be a stand-alone application, such as a stand-alone 3D (Three Dimensions, three-dimensional graphics) game program, or a network-connected application.

[0037] Graphical User Interface:

[0038] It is an interface display format for communication between people and computers, allowing users to manipulate icons, logos or menu options on the screen using input devices such as a mouse, keyboard and / or game controller, and also allowing users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.

[0039] An interface corresponding to the application is provided or displayed through a graphical user interface, and the interface is a screen corresponding to at least one observation method for observing the game scene. Here, at least one observation method may include, but is not limited to: observation angle, observation configuration (such as whether to turn on the night vision device), observation center, and observation angle. Exemplarily, the interface may refer to a screen obtained by observing the game scene with a virtual object or a coordinate position in the game scene as the observation center and an observation angle with a certain lens height. Exemplarily, the graphical user interface may include virtual objects such as game characters, NPC characters (non-player characters), and AI (Artificial Intelligence) characters that execute game logic in the game scene.

[0040] The graphical user interface includes any visible visual controls or elements, for example, game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, character indicators, etc.), information display areas (such as the number of people defeated, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.), and may also include controls such as pictures, input boxes, text boxes, etc. Some of the UI (User Interface) controls respond to user operations.

[0041] Virtual scene:

[0042] It is a virtual environment displayed (or provided) when the application is running on a terminal device or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment and a three-dimensional virtual environment. The virtual environment can be the sky, land, sea, etc. Among them, the virtual scene is a scene where the user controls the complete game logic of the virtual character. Optionally, the virtual scene is also used for a virtual environment battle between at least two virtual objects, and there are virtual resources in the virtual scene that can be used by at least two virtual characters.

[0043] Virtual Objects:

[0044] It can be a virtual object controlled by a player in a virtual environment, including but not limited to at least one of a virtual character, a virtual animal, an anime character, a virtual battleship, a virtual vehicle, a virtual aircraft, and a virtual ship, and can also be a virtual object (NPC) controlled by a non-player. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model, and each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a part of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, or a three-dimensional object constructed based on three-dimensional technology, and the virtual object realizes different external images by being given different skins. In some implementations, the virtual object can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.

[0045] There may be multiple virtual objects in the virtual scene, which are virtual objects manipulated by players (i.e., objects controlled by players through input devices), or artificial intelligence that is trained to fight in a virtual environment. Optionally, the virtual object is a virtual character / virtual object that competes in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of terminal devices that join the virtual game, which is not limited in the embodiments of the present application. In one possible implementation, the user can control the virtual object to move in the virtual scene, and can also control the virtual object to fight with other virtual objects using virtual skills, virtual props, etc. provided by the application.

[0046] 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 device, 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.

[0047] The application scenarios to which the present application is applicable are introduced. The present application can be applied to the field of game technology, in which multiple players participating in the game join the same virtual game.

[0048] Before entering the virtual game, the player can select different role attributes, such as identity attributes, for the virtual objects in the virtual game. By assigning different role attributes to determine different camps, the player can win the game by performing the tasks assigned by the game in different game stages of the virtual game. For example, multiple virtual objects with role attribute A can "eliminate" virtual objects with role attribute B in the battle stage to win the game. Here, role attributes can also be randomly assigned to each virtual object participating in the virtual game when entering the virtual game.

[0049] The implementation environment provided in one embodiment of the present application may include: a first terminal device, a server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with an application program for executing the information processing method in the game provided by the present application, and the server is a server end for executing the information processing in the game provided by the present application. Through the application program, the first terminal device and the second terminal device can communicate with the server respectively.

[0050] Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game according to the game request of the application. Among them, the parameters of the virtual game can be determined according to the parameters in the received game request. For example, the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc. When the first terminal device receives the response of the game server, the game scene corresponding to the virtual game is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user. The virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs an operation instruction through the graphical user interface to control the virtual object to perform a corresponding operation in the game scene.

[0051] Taking the second terminal device as an example, the second terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game according to the game request of the application. Among them, the parameters of the virtual game can be determined according to the parameters in the received game request. For example, the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc. When the second terminal device receives the response from the server, the game scene corresponding to the virtual game is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by the second user, and the virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs operation instructions through the graphical user interface to control the virtual object to perform corresponding operations in the virtual scene.

[0052] The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding virtual scene and / or virtual object according to the synchronization data sent by the game server.

[0053] In this embodiment, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same virtual game. Among them, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device can have the same role attributes, or can have different role attributes. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device belong to the same camp, or belong to different camps with hostile relations. The game AI virtual object participating in the virtual game can have a camp, for example, it can belong to the camp to which the virtual object controlled by the first terminal device belongs, or the camp to which the virtual object controlled by the second terminal device belongs. The game AI virtual object may not have a camp to which it belongs, and interact with other virtual objects in the virtual game.

[0054] It should be noted that a virtual game may include two or more virtual objects, and different virtual objects may correspond to different terminal devices. That is to say, in a virtual game, there are more than two terminal devices that send and synchronize game data with the game server respectively.

[0055] The control method of the virtual character provided in the embodiment of the present application can be applied to any of virtual reality applications, three-dimensional map programs, military simulation programs, multiplayer online tactical competitive games (MOBA), multiplayer gun battle survival games, third-person combat games, and first-person combat games.

[0056] The information processing method in the game in one embodiment of the present application can be run on a local terminal device or a server. When the control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0057] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. 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 control method 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 data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. 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.

[0058] In an optional embodiment, taking a game as an example, a 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.

[0059] Secondly, the application scenarios to which this application can be applied are introduced. This application can be applied to the field of game technology, such as large-scale multiplayer online strategy games, where a large number of players operate on the same sandbox map, including expeditions, marches, battles, etc. Among them, the marching line is a very common content, which is sent by the player and points from the departure point to the destination, and is used to guide the marching direction and distance.

[0060] In a possible implementation, an embodiment of the present invention provides an information processing method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.

[0061] To facilitate understanding of the present application, the information processing method, device, electronic device and storage medium in the game provided by the embodiments of the present application are introduced in detail below.

[0062] See also Figure 1 , is a flow chart of an information processing method in a game provided by an embodiment of the present application. Figure 1 As shown, the information processing method in the game provided by the embodiment of the present application includes the following steps:

[0063] S101: Displaying a scene map corresponding to a preset scene area in the graphical user interface.

[0064] The scene map is a picture obtained by a virtual lens observing the preset scene area at a first lens height with a first position as an observation center.

[0065] That is, the virtual lens is set at a first lens height, and the picture center of the virtual lens is adjusted to a first position. At this time, the picture taken by the virtual lens is used as a scene map corresponding to the preset scene area.

[0066] Exemplarily, the first position refers to a lens position pre-set in the preset scene area, and the lens position is the observation center when the virtual lens observes the scene area. Generally, the observation center can be set to the center position of the scene area or the position where virtual resources are concentrated. Furthermore, when the scene map corresponding to the preset scene area is displayed in the graphical user interface, the first position is placed at the center position of the screen displayed by the graphical user interface.

[0067] Displaying a scene map corresponding to a preset scene area in the graphical user interface includes: displaying a scene map corresponding to a preset scene area in the graphical user interface in response to a preset trigger event.

[0068] Wherein, the preset trigger event is detected in the following manner: a full scene map corresponding to the virtual scene of the game is displayed in the graphical user interface, the full scene map includes multiple area identifiers, the full scene map is a picture obtained by the virtual lens observing the virtual scene at a second lens height with a third position as the observation center, the second lens height is greater than the first lens height, and in response to a selection operation for a preset area identifier among the multiple area identifiers, the preset trigger event is detected, and the preset area identifier is a area identifier used to indicate a preset scene area.

[0069] The third position refers to the center position of the scene map. That is, the virtual lens is set at the height of the second lens, and the center of the virtual lens is adjusted to the center position of the scene map. At this time, the picture taken by the virtual lens is used as the scene map. The preset trigger event refers to an event that triggers the switching from the scene map displayed in the graphical user interface to the scene map corresponding to the preset scene area.

[0070] Among them, since the second lens height is greater than the first lens height, the map area displayed by the full scene map is larger than the map area included in the preset scene area. In an embodiment of the present application, the full scene map can be understood as a map screen of a distant view layer, and the preset scene area can be understood as a map screen of a near view layer. The lens height is positively correlated with the map range of the scene map displayed on the graphical user interface, and the lens height is negatively correlated with the level of refinement of the scene map displayed on the graphical user interface. In other words, as the lens height increases, the larger the map range of the scene map displayed on the graphical user interface, the fewer details of the map elements will be displayed on the graphical user interface.

[0071] In the embodiment of the present application, the change in the lens height can be understood as a change in the map zoom ratio of the scene map displayed by the graphical user interface, that is, different map levels are defined according to the lens height, and then the map information that should be displayed at each map level is determined. Among them, the map zoom ratio is negatively correlated with the lens height. Specifically, the larger the map zoom ratio, the lower the lens height, the smaller the map range of the scene map, and the higher the precision of the scene map; the smaller the map zoom ratio, the higher the lens height, the larger the map range of the scene map, and the lower the precision of the scene map.

[0072] In an embodiment of the present application, the full scene map includes all scene areas of the virtual game, each scene area corresponds to a regional identifier, and then the full scene map displayed in the graphical user interface includes the regional identifiers corresponding to each scene area.

[0073] The preset trigger event refers to an event in which a player selects a preset scene area from multiple scene areas. The player selects a preset region identifier from multiple region identifiers to select the preset scene area corresponding to the preset region identifier. The selection operation can be achieved by touching the graphical user interface of the terminal device with the player's finger, or by clicking the mouse or pressing a keyboard key.

[0074] For example, see Figure 2 and Figure 3 , Figure 2 A schematic diagram of a scene map provided in an embodiment of the present application is shown in FIG. Figure 3 A schematic diagram of a scene map corresponding to a preset scene area provided in an embodiment of the present application. Figure 2 As shown, the scene map displayed in the graphical user interface 200 takes the third position 201 as the observation center, and the scene map includes multiple area marks 202. The user selects the area mark corresponding to the preset scene area from the multiple area marks to display the scene map corresponding to the preset scene area in the graphical user interface. Figure 3 As shown, the scene map corresponding to the preset scene area displayed in the graphical user interface 300 takes the first position 301 as the observation center, and the scene map of the preset scene area can display multiple object identifiers 302 located in the preset scene area. The object identifier refers to the identifier of the virtual object in the preset scene area in the game.

[0075] In an embodiment of the present application, the virtual scene contained in the scene map corresponding to the full scene map displayed in the graphical user interface or the preset scene area may be a two-dimensional virtual environment and / or a three-dimensional virtual environment. Accordingly, the scene map corresponding to the virtual scene may also be a two-dimensional map and / or a three-dimensional map, including but not limited to virtual reality maps, military simulation maps, and maps in games.

[0076] Specifically, the method also includes: when the scene map displayed in the graphical user interface is switched from the full scene map to the scene map corresponding to the preset scene area, controlling the virtual lens to move in a second movement manner, wherein the second movement manner includes changing the observation center of the virtual lens and changing the lens height of the virtual lens.

[0077] That is, when the full scene map is displayed in the graphical user interface, the scene map of the graphical user interface is a display screen in which the virtual lens is at the second lens height and the third position is the observation center, and when the scene map corresponding to the preset scene area is displayed in the graphical user interface, the scene map of the graphical user interface is a display screen in which the virtual lens is at the first lens height and the first position corresponding to the preset scene area is the observation center. Furthermore, when the scene screen of the graphical user interface switches from the full scene map to the preset scene area, the observation center and lens height of the virtual lens corresponding to the scene screen will change.

[0078] Based on this, when the scene map displayed in the graphical user interface switches from the full scene map to the scene map corresponding to the preset scene area, the map details of the scene map displayed in the graphical user interface increase, and the lens height of the virtual lens needs to be lowered. In addition, the observation center corresponding to the full scene map is the center position of the full scene map, while the observation center corresponding to the scene map related to the preset scene area is the first position of the preset scene area, thereby changing the observation center of the virtual lens.

[0079] In an embodiment of the present application, when a scene map corresponding to a preset scene area is displayed on a graphical user interface, the graphical user interface may also display a full map jump mark. In response to a selection operation on the full map jump mark, the scene map displayed in the graphical user interface is switched from the scene map corresponding to the preset scene area to the full scene map.

[0080] For example, in the scene map corresponding to the picture observed by the virtual lens at the second lens height, virtual objects (such as virtual plots of land and virtual resource points in the virtual scene) can be displayed on the scene map in text form and / or picture form, so that users can observe the overall situation of the virtual game and / or plan strategic deployment through the scene map. In the scene map corresponding to the scene area observed by the virtual lens at the first lens height, the internal details of the virtual objects located in the scene area can be displayed. For example, virtual elements can be displayed on the scene map in the form of models to observe the relevant information of the virtual objects and / or perform specific combat operations.

[0081] In the embodiment of the present application, the virtual scene may include at least one virtual object. With the switching operation of the scene map corresponding to the full scene map or the scene area, at least one virtual object may be presented on the scene map. At different camera heights, the virtual object may be displayed on the scene map in the form of text or pictures (in the full scene map at the second camera height), or the internal details of the virtual object may be displayed (in the scene map at the first camera height).

[0082] S102: In response to a sliding operation performed on the graphical user interface, controlling the virtual lens to move in a first moving manner, and controlling a scene map displayed in the graphical user interface to change accordingly according to the movement of the virtual lens.

[0083] In an embodiment of the present application, when a scene map corresponding to a preset scene area is displayed on a graphical user interface, a user performs a sliding operation on the graphical user interface to change the scene map displayed by the graphical user interface by identifying the sliding operation performed on the graphical user interface.

[0084] The first moving method includes changing the observation center of the virtual lens and keeping the lens height of the virtual lens unchanged. That is, the first moving method only changes the picture observed by the virtual lens, and does not adjust the lens height of the virtual lens.

[0085] Among them, controlling the virtual lens to move in a first movement manner includes: determining the movement vector of the virtual lens according to the operation vector of the sliding operation, and the direction of the operation vector is opposite to the direction of the movement vector; controlling the observation center of the virtual lens to move from the first position along the direction indicated by the movement vector based on the sliding operation, so that the scene map displayed in the graphical user interface changes accordingly according to the movement of the observation center.

[0086] That is, the movement of the virtual lens is controlled in response to the sliding operation of the user, and then the observation center of the virtual lens moves from the first position, so that the scene map displayed in the graphical user interface changes accordingly according to the movement of the observation center.

[0087] The operation vector is used to indicate the vector of the finger movement during the sliding operation, and the movement vector is used to indicate the vector corresponding to the movement of the virtual lens controlled according to the operation vector. For example, if the direction of the operation vector is rightward, it indicates that the user needs to view the map on the right, and the map needs to be moved to the left, that is, the virtual lens needs to be moved to the left to display the map on the right in the graphical user interface. Therefore, the operation vector corresponding to the user is opposite to the movement vector corresponding to the virtual lens.

[0088] The direction of the moving vector is determined in the following manner: detecting the first stop action in the sliding operation; determining the first target operation quadrant where the stop position corresponding to the first stop action is located; and determining the direction of the moving vector based on the relative orientation between the first target operation quadrant and the starting position of the sliding operation.

[0089] The method further includes: when receiving the sliding operation, dividing the virtual scene of the game according to the first coordinate axis and the second coordinate axis with the starting position of the sliding operation as the origin to obtain a plurality of operation quadrants, wherein the first coordinate axis and the second coordinate axis do not overlap with the horizontal axis and the vertical axis,

[0090] The operation vector refers to a vector pointing from the starting point of the sliding operation to the stop position corresponding to the first stop action in the sliding operation. Further, when determining the stop position corresponding to the first stop action in the sliding operation, the starting point of the sliding operation is used as the origin, and a plurality of operation quadrants are constructed by combining the mutually perpendicular first coordinate axis and the second coordinate axis.

[0091] Specifically, the horizontal axis refers to the axis in the horizontal direction of the graphical user interface, and the vertical axis refers to the axis in the vertical direction of the graphical user interface. There is an angle between the first coordinate axis and the horizontal axis, and there is an angle between the second coordinate axis and the vertical axis.

[0092] For example, see Figure 4 , Figure 4 A schematic diagram of an operation quadrant provided in an embodiment of the present application. Figure 4 As shown, a scene map corresponding to a preset scene area is displayed on a graphical user interface 400, and a plurality of object identifiers 402 located in the preset scene area can be displayed in the scene map of the preset scene area. The user slides out an operation vector on the graphical user interface through a sliding operation. The operation vector The starting point of is taken as the origin, the horizontal axis passing through the origin is taken as the horizontal axis x0, and the vertical axis passing through the origin is taken as the vertical axis y0. Thus, the axis passing through the origin and having an angle of 45° with the horizontal axis is set as the first coordinate axis m1, the angle between the first coordinate axis m1 and the second coordinate axis n1 is 90°, and furthermore, the angle between the second coordinate axis n1 and the vertical axis is also 45°.

[0093] Based on this, the graphical user interface is divided into four operating quadrants by the first coordinate axis m1 and the second coordinate axis n1, namely the first operating quadrant A1, the second operating quadrant A2, the third operating quadrant A3, and the fourth operating quadrant A4. Figure 4 The four operating quadrants divided by the first coordinate axis m1 and the second coordinate axis n1 are indicated by double arrows.

[0094] Furthermore, when the first target operation quadrant where the stop position corresponding to the first stop action is located is identified, the opposite direction of the first target operation quadrant with reference to the origin is used as the direction of the moving vector. Thus, the scene map displayed on the graphical user interface is moved in the opposite direction of the user's operation vector.

[0095] The direction of the moving vector is determined in the following manner: according to a pre-established correspondence between the operating quadrant and the moving direction, the moving direction corresponding to the first target operating quadrant is determined, and the determined moving direction is determined as the direction of the moving vector, wherein the moving direction is one of a positive direction and a negative direction of a preset coordinate axis, and the preset coordinate axis is one of a horizontal axis and a vertical axis.

[0096] That is to say, the moving direction corresponding to the first target operating quadrant is set oppositely according to the positive or negative direction corresponding to the preset coordinate axis contained in the first target operating quadrant. Figure 4 As shown, the first operating quadrant A1 contains a positive horizontal axis, and therefore, the moving direction corresponding to the first operating quadrant should be the negative direction of the horizontal axis, that is, the moving direction corresponding to the first operating quadrant A1 is to the left, and so on. It is pre-established that the moving direction corresponding to the first operating quadrant A1 is to the left, the moving direction corresponding to the second operating quadrant A2 is downward, the moving direction corresponding to the third operating quadrant A3 is right, and the moving direction corresponding to the fourth operating quadrant A4 is upward.

[0097] In an embodiment of the present application, if the operation vector coincides with the first coordinate axis or the second coordinate axis of the operation quadrant, the first target operation quadrant corresponding to the operation vector is determined based on the correspondence between the target direction of the coincident coordinate axis where the operation vector is located and the first target operation quadrant, and the target direction is the positive or negative direction of the coordinate axis of the operation quadrant.

[0098] For example, see Figure 5 , Figure 5 This is a schematic diagram of another operating quadrant provided in an embodiment of the present application. Figure 5 As shown, a scene map corresponding to the preset scene area is displayed on the graphical user interface 500, and a plurality of object identifiers 502 located in the preset scene area can be displayed in the scene map of the preset scene area, and the first operation quadrant A1, the second operation quadrant A2, the third operation quadrant A3, and the fourth operation quadrant A4 are established according to the starting point of the operation vector, the first coordinate axis m1, and the second coordinate axis n1 in the aforementioned manner. Coincident with the positive direction of the second coordinate axis n1, the operation vector Coincident with the negative direction of the first coordinate axis m1, the operation vector Coincident with the negative direction of the second coordinate axis n1, the operation vector It coincides with the positive direction of the first coordinate axis m1. In addition, it is preset that if the operation vector coincides with the positive direction of the second coordinate axis n1 or the negative direction of the first coordinate axis m1, the first target operation quadrant corresponding to the operation vector is the second operation quadrant A2, and if the operation vector coincides with the negative direction of the second coordinate axis n1 or the positive direction of the first coordinate axis m1, the first target operation quadrant corresponding to the operation vector is the fourth operation quadrant A4. That is, the operation vector and operation vector The corresponding first target operation quadrant is the second operation quadrant A2, and the direction of the moving vector is downward, and the operation vector and operation vector The corresponding first target operating quadrant is the fourth operating quadrant A4, and thus the direction of the moving vector is upward.

[0099] Alternatively, the direction of the moving vector is determined in the following manner: a first preset operating quadrant located diagonally opposite the first target operating quadrant is determined, and the direction pointing to a preset point in the first preset operating quadrant is determined as the direction of the moving vector.

[0100] That is, the first preset operating quadrant is an operating quadrant opposite to the first target operating quadrant. Figure 5 As shown in the example, the first operating quadrant A1 and the third operating quadrant A3 are relative operating quadrants, and the second operating quadrant A2 and the fourth operating quadrant A4 are relative operating quadrants. The preset point of the first preset operating quadrant refers to the position of the observation center of the virtual lens corresponding to the scene area closest to the operating quadrant origin in each scene area of ​​the first operating quadrant, that is, the center position of the scene area or the position where the preset virtual resources are concentrated.

[0101] Based on this, Figure 5 As shown, the first operating quadrant A1 is opposite to the third operating quadrant A3, and the second operating quadrant A2 is opposite to the fourth operating quadrant A4. If the first target operating quadrant is the first operating quadrant, the first preset operating quadrant is the third operating quadrant, and further, the direction of the moving vector is the direction of the observation center of the virtual lens corresponding to the nearest scene area in the third operating quadrant.

[0102] Exemplarily, the direction of the moving vector is determined as the direction from the current trajectory point of the sliding operation, or from the origin of the operating quadrant, or from the first position on the graphical user interface before the sliding operation to a preset point in the first preset operating quadrant.

[0103] That is, the direction of the moving vector may be horizontal or vertical, that is, there is no angle between the straight line where the moving vector is located and the straight line where the preset coordinate axis is located. Alternatively, the direction of the moving vector is the direction pointing to the preset point in the first preset operation quadrant determined by the sliding operation, that is, there is an angle between the straight line where the moving vector is located and the straight line where the preset coordinate axis is located.

[0104] Specifically, the method also includes: while displaying the scene map corresponding to the preset scene area in the graphical user interface, at least one location prompt identifier is also displayed, the virtual scene of the game includes multiple scene areas, and the at least one location prompt identifier is used to indicate the relative position between other scene areas and the preset scene area.

[0105] That is to say, the user is prompted through a location prompt mark whether there are other scene areas around the scene map corresponding to the preset scene area. If there are other scene areas around the scene map corresponding to the preset scene area, the location prompt marks corresponding to the other scene areas are displayed in the graphical user interface according to the orientation of the other scene areas relative to the preset scene area. If there are no other scene areas around the scene map corresponding to the preset scene area, the location prompt mark is not displayed.

[0106] In the embodiment of the present application, the scene map includes multiple scene areas of the overall virtual scene of the game, and then, there are other scene areas in at least one direction around the preset scene area. Based on this, at least one location prompt mark is displayed on the graphical user interface accordingly.

[0107] In the embodiment of the present application, return Figure 2 If the scene area at the bottom of the entire scene map is used as the preset scene area, when the scene map corresponding to the preset scene area is displayed on the graphical user interface, a location prompt mark is displayed to prompt the user that there are other scene areas above, to the left and to the right of the preset scene area. Since there are no other scene areas below the preset scene area, the location prompt mark of the other scene areas below will not be displayed.

[0108] Displaying at least one position prompt mark includes: determining the position of other scene areas in the virtual scene relative to the preset scene area, the other scene areas being scene areas among the multiple scene areas except the preset scene area; and displaying a position prompt mark at the edge of the graphical user interface corresponding to the position.

[0109] Among them, other scene areas in the same orientation include one or more, and / or the location prompt mark is displayed at the center point of the edge corresponding to the graphical user interface.

[0110] That is to say, according to the orientation of other scene areas relative to the preset scene area, a location prompt mark is displayed at the center point of the edge of the aforementioned orientation of the graphical user interface to prompt that there are other scene areas at the aforementioned orientation of the preset scene area, and the other scene areas at the aforementioned orientation may be one or more.

[0111] The position of each other scene area relative to the preset scene area is determined in the following manner: determining the target map quadrant in which the other scene area is located; and determining the position of the other scene area relative to the preset scene area based on the positional relationship between the target map quadrant and the first position, wherein the first position is the observation center of the virtual lens pre-set for the preset scene area.

[0112] The method also includes: taking the first position as the origin, dividing the virtual scene according to a third coordinate axis and a fourth coordinate axis to obtain a plurality of map quadrants, wherein the third coordinate axis, the fourth coordinate axis, the horizontal axis, and the vertical axis do not coincide with each other.

[0113] In the embodiment of the present application, the first position of the preset scene area is taken as the origin, and the third coordinate axis and the fourth coordinate axis perpendicular to each other are set to divide the virtual scene, so that four map quadrants can be obtained. Then, the map quadrant where the other scene area is located relative to the first position of the preset scene area is taken as the target map quadrant where the other scene area is located.

[0114] For example, see Figure 6 and Figure 7 , Figure 6 This is a schematic diagram of another scenario full map provided in an embodiment of the present application. Figure 7 A schematic diagram of a scene map corresponding to another preset scene area provided in an embodiment of the present application. Figure 6 As shown, the scene map displayed in the graphical user interface 600 takes the third position 601 as the observation center, and the scene map includes multiple area identifiers. If the user selects the area identifier corresponding to the scene area with vertical stripes from the multiple area identifiers, the scene area corresponding to the area identifier with vertical stripes is used as the preset scene area 6021, and the scene areas other than the preset scene areas are used as other scene areas 6022 (excluding vertical stripes). Figure 7 As shown, the graphical user interface 700 displays Figure 6The scene map of the preset scene area corresponds to the regional identifier of the vertical stripes in the figure, the scene map takes the first position 701 of the preset scene area as the observation center, and displays multiple object identifiers 702 located in the preset scene area in the scene map of the preset scene area. A position prompt identifier 703 is displayed at the center point of the edge of the graphical user interface, and the regional identifiers corresponding to other scene areas are represented by dotted boxes. Other scene areas are not displayed in the scene map corresponding to the preset scene area.

[0115] Based on this, the horizontal axis passing through the first position of the preset scene area is taken as the horizontal axis x1, and the vertical axis passing through the first position of the preset scene area is taken as the vertical axis y1. Figure 6 and Figure 7 As shown, an axis passing through the first position of the preset scene area and having an angle of 45° with the horizontal axis is set as the third coordinate axis a1, the angle between the third coordinate axis a1 and the fourth coordinate axis b1 is 90°, and further, the angle between the fourth coordinate axis b1 and the vertical axis is also 45°.

[0116] like Figure 7 As shown, the virtual scene is divided into four map quadrants by the third coordinate axis a1 and the fourth coordinate axis b1, namely, the first map quadrant B1, the second map quadrant B2, the third map quadrant B3, and the fourth map quadrant B4. Figure 7 The map is divided into four map quadrants by the third coordinate axis a1 and the fourth coordinate axis b1 as indicated by the double arrows. Then, the first map quadrant B1 is located to the right of the first position, the second map quadrant B2 is located above the first position, the third map quadrant B3 is located to the left of the first position, and the fourth map quadrant B4 is located below the first position. Then, when the target map quadrant where the other scene area is located is determined, the orientation of the other scene area relative to the preset scene area is determined according to the orientation of the target map quadrant to the first position, so as to determine the position of the position prompt mark of the other scene area displayed on the graphical user interface.

[0117] For example, Figure 6 As shown, since the preset scene area is located at the bottom of the scene map, no other scene area is located below the first position of the preset scene area. Figure 7As shown, other scene areas 70221 and other scene areas 70222 are located in the third map quadrant B3 relative to the first position 701, other scene areas 70223 are located in the second map quadrant B2 relative to the first position 701, and other scene areas 70224 are located in the first map quadrant B1 relative to the first position 701. Since the preset scene area is the bottom scene area, there are no other scene areas in the fourth map quadrant B4. Based on this, a position prompt mark 703 corresponding to other scene areas is set to indicate whether there are other scene areas in each map quadrant corresponding to the first position.

[0118] return Figure 1 , S103: Determine a target scene area according to the operation vector of the sliding operation.

[0119] Specifically, the target scene area is determined according to the operation vector of the sliding operation, including: determining a judgment distance for the sliding operation according to the operation vector of the sliding operation; when the judgment distance is less than a map trigger threshold, determining the preset scene area as the target scene area; when the judgment distance is not less than a map trigger threshold, determining the scene area in the direction of the moving vector of the virtual lens as the target scene area.

[0120] That is to say, the judgment distance corresponding to the sliding operation is determined by the operation amplitude of the operation vector of the sliding operation, that is, the judgment distance is used to indicate the operation amplitude of the sliding operation. When the judgment distance is less than the map trigger threshold, it is considered that the operation amplitude of the sliding operation performed by the user is too small, and the user does not need the graphical user interface to change the scene map corresponding to the preset scene area displayed, and use the preset scene area as the target scene area. When the judgment distance is greater than or equal to the map trigger threshold, it is considered that the operation amplitude of the sliding operation performed by the user is used to trigger the display of a scene map different from the preset scene area on the graphical user interface, and then the scene area in the direction of the moving vector of the virtual lens is used as the target scene area.

[0121] Exemplarily, the map trigger threshold is set to 220 pixels (px).

[0122] Specifically, according to the operation vector of the sliding operation, the judgment distance for the sliding operation is determined, including: determining the second target operation quadrant where the end position of the sliding operation is located; determining the designated coordinate axis corresponding to the second target operation quadrant, the designated coordinate axis being one of a horizontal axis and a vertical axis; according to the starting position and the end position of the sliding operation, determining the vector length of the operation vector; and determining the projection distance of the vector length on the designated coordinate axis as the judgment distance for the sliding operation.

[0123] The determination distance may be set to the length of the operation vector, or may be set to the projection distance of the operation vector onto the specified coordinate axis. In the embodiment of the present application, the projection distance of the vector length of the operation vector onto the specified coordinate axis is used as the determination distance.

[0124] Exemplarily, the angle between the operation vector and the corresponding designated coordinate axis is determined, and the projection distance of the vector length on the designated coordinate axis is calculated by trigonometric function and the vector length of the operation vector, so that the projection distance is used as the judgment distance for the sliding operation.

[0125] For example, see Figure 8 , Figure 8 Schematic diagram of the determination distance of the sliding operation provided in the embodiment of the present application. Figure 8 As shown, a scene map corresponding to a preset scene area is displayed on the graphical user interface 800, and the user slides out an operation vector on the graphical user interface through a sliding operation. The scene map of the preset scene area can display multiple object identifiers 802 located in the preset scene area, and the operation vector The starting point of is taken as the origin, the horizontal axis passing through the origin is taken as the horizontal axis x0, the vertical axis passing through the origin is taken as the vertical axis y0, and the first coordinate axis m1 and the second coordinate axis n1 passing through the origin and perpendicular to each other are set to divide into the first operation quadrant A1, the second operation quadrant A2, the third operation quadrant A3, and the fourth operation quadrant A4. Then, the operation vector is determined The end position of the sliding operation is in the first operation quadrant A1, that is, the second target operation quadrant corresponding to the sliding operation is the first operation quadrant A1.

[0126] Exemplarily, the designated coordinate axis corresponding to the first operating quadrant A1 and the third operating quadrant A3 is set as the horizontal axis, and the designated coordinate axis corresponding to the second operating quadrant A2 and the fourth operating quadrant A4 is set as the vertical axis. The projection distance L of the vector length of on the horizontal axis is used as the determination distance for the sliding operation.

[0127] return Figure 1 , S104: In response to the end of the sliding operation, the second position corresponding to the target scene area is determined as the observation center of the virtual lens to control the scene map displayed in the graphical user interface to switch to the scene map corresponding to the target scene area.

[0128] In the embodiment of the present application, the end of the sliding operation can be determined by identifying that the sliding operation is released. That is, the operation vector is determined by the starting point of the sliding operation and the stop position corresponding to the secondary stop action, and when the sliding operation ends (the sliding operation is released), it is finally confirmed whether the scene map displayed in the graphical user interface is the scene map corresponding to the preset scene area where the observation center of the virtual lens is not changed, or the scene map corresponding to the target scene area where the observation center of the virtual lens is changed.

[0129] The second position is determined in the following manner: determining a preset map quadrant in the direction of the moving vector of the virtual lens; detecting at least one other scene area within the preset map quadrant; and determining the lens position closest to the first position among the lens positions corresponding to the at least one other scene area as the second position.

[0130] That is to say, when it is judged that the distance is less than the map trigger threshold, when the sliding operation is released, the second position is the observation center of the virtual lens pre-set for the preset scene area, that is, when the distance is judged to be less than the map trigger threshold, the second position is the same as the first position, so that when the sliding operation is released, the first position corresponding to the preset scene area is still used as the observation center of the virtual lens, and the scene map corresponding to the preset scene area is still displayed on the graphical user interface; when it is judged that the distance is not less than the map trigger threshold, when the sliding operation is released, the observation center of the virtual lens is changed to display the scene map corresponding to the target scene area after the scene area is changed on the graphical user interface. The observation center of the virtual lens when observing the target scene area located in the direction of the operation vector is the second position, and the second position can be set to the center position of the target scene area located in the direction of the operation vector or the position where virtual resources are concentrated.

[0131] Specifically, the direction indicated by the moving vector is determined according to the direction of the operation vector of the sliding operation, and the map quadrant indicated by the first position in the direction of the moving vector is used as the preset map quadrant. Therefore, when it is determined that the distance is not less than the map trigger threshold, for at least one other scene area within the preset map quadrant, the distance between the lens position corresponding to the scene area and the first position is determined, and the lens position with the closest distance is determined as the second position, and then the other scene area corresponding to the second position is used as the target scene area.

[0132] For example, see Fig. 9 , Fig. 9 A schematic diagram of a preset map quadrant provided in an embodiment of the present application. Fig. 9 As shown, a scene map corresponding to a preset scene area is displayed on the graphical user interface 900, and the user slides out an operation vector on the graphical user interface through a sliding operation. , the observation center of the scene map of the preset scene area is the first position 901, and the scene map of the preset scene area can display multiple object identifiers 902 located in the preset scene area. The first coordinate axis m1 and the second coordinate axis n1 are divided into the first operating quadrant A1, the second operating quadrant A2, the third operating quadrant A3, and the fourth operating quadrant A4. According to the first position 901, the third coordinate axis a1 and the fourth coordinate axis b1, it is divided into the first map quadrant B1, the second map quadrant B2, the third map quadrant B3, and the fourth map quadrant B4 (with Figure 6 The same). Then, the operation vector is determined The first target operation quadrant is the first operation quadrant A1, and the direction of the first operation quadrant A1 relative to the starting point of the operation vector is determined to be rightward, and then, the direction of the moving vector is determined to be leftward, and the preset map quadrant in the direction of the moving vector refers to the third map quadrant B3 located on the left side of the first position.

[0133] Specifically, after determining the preset map quadrant, other scene areas located in the preset map quadrant closest to the first position are taken as target scene areas, and the preset lens position of the target scene area is taken as the second position. Wherein, for each other scene area in the preset map quadrant, the straight-line distance between the lens position corresponding to the other scene area and the first position is calculated, and the lens position of the target scene area with the smallest straight-line distance is taken as the second position; or, for each other scene area in the preset map quadrant, the distance difference between the lens position corresponding to the other scene area and the first position on the target coordinate axis is calculated, and the lens position of the target scene area with the smallest distance difference is taken as the second position, and the target coordinate axis is one of the horizontal axis and the vertical axis of the map quadrant.

[0134] The target coordinate axis refers to one of the horizontal axis and the vertical axis of the map quadrant included in the preset map quadrant. That is, if the preset map quadrant is the first map quadrant to the right of the first position, the target coordinate axis is the horizontal axis, and then, the distance difference between the lens position corresponding to at least one other scene area in the first map quadrant and the first position on the target coordinate axis, that is, the pixel distance in the horizontal direction, is compared, and the lens position corresponding to the target scene area with the smallest pixel distance in the horizontal direction is taken as the second position.

[0135] For example, see Fig.10 , Fig.10 A schematic diagram of another preset map quadrant provided in an embodiment of the present application. Fig.10 As shown, a scene map corresponding to a preset scene area is displayed on the graphical user interface 1000, and the user slides out an operation vector on the graphical user interface through a sliding operation. , the observation center of the scene map of the preset scene area is the first position 1001, and the scene map of the preset scene area can display multiple object identifiers 1002 located in the preset scene area. According to the first position 1001, the third coordinate axis a1 and the fourth coordinate axis b1, it is divided into a first map quadrant B1, a second map quadrant B2, a third map quadrant B3, and a fourth map quadrant B4. Among them, the target coordinate axis corresponding to the first map quadrant B1 and the third map quadrant B3 is set as the horizontal axis, and the target coordinate axis corresponding to the second map quadrant B2 and the fourth map quadrant B4 is set as the vertical axis.

[0136] Specifically, the other scene area 100221 and the other scene area 100222 are located in the third map quadrant B3 relative to the first position 1001, and the other scene area 100223 is located in the second map quadrant B relative to the first position 1001. 21 In the example, the other scene area 100224 is located in the first map quadrant B1 relative to the first position 1001. The direction is rightward, then the preset map quadrant is the third map quadrant B3 on the left side of the first position. Then, other scene areas 100221 and other scene areas 100222 located in the third map quadrant are determined, and the straight-line distance between other scene areas 100221 and the first position is compared with the straight-line distance between other scene areas 100222 and the first position, or the pixel distance between other scene areas 100221 and the first position on the target horizontal axis x1 is compared with the pixel distance between other scene areas 100222 and the first position on the target horizontal axis x1, so as to determine the other scene areas 100221 and other scene areas 100222 that are closest to the first position. The preset lens position of the determined closest other scene areas is taken as the second position.

[0137] The above examples are embodiments of changing the scene map displayed by the graphical user interface in the horizontal screen display mode. The present application is not limited to this and also supports changing the scene map displayed by the graphical user interface in the vertical screen display mode. In the vertical screen display mode, the steps performed when the direction of the moving vector is the vertical direction are the same as those in the aforementioned embodiments and will not be repeated here.

[0138] Specifically, the judgment distance is determined in the following manner: when the graphical user interface is a graphical user interface in a vertical screen display mode, the judgment distance is determined based on a positional relationship between a designated map edge displayed in the graphical user interface and a designated area edge of the preset scene area, wherein the designated map edge and the designated area edge are consistent in orientation relative to the first position, and the designated map edge is determined based on the direction of a moving vector of the virtual lens.

[0139] Among them, since the scope of the scene map displayed in the horizontal direction of the graphical user interface in the vertical screen display mode is reduced, that is, the scene map of the preset scene area is not fully displayed on the graphical user interface, and then, when the user performs a sliding operation, he may only need to view the map that is not fully displayed and belongs to the preset scene area. Therefore, in the vertical screen display mode, when the direction of the moving vector corresponding to the operation vector is horizontal, it is necessary to determine whether the user needs to view the scene map of the target scene area by the distance between the edge of the specified map displayed in the graphical user interface and the edge of the specified area of ​​the preset scene area.

[0140] In an embodiment of the present application, the scene map displayed on the graphical user interface will change during the sliding operation performed by the user, and thus the designated map edge on the graphical user interface will also change accordingly. As the designated map edge changes corresponding to the sliding operation, the distance between the designated map edge and the designated area edge will change during the sliding operation.

[0141] In an embodiment of the present application, during the sliding operation, if the edge of the designated map displayed in the graphical user interface does not exceed the edge of the designated area of ​​the preset scene area, it is considered that the user still needs to view the map within the preset scene area, and when the sliding operation is released, the scene map displayed in the graphical user interface is fixed to the scene map displayed in the graphical user interface corresponding to the first stop action of the sliding operation; during the sliding operation, if the edge of the designated map displayed in the graphical user interface exceeds the edge of the designated area of ​​the preset scene area, it is considered that the user needs to view the scene map of the target scene area located in the direction of the moving vector. Wherein, if the edge of the designated map is located in the direction of the moving vector of the edge of the designated area, it is considered that the edge of the designated map exceeds the edge of the designated area, and if the edge of the designated map is located in the opposite direction of the moving vector of the edge of the designated area, it is considered that the edge of the designated map does not exceed the edge of the designated area.

[0142] That is, when the GUI is in portrait display mode, the direction of the movement vector opposite to the direction of the operation vector is determined according to the direction of the operation vector. The designated area edge of the preset scene area refers to the area edge indicated by the direction of the movement vector at the first position.

[0143] Based on this, the designated map edge displayed in the graphical user interface during the sliding operation changes in real time with the sliding operation. When the first stop action of the sliding operation is identified, the designated map edge indicated by the direction of the moving vector in the graphical user interface corresponding to the first stop action of the sliding operation is determined, and the distance between the designated map edge at this time and the designated area edge of the preset scene area is used as the judgment distance.

[0144] Exemplarily, if the direction of the operation vector is to the right, and the direction of the moving vector is to the left, the left map edge of the graphical user interface corresponding to the first stop action of the sliding operation is used as the designated map edge, and then the designated area edge of the preset scene area is the left area edge of the preset scene area.

[0145] For example, see Fig.11 , Fig.11 This is a schematic diagram of a graphical user interface in a vertical screen display mode provided by an embodiment of the present application. Fig.11 As shown, in the graphical user interface 1100 in the vertical screen display mode, the scene map corresponding to the preset scene area is displayed, and the user slides out the operation vector on the graphical user interface through a sliding operation. , the observation center of the scene map of the preset scene area is the first position 1101, and the scene map of the preset scene area can display multiple object identifiers 1102 located in the preset scene area. According to the first position 1101, the third coordinate axis a1 and the fourth coordinate axis b1, it is divided into a first map quadrant B1, a second map quadrant B2, a third map quadrant B3, and a fourth map quadrant B4. Since the operation vector The preset map quadrant in the direction of the preset scene area is the first map quadrant B1 on the left side of the first position, and further, the designated map edge is the left map edge L1 displayed on the graphical user interface 1100, and the map surrounded by the area edges of various directions of the preset scene area is used as the full area map 2000 of the preset scene area, and further, the designated area edge of the preset scene area is the left area edge L2 of the preset scene area.

[0146] Specifically, the judgment distance is determined in the following manner: when the graphical user interface is a graphical user interface in a vertical screen display mode, if the direction of the moving vector of the virtual lens is the positive direction of the horizontal axis, the judgment distance is the difference between the edge of the specified map in the positive direction displayed in the graphical user interface and the edge of the specified area of ​​the preset scene area in the positive direction; if the direction of the moving vector of the virtual lens is the negative direction of the horizontal axis, the judgment distance is the difference between the edge of the specified area of ​​the preset scene area in the negative direction and the edge of the specified map in the negative direction displayed in the graphical user interface.

[0147] In the embodiment of the present application, the positive direction of the horizontal axis refers to the right direction of the horizontal axis, and the negative direction of the horizontal axis refers to the left direction of the horizontal axis. Furthermore, when the direction of the moving vector is rightward, the difference between the right edge of the map displayed in the graphical user interface and the right edge of the preset scene area is used as the determination distance; when the direction of the moving vector is leftward, the difference between the left edge of the map displayed in the graphical user interface and the left edge of the preset scene area is used as the determination distance.

[0148] For example, see Fig.12 , Fig.12 This is a schematic diagram of another graphical user interface in a vertical screen display mode provided by an embodiment of the present application. Fig.12 As shown in Fig.11 In the sliding operation, during the sliding operation, the changing scene map is displayed on the graphical user interface 1200 in the vertical screen display mode, and the scene map observed by the virtual lens on the graphical user interface is moved to the left. The changing scene map displayed on the graphical user interface may include an object identifier 1202. The observation center of the scene map of the preset scene area is the first position 1201, and the map surrounded by the area edges of each direction of the preset scene area as the full area map 2000 of the preset scene area is unchanged. The preset map quadrant in the direction of is located on the left side of the first position, and further, the designated area edge of the preset scene area is the left area edge L2 of the preset scene area, the designated map edge is the left map edge L3 displayed on the graphical user interface 1200, and the designated map edge is located on the left side of the designated area edge, that is, the designated map edge is considered to exceed the designated area edge, and further, the pixel difference in the horizontal direction between the left map edge L3 and the left area edge L2 is used as the judgment distance.

[0149] The scene map corresponding to the preset scene area includes multiple object identifiers, which also includes: during the duration of the sliding operation, based on the operation duration of the sliding operation, adjusting the display parameters of the multiple object identifiers, and the display parameters of the object identifiers gradually change with the accumulation of the operation duration.

[0150] That is, during the sliding operation, a gradually changing object identifier is displayed on the graphical user interface. The display parameters of the object identifier can be gradually increased or decreased as the operation duration of the sliding operation increases. Generally, the display parameters can be set to display transparency. The object identifier is used to indicate the identifier of an object in a preset scene area on the graphical user interface.

[0151] Specifically, the method also includes: based on the operation duration of the sliding operation, gradually sliding out and displaying an area prompt mark from the edge of the graphical user interface corresponding to the direction of the moving vector of the virtual lens, wherein as the operation duration accumulates, the area prompt mark undergoes at least one of the following display changes: display parameters of the area prompt mark gradually change, and the displayed portion of the area prompt mark on the graphical user interface gradually increases.

[0152] Among them, the edge on the graphical user interface corresponding to the direction of the moving vector of the virtual lens refers to the edge of the designated map, and the area prompt mark is used to indicate the mark of a scene area closest to the direction of the moving vector located at the first position. Since the scene area closest to the first position in the direction of the moving vector is the target scene area, the area prompt mark is the prompt mark of the target scene area. In other words, during the sliding operation, the direction of the moving vector of the virtual lens is determined by the direction of the operation vector of the sliding operation, and then the prompt mark of the target scene area is displayed at the edge of the designated map where the direction of the moving vector is located on the graphical user interface, and the display parameters of the area prompt mark are gradually changed and / or the area prompt mark is gradually enlarged as the operation time increases.

[0153] In an embodiment of the present application, when the direction of the moving vector is to the right, the transparency of the area prompt logo on the right edge of the map displayed in the graphical user interface is gradually increased and / or the area prompt logo is gradually enlarged; when the direction of the moving vector is to the left, the transparency of the area prompt logo on the left edge of the map displayed in the graphical user interface is gradually increased and / or the area prompt logo is gradually enlarged.

[0154] The method also includes: during the duration of the sliding operation, in response to the sliding operation satisfying a map trigger condition, a map jump prompt logo is displayed around the area prompt logo, and / or the display parameters of the area prompt logo change in a manner opposite to the display parameters of the object logo.

[0155] Among them, satisfying the map trigger condition means that the judgment distance is not less than the map trigger threshold, that is, during the continuous sliding operation, if the judgment distance is greater than or equal to the map trigger threshold, a map jump prompt icon is displayed around the area prompt icon.

[0156] In the embodiment of the present application, the map jump prompt mark is used to indicate that the edge of the graphical user interface where the regional prompt mark is located is the limit edge of the target scene area in the direction of the moving vector, that is, the map jump prompt mark indicates the graphical user interface to display the regional edge of the target scene area. And, as the sliding operation is performed, the scene map of the target scene area is gradually displayed while gradually moving away from the scene map of the preset scene area on the graphical user interface. Then, the display transparency of the object mark in the preset scene area should be gradually increased, and the display transparency of the regional prompt mark of the target scene area should be gradually reduced, that is, the object mark in the preset scene area is gradually transparent, and the regional prompt mark of the target scene area is gradually opaque.

[0157] Generally, the display transparency of the object logo can be adjusted to 80% and then remain unchanged.

[0158] For example, see Fig.13 , Fig.13 This is a schematic diagram of a graphical user interface during a sliding operation provided by an embodiment of the present application. Fig.13 As shown, an object identifier 1302 of a scene map corresponding to a preset scene area is displayed on a graphical user interface 1300. If the user performs a sliding operation to the right, the scene map displayed by the virtual lens on the graphical user interface moves to the left, and the area prompt identifier 1303 of the target scene area closest to the left side of the first position gradually decreases in transparency, while the transparency of the object identifier 1302 gradually increases. When the left area edge of the target scene area is displayed on the graphical user interface during the sliding operation, a map jump prompt identifier L4 is displayed at the edge of the area prompt identifier of the graphical user interface.

[0159] In an embodiment of the present application, when a scene map corresponding to a preset scene area is displayed on a graphical user interface, area prompt identifiers of other scene maps in the entire scene map other than the preset scene area may also be displayed on the graphical user interface. In response to a selection operation on an area prompt identifier of another scene map, the scene map displayed on the graphical user interface jumps from the scene map corresponding to the preset scene area to the scene map corresponding to the other scene area selected by the user.

[0160] That is to say, the area prompt labels of various other scene areas are directly displayed on the graphical user interface. The user clicks on the area prompt label using the mouse and / or keyboard to select the other scene area the user wants to view. Then, the scene map displayed on the graphical user interface jumps from the scene map corresponding to the preset scene area to the scene map corresponding to the other scene area selected by the user.

[0161] Based on the same application concept, the embodiments of the present application also provide an information processing device in the game corresponding to the information processing method in the game provided in the above embodiments. Since the principle of solving the problem by the device in the embodiments of the present application is similar to the information processing method in the game in the above embodiments of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0162] like Fig.14 As shown, Fig.14A functional module diagram of an information processing device in a game provided by an embodiment of the present application. A graphical user interface is provided through a terminal device, and the information processing device 20 in the game includes: a display control module 210, which displays a scene map corresponding to a preset scene area in the graphical user interface, and the scene map is a picture obtained by a virtual lens observing the preset scene area at a first lens height with a first position as the observation center; a lens control module 220, which controls the virtual lens to move in a first moving manner in response to a sliding operation performed on the graphical user interface, and controls the scene map displayed in the graphical user interface to change according to the movement of the virtual lens; an identification module 230, which determines a target scene area according to an operation vector of the sliding operation; and a scene switching module 240, which determines a second position corresponding to the target scene area as the observation center of the virtual lens in response to the end of the sliding operation, so as to control the scene map displayed in the graphical user interface to switch to a scene map corresponding to the target scene area.

[0163] In a possible implementation of the present application, the first movement method includes changing the observation center of the virtual lens and keeping the lens height of the virtual lens unchanged, wherein the lens control module 220 is further used to: determine the movement vector of the virtual lens according to the operation vector of the sliding operation, and the direction of the operation vector is opposite to the direction of the movement vector; control the observation center of the virtual lens to move from the first position along the direction indicated by the movement vector based on the sliding operation, so that the scene map displayed in the graphical user interface changes accordingly according to the movement of the observation center.

[0164] In a possible implementation of the present application, the lens control module 220 is also used to: detect the first stop action in the sliding operation; determine the first target operation quadrant where the stop position corresponding to the first stop action is located; and determine the direction of the moving vector based on the relative position between the first target operation quadrant and the starting position of the sliding operation.

[0165] In a possible implementation of the present application, the lens control module 220 is further used to: determine the moving direction corresponding to the first target operating quadrant based on a pre-established correspondence between the operating quadrant and the moving direction, and determine the determined moving direction as the direction of the moving vector; or, determine the direction of the moving vector in the following manner: determine a first preset operating quadrant that is diagonally opposite the first target operating quadrant, and determine the direction pointing to a preset point in the first preset operating quadrant as the direction of the moving vector.

[0166] In a possible implementation of the present application, the lens control module 220 is also used to: when receiving the sliding operation, divide the virtual scene of the game according to the first coordinate axis and the second coordinate axis with the starting position of the sliding operation as the origin to obtain multiple operation quadrants, wherein the first coordinate axis, the second coordinate axis, the horizontal axis and the vertical axis do not coincide with each other, and the moving direction is one of the positive and negative directions of the preset coordinate axis, and the preset coordinate axis is one of the horizontal axis and the vertical axis.

[0167] In a possible implementation of the present application, it also includes: an identification display module, which displays at least one location prompt identification while displaying the scene map corresponding to the preset scene area in the graphical user interface, the virtual scene of the game includes multiple scene areas, and the at least one location prompt identification is used to indicate the relative position between other scene areas and the preset scene area.

[0168] In a possible implementation of the present application, the identification display module is also used to: determine the positions of other scene areas in the virtual scene relative to the preset scene area, the other scene areas being scene areas among the multiple scene areas except the preset scene area; and display a position prompt identification at the edge of the graphical user interface corresponding to the position.

[0169] In a possible implementation manner of the present application, other scene areas in the same orientation include one or more, and / or a location prompt mark is displayed at the center point of the edge corresponding to the graphical user interface.

[0170] In a possible implementation manner of the present application, the identification display module is further used to determine the position of each other scene area relative to the preset scene area in the following manner: determine the target map quadrant in which the other scene area is located; and determine the position of the other scene area relative to the preset scene area based on the positional relationship between the target map quadrant and the first position, wherein the first position is the observation center of the virtual lens pre-set for the preset scene area.

[0171] In a possible implementation of the present application, the identification display module is also used to: divide the virtual scene according to the third coordinate axis and the fourth coordinate axis with the first position as the origin to obtain multiple map quadrants, wherein the third coordinate axis and the fourth coordinate axis do not coincide with the horizontal axis and the vertical axis.

[0172] In a possible implementation of the present application, the identification module 230 is further used to: determine a judgment distance for the sliding operation based on the operation vector of the sliding operation; when the judgment distance is less than a map trigger threshold, determine the preset scene area as the target scene area; when the judgment distance is not less than the map trigger threshold, determine the scene area in the direction of the moving vector of the virtual lens as the target scene area.

[0173] In a possible implementation of the present application, the identification module 230 is also used to: determine the second target operation quadrant where the end position of the sliding operation is located; determine the designated coordinate axis corresponding to the second target operation quadrant, the designated coordinate axis being one of the horizontal axis and the vertical axis; determine the vector length of the operation vector based on the starting position and the end position of the sliding operation; and determine the projection distance of the vector length on the designated coordinate axis as the judgment distance for the sliding operation.

[0174] In a possible implementation of the present application, the virtual scene of the game includes multiple scene areas, and a lens position is pre-set for each scene area, where the lens position is the observation center of the virtual lens when observing the scene area. The recognition module 230 determines the second position in the following manner: determining a preset map quadrant in the direction of the moving vector of the virtual lens; detecting at least one other scene area within the preset map quadrant; and determining the lens position closest to the first position among the lens positions corresponding to the at least one other scene area as the second position.

[0175] In a possible implementation of the present application, the scene map corresponding to the preset scene area includes multiple object identifiers and also includes: a display parameter control module, which adjusts the display parameters of the multiple object identifiers based on the operation duration of the sliding operation during the duration of the sliding operation, and the display parameters of the object identifiers gradually change with the accumulation of the operation duration.

[0176] In a possible implementation of the present application, the display parameter control module is further used to: based on the operation duration of the sliding operation, gradually slide out and display an area prompt mark from the edge of the graphical user interface corresponding to the direction of the moving vector of the virtual lens, wherein as the operation duration accumulates, the area prompt mark undergoes at least one of the following display changes: the display parameters of the area prompt mark gradually change, and the displayed portion of the area prompt mark on the graphical user interface gradually increases.

[0177] In one possible implementation of the present application, the display parameter control module is also used to: during the duration of the sliding operation, in response to the sliding operation satisfying a map trigger condition, display a map jump prompt logo around the area prompt logo, and / or the display parameters of the area prompt logo change in a manner opposite to the display parameters of the object logo.

[0178] In a possible implementation of the present application, the identification module 230 determines the judgment distance in the following manner: when the graphical user interface is a graphical user interface in a vertical screen display mode, the judgment distance is determined based on a positional relationship between a specified map edge displayed in the graphical user interface and a specified area edge of the preset scene area, wherein the specified map edge and the specified area edge are consistent in orientation relative to the first position, and the specified map edge is determined based on the direction of the moving vector of the virtual lens.

[0179] In a possible implementation of the present application, the identification module 230 determines the judgment distance in the following manner: when the graphical user interface is a graphical user interface in a vertical screen display mode, if the direction of the moving vector of the virtual lens is the positive direction of the horizontal axis, the judgment distance is the difference between the edge of the specified map in the positive direction displayed in the graphical user interface and the edge of the specified area of ​​the preset scene area in the positive direction; if the direction of the moving vector of the virtual lens is the negative direction of the horizontal axis, the judgment distance is the difference between the edge of the specified area of ​​the preset scene area in the negative direction and the edge of the specified map in the negative direction displayed in the graphical user interface.

[0180] In a possible implementation of the present application, the display control module 210 is further used to: in response to a preset trigger event, display a scene map corresponding to a preset scene area in the graphical user interface, wherein the preset trigger event is detected in the following manner: a full scene map corresponding to the virtual scene of the game is displayed in the graphical user interface, the full scene map includes multiple area identifiers, the full scene map is a picture obtained by the virtual lens observing the virtual scene at a second lens height with a third position as the observation center, the second lens height is greater than the first lens height, and the preset trigger event is detected in response to a selection operation for a preset area identifier among the multiple area identifiers, the preset area identifier is a area identifier used to indicate a preset scene area.

[0181] In a possible implementation of the present application, the display control module 210 is also used to: when the scene map displayed in the graphical user interface is switched from the full scene map to the scene map corresponding to the preset scene area, control the virtual lens to move in a second movement manner, wherein the second movement manner includes changing the observation center of the virtual lens and changing the lens height of the virtual lens.

[0182] Through the above device, the scene map directly displayed on the graphical user interface is changed accordingly according to the user's sliding operation, thereby improving the efficiency of picture display caused by the movement of the virtual lens, simplifying the viewing process of the scene map corresponding to the scene area, improving efficiency, and improving the convenience and continuity of viewing the map.

[0183] See also Fig.15 , Fig.15 The schematic diagram of the structure of the electronic device provided by the exemplary embodiment of the present application. Fig.15 As shown, the electronic device 30 includes a processor 310, a memory 320 and a bus 330. The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 through the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the information processing method in the game in any of the above embodiments can be executed, which are specifically as follows: providing a graphical user interface through a terminal device, displaying a scene map corresponding to a preset scene area in the graphical user interface, and the scene map is a picture obtained by a virtual lens observing the preset scene area at a first lens height with a first position as an observation center; in response to a sliding operation performed on the graphical user interface, controlling the virtual lens to move in a first moving manner, and controlling the scene map displayed in the graphical user interface to change accordingly according to the movement of the virtual lens; determining a target scene area according to the operation vector of the sliding operation; and in response to the end of the sliding operation, determining a second position corresponding to the target scene area as the observation center of the virtual lens, so as to control the scene map displayed in the graphical user interface to switch to the scene map corresponding to the target scene area.

[0184] Through the above-mentioned electronic device, by changing the scene map directly displayed on the graphical user interface in response to the user's sliding operation, the efficiency of the picture display caused by the movement of the virtual lens is improved, and the viewing process of the scene map corresponding to the scene area is simplified, thereby improving efficiency, convenience and continuity of viewing the map.

[0185] An embodiment of the present application also provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, it can execute the steps of the information processing method in the game in any of the above embodiments, which are specifically as follows: providing a graphical user interface through a terminal device, and displaying a scene map corresponding to a preset scene area in the graphical user interface, wherein the scene map is a picture obtained by a virtual lens observing the preset scene area at a first lens height with a first position as an observation center; in response to a sliding operation performed on the graphical user interface, controlling the virtual lens to move in a first moving manner, and controlling the scene map displayed in the graphical user interface to change accordingly according to the movement of the virtual lens; determining a target scene area according to an operation vector of the sliding operation; and in response to the end of the sliding operation, determining a second position corresponding to the target scene area as the observation center of the virtual lens, so as to control the scene map displayed in the graphical user interface to switch to the scene map corresponding to the target scene area.

[0186] Through the above-mentioned computer-readable storage medium, by changing the scene map directly displayed on the graphical user interface in response to the user's sliding operation, the efficiency of the picture display caused by the movement of the virtual lens is improved, and the viewing process of the scene map corresponding to the scene area is simplified, thereby improving efficiency, convenience and continuity of viewing the map.

[0187] Those skilled in the art can clearly understand that, for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here. In the several embodiments provided in the present application, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0188] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0189] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0190] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, etc., various media that can store program codes.

[0191] The above are only specific implementations of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims

1. A method for processing information in a game, characterized in that: Providing a graphical user interface through a terminal device, the method comprising: Displaying a scene map corresponding to a preset scene area in the graphical user interface, wherein the scene map is a picture obtained by observing the preset scene area at a first lens height with a virtual lens taking a first position as an observation center; In response to a sliding operation performed on the graphical user interface, controlling the virtual lens to move in a first moving manner, and controlling the scene map displayed in the graphical user interface to change accordingly according to the movement of the virtual lens; Determining a target scene area according to an operation vector of the sliding operation; In response to the end of the sliding operation, the second position corresponding to the target scene area is determined as the observation center of the virtual lens to control the scene map displayed in the graphical user interface to switch to the scene map corresponding to the target scene area.

2. The method according to claim 1, characterized in that The first moving method includes changing the observation center of the virtual lens and keeping the lens height of the virtual lens unchanged. The step of controlling the virtual lens to move in a first moving manner includes: Determining a moving vector of the virtual lens according to an operation vector of the sliding operation, wherein a direction of the operation vector is opposite to a direction of the moving vector; The observation center of the virtual lens is controlled to move from the first position along the direction indicated by the movement vector based on the sliding operation, so that the scene map displayed in the graphical user interface changes accordingly according to the movement of the observation center.

3. The method according to claim 2, characterized in that The direction of the movement vector is determined by: Detecting a first dwell action in the sliding operation; Determining a first target operating quadrant where the dwell position corresponding to the first dwell action is located; The direction of the movement vector is determined according to the relative position between the first target operation quadrant and the starting point of the sliding operation.

4. The method according to claim 3, characterized in that The direction of the movement vector is determined by: According to a pre-established correspondence between an operating quadrant and a moving direction, determining a moving direction corresponding to the first target operating quadrant, Determining the determined moving direction as the direction of the moving vector; Alternatively, the direction of the movement vector is determined by: determining a first preset operating quadrant that is diagonally opposite to the first target operating quadrant, The direction pointing to the preset point in the first preset operating quadrant is determined as the direction of the movement vector.

5. The method according to claim 4, characterized in that Also includes: When the sliding operation is received, the virtual scene of the game is divided according to the first coordinate axis and the second coordinate axis with the starting position of the sliding operation as the origin to obtain multiple operation quadrants, The first coordinate axis and the second coordinate axis do not coincide with the horizontal axis and the vertical axis, the moving direction is one of a positive direction and a negative direction of a preset coordinate axis, and the preset coordinate axis is one of a horizontal axis and a vertical axis.

6. The method according to claim 1, characterized in that Also includes: While displaying the scene map corresponding to the preset scene area in the graphical user interface, at least one position prompt mark is also displayed. The virtual scene of the game includes multiple scene areas, and the at least one position prompt mark is used to indicate the relative position between other scene areas and the preset scene area.

7. The method according to claim 6, characterized in that Displaying at least one location prompt mark, including: Determine the positions of other scene areas in the virtual scene relative to the preset scene area, wherein the other scene areas are scene areas other than the preset scene area among the multiple scene areas; A position prompt mark is displayed at an edge of the graphical user interface corresponding to the orientation.

8. The method according to claim 7, characterized in that Other scene areas at the same location include one or more, And / or, the location prompt mark is displayed at the center point of the corresponding edge of the graphical user interface.

9. The method according to claim 7, characterized in that: The position of each other scene area relative to the preset scene area is determined by: Determine the target map quadrant where other scene areas are located; The orientation of other scene areas relative to the preset scene area is determined according to the positional relationship between the target map quadrant and the first position, wherein the first position is the observation center of the virtual lens pre-set for the preset scene area.

10. The method according to claim 9, characterized in that Also includes: The virtual scene is divided according to the third coordinate axis and the fourth coordinate axis with the first position as the origin to obtain a plurality of map quadrants, wherein the third coordinate axis and the fourth coordinate axis do not coincide with the horizontal axis and the vertical axis.

11. The method according to claim 1, characterized in that: Determining a target scene area according to an operation vector of the sliding operation includes: determining a determination distance for the sliding operation according to an operation vector of the sliding operation; When the determination distance is less than a map trigger threshold, determining the preset scene area as a target scene area; When the determination distance is not less than a map trigger threshold, a scene area in the direction of the moving vector of the virtual lens is determined as a target scene area.

12. The method according to claim 11, characterized in that Determining a determination distance for the sliding operation according to an operation vector of the sliding operation includes: Determining a second target operation quadrant where the end position of the sliding operation is located; Determine a designated coordinate axis corresponding to the second target operating quadrant, wherein the designated coordinate axis is one of a horizontal axis and a vertical axis; Determining the vector length of the operation vector according to the starting position and the ending position of the sliding operation; The projection distance of the vector length on the designated coordinate axis is determined as a determination distance for the sliding operation.

13. The method according to claim 11, characterized in that The virtual scene of the game includes multiple scene areas. A camera position is preset for each scene area. The camera position is the observation center of the virtual camera when observing the scene area. The second position is determined by: Determining a preset map quadrant in the direction of the moving vector of the virtual lens; Detecting at least one other scene area within the predetermined map quadrant; The lens position closest to the first position among the lens positions corresponding to the at least one other scene area is determined as the second position.

14. The method according to claim 1, characterized in that The scene map corresponding to the preset scene area includes multiple object identifiers. Among them, it also includes: During the duration of the sliding operation, the display parameters of the plurality of object identifiers are adjusted based on the operation duration of the sliding operation, and the display parameters of the object identifiers gradually change as the operation duration accumulates.

15. The method according to claim 1 or 14, characterized in that Also includes: Based on the operation duration of the sliding operation, a region prompt mark is gradually slid out from the edge of the graphical user interface corresponding to the direction of the moving vector of the virtual lens, As the operation time accumulates, at least one of the following display changes occurs in the area prompt marker: display parameters of the area prompt marker gradually change, and a displayed portion of the area prompt marker on the graphical user interface gradually increases.

16. The method according to claim 15, characterized in that Also includes: During the duration of the sliding operation, in response to the sliding operation satisfying a map trigger condition, a map jump prompt mark is displayed around the area prompt mark, And / or, the display parameters of the area prompt identifier are changed in a manner opposite to the display parameters of the object identifier.

17. The method according to claim 11, characterized in that The determination distance is determined by: When the graphical user interface is a graphical user interface in a vertical screen display mode, the judgment distance is determined based on a positional relationship between a designated map edge displayed in the graphical user interface and a designated area edge of the preset scene area, wherein the designated map edge and the designated area edge are consistent in orientation relative to the first position, and the designated map edge is determined based on the direction of a moving vector of the virtual lens.

18. The method according to claim 17, characterized in that The determination distance is determined by: When the graphical user interface is a graphical user interface in a vertical screen display mode, if the direction of the moving vector of the virtual lens is the positive direction of the horizontal axis, the determination distance is the difference between the edge of the specified map in the positive direction displayed in the graphical user interface and the edge of the specified area of ​​the preset scene area in the positive direction, If the direction of the moving vector of the virtual lens is the negative direction of the horizontal axis, the determination distance is the difference between the edge of the designated area of ​​the preset scene area in the negative direction and the edge of the designated map displayed in the graphical user interface in the negative direction.

19. The method according to claim 1, characterized in that Displaying a scene map corresponding to a preset scene area in the graphical user interface includes: In response to a preset trigger event, a scene map corresponding to a preset scene area is displayed in the graphical user interface, The preset trigger event is detected in the following manner: A full scene map corresponding to the virtual scene of the game is displayed in the graphical user interface, the full scene map including a plurality of regional identifiers, the full scene map being a picture obtained by the virtual lens observing the virtual scene at a second lens height with a third position as an observation center, the second lens height being greater than the first lens height, In response to a selection operation on a preset region identifier among the multiple region identifiers, the preset trigger event is detected, and the preset region identifier is a region identifier used to indicate a preset scene area.

20. The method according to claim 19, characterized in that Also includes: When the scene map displayed in the graphical user interface is switched from the full scene map to the scene map corresponding to the preset scene area, the virtual lens is controlled to move in a second movement method, wherein the second movement method includes changing the observation center of the virtual lens and changing the lens height of the virtual lens.

21. An information processing device in a game, characterized in that: Providing a graphical user interface through a terminal device, the device comprises: A display control module, for displaying a scene map corresponding to a preset scene area in the graphical user interface, wherein the scene map is a picture obtained by observing the preset scene area with a virtual lens at a first position as an observation center and at a first lens height; a lens control module, in response to a sliding operation performed on the graphical user interface, controlling the virtual lens to move in a first moving manner, and controlling a scene map displayed in the graphical user interface to change correspondingly according to the movement of the virtual lens; A recognition module, which determines a target scene area according to an operation vector of the sliding operation; The scene switching module, in response to the end of the sliding operation, determines the second position corresponding to the target scene area as the observation center of the virtual lens to control the scene map displayed in the graphical user interface to switch to the scene map corresponding to the target scene area.

22. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any method as claimed in claims 1 to 20.

23. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 20 are executed.