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

By displaying scene markers and switching perspectives in the game interface, the problem of players being unable to view the environment in virtual resource packs was solved, thus improving the gaming experience.

CN119656581BActive Publication Date: 2026-01-23NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411699741.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-11-25
Publication Date
2026-01-23
Estimated Expiration
2044-11-25

AI Technical Summary

Technical Problem

When players search for virtual resources in the virtual resource pack, they cannot effectively view the environment around their game character, making them vulnerable to enemy attacks and resulting in a poor experience.

Method used

By displaying scene icons in the graphical user interface, which consist of an icon area, the scene icons indicate scene objects in the virtual scene and switch the viewpoint in response to the triggering operation of the icon area, so that players can easily view the environment.

Benefits of technology

It improves the portability and environmental information viewing capabilities of players when searching for virtual resources in virtual resource packs, reduces the operational costs during camera rotation, and enhances the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a game picture display method and device, electronic equipment and a computer readable storage medium. The application responds to a triggering operation on a virtual resource package, controls a controlled game character to search for a virtual resource in the virtual resource package, and displays a scene identifier corresponding to a virtual scene. The scene identifier corresponds to an environment layout of the virtual scene in which the controlled game character is located. The scene identifier is composed of at least one identifier area. The identifier area is used to indicate a scene object in the virtual scene. In response to a triggering operation on the identifier area, a target view angle indicated by a target identifier area that is triggered is determined. A game picture under the target view angle is displayed in a graphical user interface. The game picture under the target view angle includes a scene object corresponding to the target identifier area. The application can enable a player to more conveniently view environmental information around a game character controlled by the player when searching for a virtual resource in a virtual resource package, thereby improving the player experience.
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Description

Technical Field

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

[0002] The rise of the internet and the continuous development and evolution of hardware and software technologies have spurred the emergence of smart devices and software. Simultaneously, a large number of games of various themes have sprung up to meet user needs. Virtual resource packs can be incorporated into game scenarios, allowing players to search for and obtain relevant virtual resources.

[0003] Currently, because players cannot properly view the environment around their game character when searching for virtual resources in the virtual resource pack, they are easily attacked by enemies or other situations, leading to their elimination and resulting in a poor player experience. Summary of the Invention

[0004] This application provides a game screen display method, device, electronic device, and storage medium, which enables players to more conveniently view the environmental information around the game character they control when searching for virtual resources in a virtual resource pack, thereby improving the player experience.

[0005] In a first aspect, embodiments of this application provide a method for displaying a game screen, wherein a graphical user interface is provided through a terminal device, the graphical user interface displaying a game screen, the game screen including at least a portion of a virtual scene, and a virtual resource package located in the virtual scene, the method comprising:

[0006] In response to the triggering operation of the aforementioned virtual resource package, the controlled game character is controlled to search for virtual resources in the aforementioned virtual resource package;

[0007] Displays the scene identifier corresponding to the virtual scene. The scene identifier corresponds to the environmental layout of the virtual scene where the controlled game character is located. The scene identifier consists of at least one identifier area, which is used to indicate the scene object in the virtual scene.

[0008] In response to the triggering operation of the aforementioned marked area, the target view indicated by the triggered target marked area is determined, and the game screen under the aforementioned target view is switched and displayed in the aforementioned graphical user interface. The game screen under the aforementioned target view includes the scene object corresponding to the aforementioned target marked area.

[0009] Secondly, embodiments of this application provide a game screen display device, which provides a graphical user interface through a terminal device. The graphical user interface displays a game screen, which includes at least a portion of a virtual scene and a virtual resource package located within the virtual scene. The device includes:

[0010] The resource search module is used to respond to the trigger operation of the above-mentioned virtual resource package and control the controlled game character to search for virtual resources in the above-mentioned virtual resource package;

[0011] The identification display module is used to display scene identifiers corresponding to the virtual scene. The scene identifiers correspond to the environmental layout of the virtual scene where the controlled game character is located. The scene identifiers are composed of at least one identifier area, and the identifier area is used to indicate scene objects in the virtual scene.

[0012] The screen switching module is used to respond to the triggering operation of the above-mentioned marked area, determine the target view indicated by the triggered target marked area, and switch the display of the game screen under the target view in the above-mentioned graphical user interface. The game screen under the target view includes the scene object corresponding to the above-mentioned target marked area.

[0013] Thirdly, embodiments of this application also provide an electronic device, including a memory storing multiple instructions; a processor loads instructions from the memory to execute the steps of any of the game screen display methods provided in embodiments of this application.

[0014] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute the steps of any of the game screen display methods provided in embodiments of this application.

[0015] Fifthly, embodiments of this application also provide a computer program product, including a computer program or instructions, which, when executed by a processor, implement the steps in any of the game screen display methods provided in embodiments of this application.

[0016] The solution adopted in this application embodiment can provide a graphical user interface (GUI) through a terminal device. The GUI displays a game screen, including at least a portion of a virtual scene and a virtual resource pack located within the virtual scene. In response to a trigger operation on the virtual resource pack, the controlled game character searches for virtual resources within the virtual resource pack. A scene identifier corresponding to the virtual scene can also be displayed. This scene identifier corresponds to the environmental layout of the virtual scene where the controlled game character is located. The scene identifier consists of at least one identifier area, which indicates scene objects within the virtual scene. By associating the identifier area with scene objects, players can clearly identify the corresponding scene objects in the virtual scene through the identifier area. Then, in response to a trigger operation on the identifier area, the target view indicated by the triggered target identifier area is determined. The GUI switches the display of the game screen including the scene objects corresponding to the target identifier area under the target viewpoint. This allows players to conveniently switch viewpoints through the identifier area to view the scene objects corresponding to that identifier area. This enables players to more easily view the environmental information around their controlled game character when searching for virtual resources in the virtual resource pack, thereby improving the player experience. Attached Figure Description

[0017] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0018] Figure 1 This is a schematic flowchart of one embodiment of the game screen display method provided in this application.

[0019] Figure 2 This is a schematic diagram of the search control provided in the embodiments of this application;

[0020] Figure 3 This is a schematic diagram of scene identification provided in the embodiments of this application;

[0021] Figure 4 This is a schematic diagram of the identification area when the scene changes, provided in the embodiments of this application;

[0022] Figure 5 This is a schematic diagram of the game screen from the target perspective provided in the embodiments of this application;

[0023] Figure 6 This is a schematic diagram of the action switching control provided in the embodiments of this application;

[0024] Figure 7 This is a schematic diagram of the structure of the game screen display device provided in the embodiments of this application;

[0025] Figure 8 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation

[0026] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application. At the same time, in the description of the embodiments of this application, the terms "first," "second," etc., are only used to distinguish descriptions and should not be construed as indicating or implying relative importance. Thus, features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of this application, "multiple" means two or more, unless otherwise explicitly specified.

[0027] Before providing a detailed explanation of the embodiments of this application, some terms involved in the embodiments of this application will be explained.

[0028] The graphical user interface (GUI) is a graphical user interface obtained by executing software applications on the processor of a mobile terminal or other terminal and rendering them on a display screen. It can be the display screen interface of the terminal device. The GUI can include a UI interface and game screen for player interaction. The UI interface can include game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., direction indicators, character indicators), information display areas (e.g., kill count, match time), or game setting controls (e.g., system settings, shop, coins). In an optional implementation, the game screen is the display screen corresponding to the virtual scene shown on the terminal device. This game screen presents the entire virtual scene, or only a part of the virtual scene can be presented when the virtual scene is large. The virtual scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc., and also multiple dynamic virtual objects, such as game characters, NPC characters, AI characters, etc., that execute game logic within the virtual scene.

[0029] The virtual scene refers to the virtual scene displayed (or provided) by the application when it runs on a terminal or server. Optionally, the virtual scene can be a simulation environment of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene; this application embodiment does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user can control the game character to move within the virtual scene.

[0030] In an optional implementation, the game screen is the display screen corresponding to the virtual scene displayed on the terminal device. The game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.

[0031] In this context, a game character refers to a controllable, dynamic object within a virtual environment. Optionally, the game character can be a virtual person, virtual animal, anime character, etc. The game character can be a virtual avatar representing the user within the virtual environment. The virtual environment can include at least one game character, each with its own shape and volume, occupying a portion of the virtual environment's space. In one possible implementation, the user can control the game character's movement within the virtual environment, such as running, jumping, crawling, etc., and can also control the game character to use skills and virtual items provided by the application to fight against other game characters.

[0032] In this embodiment, the game character can be a virtual character controlled by the user through operations on the client. In some implementations, the game character can be a virtual character competing in a virtual scene. In some implementations, the number of game characters participating in the interaction in the virtual scene can be preset or dynamically determined based on the number of clients joining the interaction.

[0033] This application provides a method, apparatus, electronic device, and computer-readable storage medium for displaying game screens.

[0034] Specifically, this embodiment will be described from the perspective of a game screen display device, which can be integrated into an electronic device. That is, the game screen display method of this embodiment can be executed by an electronic device. Optionally, the electronic device may include a terminal device. The terminal device may be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC), etc.

[0035] The game screen display method provided in this application embodiment can be applied to systems such as game screen display systems. This game screen display system may include a player terminal device and a server. The terminal can be a device that includes both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link. The player terminal device and the server can communicate bidirectionally via a network.

[0036] Optionally, the server can be a standalone server, or a server network or server cluster, including but not limited to computers, network hosts, single network servers, multiple network server sets, or cloud servers composed of multiple servers. Cloud servers consist of a large number of computers or network servers based on cloud computing.

[0037] In one embodiment of this disclosure, the game screen display method can run on a local terminal device or a server. When the game interaction method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0038] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and execution of in-game interaction methods are completed on the cloud gaming server. The client device is responsible for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0039] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0040] The following detailed description is provided in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the order of description in the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described can be performed in a different order than that shown in the accompanying drawings.

[0041] The game screen display method of this embodiment provides a graphical user interface (GUI) through a terminal device. The GUI displays a game screen, which includes at least a portion of a virtual scene and a virtual resource pack located within the virtual scene. In response to a trigger operation on the virtual resource pack, the method controls a controlled game character to search for virtual resources within the virtual resource pack. It also displays a scene identifier corresponding to the virtual scene, which corresponds to the environmental layout of the virtual scene where the controlled game character is located. The scene identifier consists of at least one identifier area, which indicates scene objects within the virtual scene. In response to a trigger operation on the identifier area, the method determines the target view indicated by the triggered target identifier area and switches the display of the game screen under the target view in the GUI. The game screen under the target view includes the scene objects corresponding to the target identifier area. This allows players to more conveniently view the environmental information surrounding their controlled game character when searching for virtual resources within the virtual resource pack, thereby enhancing the player experience.

[0042] Please refer to Figure 1 Taking a terminal as an example, this embodiment provides a game screen display method. This method provides a graphical user interface (GUI) through a terminal device, which displays a game screen. The game screen includes at least a portion of a virtual scene and a virtual resource package located within the virtual scene. The specific flow of this game screen display method can be summarized in steps 101 to 103, wherein:

[0043] Step 101: In response to the triggering operation of the above-mentioned virtual resource package, control the controlled game character to search for virtual resources in the above-mentioned virtual resource package.

[0044] The aforementioned virtual resource pack is a resource pack containing virtual resources. Players can search for virtual resources in the virtual resource pack to obtain or learn about the virtual resources stored in the virtual resource pack. There can be at least one virtual resource in the resource pack. When there are multiple virtual resources, the multiple virtual resources can be different types of virtual resources or the same type of virtual resources. The specific settings can be set according to the needs and are not limited here.

[0045] The aforementioned controlled game character is a game character controlled by the player to whom the current terminal account belongs. The player can control the game character to perform corresponding virtual actions in the virtual scene, such as searching for virtual resources in the virtual resource package in this embodiment.

[0046] In some embodiments, the terminal may provide a search control, such as Figure 2 The graphical user interface shown also displays a search control, namely Figure 2 The control 201 in the middle allows players to search for virtual resource packs by triggering the search control. That is, the search control is used to trigger the controlled game character to search for virtual resources in the virtual resource pack. If there are multiple virtual resource packs in the virtual scene, a search control can be set for each virtual resource pack, and the set search control is located near the virtual resource pack. Alternatively, a search control can be set for all virtual resource packs. This search control can search for each virtual resource pack in a specific order.

[0047] The search control can be displayed continuously on the graphical user interface, or it can be displayed when the controlled game character meets the search criteria for the virtual resource pack, allowing the search to be used to search for that virtual resource pack.

[0048] Specifically, before controlling the controlled game character to search for virtual resources in the virtual resource package in response to the triggering operation of the virtual resource package, the method may further include: the terminal may respond to the controlled game character moving toward the virtual resource package and the distance between the controlled game character and the virtual resource package being less than a preset distance threshold, indicating that the controlled game character is moving toward the virtual resource package and is a certain distance away from the virtual resource package, and display a search control on the graphical user interface.

[0049] Accordingly, the aforementioned response to the triggering operation of the aforementioned virtual resource package, controlling the controlled game character to search for virtual resources in the aforementioned virtual resource package, can be achieved by the terminal receiving the player's pressing operation on the search control, thereby responding to the pressing operation of the search control and controlling the controlled game character to search for virtual resources in the aforementioned virtual resource package.

[0050] Furthermore, while switching the display of the game screen under the target perspective in the aforementioned graphical user interface, the terminal can also control the controlled game character to continue to maintain its orientation towards the aforementioned virtual resource pack; alternatively, the terminal can also control the controlled game character not to maintain its orientation towards the aforementioned virtual resource pack according to specific control signals, etc. The specific settings can be configured according to the requirements, and are not limited here.

[0051] Understandably, controlling the controlled game character to search for virtual resources in the virtual resource package takes a certain amount of time. During this process, the player needs to continuously press the search control to continuously control the controlled game character to search for virtual resources in the virtual resource package.

[0052] Step 102: Display the scene identifier corresponding to the virtual scene. The scene identifier corresponds to the environment layout of the virtual scene where the controlled game character is located. The scene identifier consists of at least one identifier area, which is used to indicate the scene objects in the virtual scene.

[0053] It is understandable that when players search for virtual resources in the virtual resource pack, they cannot properly view the environment around the game character they control, making them vulnerable to enemy attacks or other situations, which can lead to their elimination and a poor player experience.

[0054] In this embodiment, the terminal can introduce a scene identifier. While controlling the controlled game character to search for virtual resources in the virtual resource pack, a scene identifier can be displayed. This scene identifier corresponds to the environmental layout of the virtual scene where the controlled game character is located. Furthermore, the identifier area that makes up the scene identifier corresponds to the relative position of scene objects in the virtual scene; different identifier areas correspond to different scene objects. This associates the identifier area with scene objects in the virtual scene, allowing players to clearly identify the corresponding scene objects in the virtual scene through the identifier area. This enables players to understand the surrounding environment of the controlled game character when controlling the controlled game character to search for virtual resources in the virtual resource pack.

[0055] The aforementioned scene identifiers can be established based on the virtual space where the controlled game character is located. This virtual space can be understood as a closed environment occupying a certain space in the virtual environment. For example, if the controlled game character is in a virtual house in a virtual scene, then the scene identifier can be constructed based on the virtual house, and the scene objects are objects such as doors and windows that are constructed or located in the virtual house. Alternatively, the aforementioned scene identifiers can also be established based on the virtual environment within a certain range of the controlled game character's location. This certain range of virtual environment can be understood as an open environment occupying a certain space in the virtual environment. For example, if the controlled game character is on a mountain path in a virtual environment, then the scene identifier can be the environment within a certain range around the mountain path where the resource pack is located, and the scene objects can be objects such as trees and rocks within that range. The specific settings can be configured according to requirements and are not limited here.

[0056] It is understandable that, in order to associate the identifier area of ​​the scene identifier with the corresponding scene object, the relative position of the identifier area on the scene identifier matches the relative position of the scene object in the virtual scene, and / or, the identifier area is marked with information to indicate the scene object.

[0057] In some embodiments, if the scene identifier is established based on the virtual space where the controlled game character is located, then when matching the relative position of the identifier area on the scene identifier with the relative position of the scene object in the virtual scene, the identifier shape of the scene identifier can match the shape of the virtual space. For example, if the virtual space is a cuboid, the identifier shape of the scene identifier can be the shape corresponding to the cross-section of the cuboid, i.e., a rectangular shape. By matching the identifier shape of the scene identifier with the shape of the virtual space, players can view the scene identifier more intuitively and understand the layout of the virtual space through the scene identifier.

[0058] In some embodiments, if the scene identifier is established based on a virtual environment within a certain range of the location of the controlled game character, then displaying the scene identifier corresponding to the virtual scene may include: the terminal can detect scene objects in the target virtual space surrounding the controlled game character in the virtual scene to obtain environmental layout information in the target virtual space; then, the terminal can generate and display the scene identifier based on the relative positions of each scene object in the environmental layout information and the controlled game character.

[0059] The aforementioned target virtual space is a space within the aforementioned virtual scene centered on the controlled game character. For example, the space can be divided within the virtual scene with the controlled game character as the center and a preset range as the size. Alternatively, a target virtual space can be preset, and the positional relationship between the target virtual space and the controlled game character can be set. Based on this positional relationship and the position of the controlled game character, the position of the target virtual space within the virtual scene can be determined. The specific settings can be configured according to requirements and are not limited here.

[0060] In some embodiments, the virtual resource package is located in the virtual space of the virtual scene. Since there are some scene objects in the virtual space that require the player's attention, such as enemies being able to attack the controlled game character through scene objects, or scene objects that can be observed inside and outside the virtual space, the virtual space includes a second scene object. The second scene object is used for the game character to perform preset interactive behaviors between inside and outside the virtual space. The identification area corresponding to the second scene object is displayed in a display style that is different from other identification areas so that the player can focus on observing the second scene object.

[0061] The aforementioned interactive behaviors can include attack behaviors, observation behaviors, entry and exit behaviors, etc. The aforementioned game characters can be controlled game characters or enemy game characters that are hostile to the controlled game characters. The specific settings can be configured according to the requirements and are not limited here.

[0062] For example, the aforementioned attack could be an enemy game character attacking from outside the virtual space to inside the virtual space through scene objects, or it could be a controlled game character attacking from inside the virtual space to outside the virtual space through scene objects. In this case, the scene objects that carry out the attack could be windows, doors, etc.

[0063] For example, the aforementioned observation behavior could be an enemy game character observing from outside the virtual space to inside the virtual space through scene objects, or it could be a controlled game character observing from inside the virtual space to outside the virtual space through scene objects. In this case, the scene objects that realize the observation behavior could be windows, doors, etc.

[0064] For example, the aforementioned entry and exit behavior could be an enemy game character entering the virtual space from outside through a scene object, or a controlled game character leaving the virtual space from inside through a scene object. In this case, the scene object that enables the entry and exit behavior could be a door, etc.

[0065] In some embodiments, the duration for which the scene identifier corresponding to the virtual scene is displayed may be during the process of the controlled game character searching for virtual resources in the virtual resource package.

[0066] In some embodiments, the above-mentioned display of the scene identifier corresponding to the virtual scene can be: the player triggers a corresponding identifier display event to trigger the display of the scene identifier corresponding to the virtual scene. The identifier display event can be the duration for which the controlled game character searches for virtual resources in the virtual resource package to meet a preset search duration, or it can be a specific operation performed by the player, etc. The specific settings can be configured according to the needs and are not limited here.

[0067] In some embodiments, since there may be multiple scene objects in a virtual scene, and the scene objects in the virtual scene may be the same or different, in order to make it easier for players to intuitively view the scene identifiers, when the virtual scene includes scene objects of at least two object categories, the display style of the identifier area corresponding to the scene objects of different object categories is different.

[0068] For example, scene objects of the same object category can be displayed using the first style, while scene objects of different object categories can be displayed using the second style.

[0069] For example, based on Figure 2 As shown in the example, after pressing control 201, scene indicators can be displayed around control 201, such as... Figure 3 As shown, in this example, the virtual resource package is located inside a virtual house, and since the virtual house is a cuboid, the scene identifier is rectangular in shape. Figure 3 As can be seen, in Figure 3 In the scene identifier, the blank area corresponds to the wall structure of the virtual house, areas 301, 302 and 303 are all scene objects of the same object category, namely the windows of the virtual house, and area 304 is a scene object of another object category, namely the door of the virtual house.

[0070] In addition, to allow players to clearly see the progress of their controlled game character in searching for virtual resources in the aforementioned virtual resource packs, or the progress of opening the virtual resource packs, they can... Figure 3 In the area below, a new progress bar has been added. This progress bar indicates the controlled game character's progress in searching for virtual resources within the aforementioned virtual resource pack, or the progress of opening the virtual resource pack. Figure 3 The 25% is used to indicate that the controlled game character is currently searching for virtual resources in the aforementioned virtual resource pack at a progress of 25%, or that the virtual resource pack is 25% open.

[0071] In some embodiments, as the game progresses, the scene information of the virtual scene will also change accordingly. For example, a game character may come from a certain direction. Therefore, in order to avoid the player having a certain gap in perspective while rotating the view and not being able to observe unexpected situations, which may lead to abnormal situations (e.g., being attacked by other game characters), the terminal can obtain scene change information in the virtual scene in real time, so as to adjust the display mode of at least one of the marker areas in the scene markers based on the scene change information.

[0072] The scene change information refers to data that changes within the virtual scene, such as sound changes, character changes, and resource changes. These can be configured according to specific needs and are not limited here. Specifically, the sound change information indicates sounds emitted by game characters in the virtual scene, such as footsteps or the sound of using virtual weapons. The character change information indicates changes in the attributes and quantity of game characters. The resource change information indicates changes in virtual resources within the virtual scene, such as the addition of new virtual resource packs. These can also be configured according to specific needs and are not limited here.

[0073] Specifically, the terminal can obtain scene change information at at least one location in the virtual scene, and based on the scene change information, determine the first scene object at the corresponding location in the virtual scene. Finally, the identification area corresponding to the first scene object is displayed in a display style that is different from other identification areas.

[0074] It is understandable that scene changes may occur at a certain location in a virtual scene to generate corresponding scene change information. Therefore, based on the location where the scene change information is generated, players can be prompted to check the scene change at the corresponding location so that they can keep track of changes in their surrounding environment in a timely manner. That is, the first scene object mentioned above is the object whose location corresponds to the location where the scene change information is generated.

[0075] The methods for determining the first scene object corresponding to the generation location of the scene change information include: the location of the first scene object being within a preset range of the generation location of the scene change information; the location of the first scene object being consistent with the generation location of the scene change information; the location of the first scene object being in the same direction as the generation location of the scene change information; or the location of the first scene object being closest to the generation location of the scene change information. The specific method can be set according to the requirements and is not limited here.

[0076] Since the methods for determining the first scene object are different, the number of first scene objects determined by scene change information also varies. For example, when the location of the first scene object is within a preset range of the location where the scene change information is generated, there may be multiple first scene objects. Or, when the distance between the location of the first scene object and the location where the scene change information is generated is the shortest, there can only be one scene object.

[0077] The display style of the identification area corresponding to the first scene object that is different from other identification areas includes, but is not limited to, giving the identification area corresponding to the first scene object a specific effect, setting a specific color for the identification area corresponding to the first scene object, adding a specific logo to the identification area corresponding to the first scene object, etc. The specific settings can be made according to the needs and are not limited here.

[0078] In some embodiments, since there may be multiple first scene objects, the display mode can be further set for different first scene objects based on scene change information. That is, the scene change information includes sound change information. The above-mentioned display of the identification area corresponding to the first scene object with a display style that is different from other identification areas may include: determining the sound source position corresponding to the sound change information, and then, based on the distance between the sound source position and the first scene object, determining the first display style of the identification area corresponding to the first scene object, so as to display the identification area corresponding to the first scene object with the first display style.

[0079] It is understood that in this embodiment, based on the distance between the sound source location and the first scene object, a corresponding first display style is set for the first scene object at different distances to highlight the degree of influence of different first scene objects on the controlled game character. That is, the closer the first scene object is, the greater the influence it may have on the controlled game character. For example, the enemy game character gets closer and closer to a certain first scene object in an attempt to attack the controlled game character.

[0080] Specifically, by changing a certain attribute in the display style, the first display style of multiple first scene objects can be made to change gradually.

[0081] Specifically, the first display style can include area color. The closer the sound source location is to the first scene object, the darker the area color. This allows the player to quickly locate the corresponding area and view the environment of the sound source location through the first display style. The darkness of the area color can be varied by setting its transparency.

[0082] For example, such as Figure 4As shown, if the position of the first scene object is set to be within a preset range of the scene change information generation location, and the sound source position is on the left front side of the controlled game character, then the relative position of the sound source position and the scene marker is as follows: Figure 4 As shown, the location of sound source 401 is... Figure 4 If the scene objects corresponding to areas 402 and 403 of the scene identifier are within the preset range of the scene change information generation location, then the scene objects corresponding to areas 402 and 403 are the first scene objects. Areas 402 and 403 need to be displayed in a way that distinguishes them from other identifier areas. Figure 4 The system displays areas 402 and 403 in solid color. Furthermore, the color of areas 402 and 403 is set according to their distance from the sound source. That is, the scene object corresponding to area 402 is closer to the sound source, so the color of area 402 is darker, while the scene object corresponding to area 403 is farther from the sound source, so the color of area 403 is lighter.

[0083] In some embodiments, the terminal may also add a sound icon to the first scene object in the virtual scene based on the first scene object corresponding to the sound change information, so as to prompt the player that there is a sound change at the first scene object; or, if the player triggers the marked area of ​​the first scene object corresponding to the sound change information to adjust to the game screen corresponding to the target view, then a sound icon can be added to the first scene object in the game screen corresponding to the target view, so as to prompt the player simultaneously through the sound icon and the marked area corresponding to the first scene object.

[0084] It should be noted that if a sound appears in the virtual scene and the graphical user interface displays a map indicator area for the virtual scene (referred to as a minimap), then a sound icon can also be added at the corresponding sound source location in the minimap, thereby enabling diverse sound prompts for the player.

[0085] In some embodiments, since the graphical user interface also displays a search control, which is configured to respond to a trigger operation and control the controlled game character to search for the virtual resource package, the step of displaying the scene identifier corresponding to the virtual scene during the process of the controlled game character searching for virtual resources in the virtual resource package is as follows: during the continuous process of the trigger operation, the scene identifier corresponding to the virtual scene is displayed.

[0086] In some embodiments, since some scene objects are in the same position in the horizontal direction, such as a wall with two layers of windows, the target identification area can be further refined to distinguish scene objects in different positions in the vertical direction so that players can more accurately distinguish the areas corresponding to scene objects. Alternatively, the target identification area can be not refined, and the player can trigger the specially displayed identification area only when the identification area is specially displayed, and directly locate the scene object where scene defense exists.

[0087] Specifically, the aforementioned marking area includes at least two marking sub-areas, the scene objects corresponding to the at least two marking sub-areas are in the same position in the horizontal direction, but are in different positions in the vertical direction of the horizontal direction; or, the aforementioned marking area displays at least two position indication information, the at least two position indication information respectively indicating the position of scene objects in the same position in the horizontal direction in the vertical direction.

[0088] Step 103: In response to the triggering operation of the above-mentioned marked area, determine the target view indicated by the triggered target marked area, and switch to display the game screen under the above-mentioned target view in the above-mentioned graphical user interface. The game screen under the above-mentioned target view includes the scene object corresponding to the above-mentioned target marked area.

[0089] The triggering operation can be a button operation, or a touch operation such as pressing or sliding, which can be set according to needs and is not limited here. The area triggered by this operation in the scene identifier is designated as the target identifier area.

[0090] The aforementioned target viewpoint is the viewpoint corresponding to the target identification area, and the game screen displayed under this viewpoint includes the scene objects corresponding to the target identification area.

[0091] In this embodiment, the terminal associates the marked area with the viewpoint, allowing players to easily switch views through the marked area to view the scene objects corresponding to that marked area. This enables players to more easily view the environmental information around the game character they control when searching for virtual resources in the virtual resource pack, thereby improving the player experience and significantly reducing the operation cost required during viewpoint rotation, thus improving viewpoint switching efficiency.

[0092] In some embodiments, when the triggering operation on the virtual resource package is a pressing operation on the search control, determining the target view indicated by the triggered target identifier area in response to the triggering operation on the identifier area includes: in response to a sliding operation from the search control, determining the target identifier area corresponding to the stop position of the sliding operation from the identifier area, and determining the target view indicated by the target identifier area.

[0093] Specifically, the sliding operation of the search control is a sliding operation that is continuous with the triggering operation, and the sliding operation is also an operation performed during the duration of the triggering operation.

[0094] Understandably, since canceling the press operation on the search control will cause the controlled game character to stop searching for virtual resources in the virtual resource pack, in order to prevent the controlled game character from searching for virtual resources in the virtual resource pack again, the terminal sets the trigger operation for the marked area to be a sliding operation that is continuous with the press operation, so that the process of the controlled game character searching for virtual resources in the virtual resource pack is not affected when the marked area is triggered.

[0095] For example, such as Figure 3 and Figure 5 As shown, in Figure 3 The player presses the search control, and then the terminal responds with a continuous swipe operation following the press, determining the end position of the swipe operation. Figure 5 The area where the player's finger is located, that is Figure 3 The 301 area in the code is the target identifier area; therefore, it needs to be... Figure 3 The game screen shown is switched to display. Figure 5 The game screen from the target's perspective corresponds to the target area shown.

[0096] In addition, the identification information 501 can be used to indicate the scene object corresponding to the target identification area included in the game screen from the target's perspective, namely the door of the virtual house.

[0097] In some embodiments, the method further includes: during the duration of the triggering operation and the sliding operation, the terminal can control the controlled game character to continuously explore the virtual resources in the virtual resource pack unless the pressing operation or the sliding operation ends. If the sliding operation ends, for example, when the finger leaves the graphical user interface, an end event of the sliding operation is generated, so that the terminal can control the controlled game character to end the search for virtual resources in the virtual resource pack in response to the end event of the sliding operation or in response to the search completion event of the virtual resource pack.

[0098] The virtual resource pack search completion event can be triggered when the controlled game character's search progress in the virtual resource pack reaches 100%, or it can be triggered when the controlled game character has searched for all the virtual resources in the virtual resource pack. The specific event can be set according to the requirements and is not limited here.

[0099] In some embodiments, since the aforementioned identifier region includes at least two identifier sub-regions to indicate that the corresponding scene objects are at the same position in the horizontal direction but at different positions in the vertical direction of the horizontal direction, the aforementioned determination of the target view indicated by the triggered target identifier region in response to the triggering operation of the aforementioned identifier region may be achieved by the terminal receiving the player's triggering operation on the identifier sub-regions in the aforementioned identifier region, thereby determining the target view indicated by the triggered target identifier sub-region in response to the triggering operation of the identifier sub-regions in the aforementioned identifier region.

[0100] In some embodiments, since at least two location indication messages are displayed on the above-mentioned marking area to indicate the positions of scene objects with the same position in the horizontal direction in the vertical direction, the above-mentioned determination of the target view indicated by the triggered target marking area in response to the triggering operation of the above-mentioned marking area may be that the terminal receives the player's triggering operation on the above-mentioned location indication message, and determines the target view indicated by the triggered target location indication message in response to the triggering operation of the above-mentioned location indication message.

[0101] In some embodiments, in order to more conveniently assist the player's operation, after determining the target view indicated by the triggered target identification area, the terminal may further include: the terminal may display at least one character action switching control in the above-mentioned graphical user interface, the character action switching control is used to switch the character action of the controlled game character, and the character action switching control can realize one-click switching of the character action of the controlled game character, such as the action that the controlled game character needs to switch in the enemy-fighting scenario, so as to improve the continuity of the action connection of the controlled game character.

[0102] Then, in response to the triggering operation of the aforementioned character action switching control, the terminal can control the controlled game character to end the search for virtual resources in the aforementioned virtual resource package, and control the character action of the controlled game character to be adjusted to the character action indicated by the aforementioned character action switching control.

[0103] The aforementioned triggering operation for the character action switching control can be a sliding operation that continues after sliding to the target marker area, that is, the sliding operation does not end, but continues to slide towards the character action switching control.

[0104] When there are multiple character action switching controls, different character action switching controls correspond to different character actions. By triggering different character action switching controls, corresponding character action instructions can be generated to cause the controlled game character to switch to the corresponding action.

[0105] For example, such as Figure 6 As shown, in Figure 6The display shows area 601, which contains two character action switching controls. The left character action switching control is used to instruct the controlled game character to switch items to attack, and the right character action switching control is used to instruct the controlled game character to crouch down to face the enemy.

[0106] In some embodiments, when the first scene object is generated based on the scene change information, displaying at least one character action switching control in the graphical user interface may be as follows: if the target identification area is the identification area corresponding to the first scene object, it means that the player directly switches to the area where the environment changes. Since the area where the environment changes may affect the controlled game character, such as attacking the controlled game character, at least one character action switching control needs to be displayed in the graphical user interface in order to facilitate the player's quick response.

[0107] As can be seen from the above, a graphical user interface (GUI) is provided through a terminal device. The GUI displays a game screen, which includes at least a portion of a virtual scene and a virtual resource pack located within the virtual scene. In response to a trigger operation on the virtual resource pack, the controlled game character searches for virtual resources within the virtual resource pack. A scene identifier corresponding to the virtual scene can also be displayed. This scene identifier corresponds to the environmental layout of the virtual scene where the controlled game character is located. The scene identifier consists of at least one identifier area, which indicates scene objects within the virtual scene. By associating the identifier area with scene objects, players can clearly identify the corresponding scene objects within the virtual scene through the identifier area. Then, in response to a trigger operation on the identifier area, the target view indicated by the triggered target identifier area is determined. The GUI switches the display of the game screen, including the scene objects corresponding to the target identifier area, under the target view. This allows players to conveniently switch views through the identifier area to view the scene objects corresponding to that identifier area. This enables players to more easily view the surrounding environment of their controlled game character when searching for virtual resources within the virtual resource pack, thus improving the player experience.

[0108] This embodiment also provides a game screen display device, which can be integrated into a terminal device. For example, such as... Figure 7 As shown, the game display device provides a graphical user interface (GUI) through a terminal device. The GUI displays a game screen, which includes at least a portion of a virtual scene and a virtual resource pack located within the virtual scene. The game display device may include:

[0109] The resource search module 701 is used to control the controlled game character to search for virtual resources in the virtual resource package in response to the trigger operation of the virtual resource package.

[0110] The identification display module 702 is used to display the scene identification corresponding to the virtual scene. The scene identification corresponds to the environmental layout of the virtual scene where the controlled game character is located. The scene identification consists of at least one identification area, which is used to indicate the scene objects in the virtual scene.

[0111] The screen switching module 703 is used to respond to the triggering operation of the above-mentioned marked area, determine the target view indicated by the triggered target marked area, and switch to display the game screen under the target view in the above-mentioned graphical user interface. The game screen under the target view includes the scene object corresponding to the above-mentioned target marked area.

[0112] In some embodiments, the game screen display device further includes a control display module, which is specifically used for:

[0113] In response to the controlled game character moving toward the virtual resource pack and the distance between the controlled game character and the virtual resource pack being less than a preset distance threshold, a search control is displayed on the graphical user interface.

[0114] The aforementioned screen switching module 703 includes:

[0115] In response to a press operation on the search control, the controlled game character is controlled to search for virtual resources in the virtual resource package;

[0116] While switching the display of the game screen from the target perspective in the aforementioned graphical user interface, it also includes: controlling the controlled game character to maintain its orientation toward the aforementioned virtual resource pack.

[0117] In some embodiments, the identification display module 702 is specifically used for:

[0118] During the process of the controlled game character searching for virtual resources in the aforementioned virtual resource package, the scene identifier corresponding to the aforementioned virtual scene is displayed.

[0119] In some embodiments, the graphical user interface further displays a search control, which is configured to respond to a trigger operation and control the controlled game character to search for the virtual resource pack.

[0120] The step of displaying the scene identifier corresponding to the virtual scene during the process of the controlled game character searching for virtual resources in the virtual resource package is as follows: during the continuous process of the triggering operation, the scene identifier corresponding to the virtual scene is displayed.

[0121] In some embodiments, the above-mentioned screen switching module 703 is specifically used for:

[0122] In response to a sliding operation from the search control, a target labeling area corresponding to the stop position of the sliding operation is determined from the labeling area, and the target viewing angle indicated by the target labeling area is determined.

[0123] In some embodiments, the sliding operation from the search control is a sliding operation that is continuous with the triggering operation.

[0124] In some embodiments, the game screen display device further includes a search control module, which is specifically used for:

[0125] During the aforementioned triggering and sliding operations, the controlled game character is controlled to continuously explore the virtual resources in the aforementioned virtual resource pack.

[0126] In response to the end event of the aforementioned sliding operation or the completion event of the search for the aforementioned virtual resource pack, the controlled game character is controlled to end the search for virtual resources in the aforementioned virtual resource pack.

[0127] In some embodiments, the identification display module 702 is specifically used for:

[0128] The scene objects surrounding the controlled game character in the target virtual space of the above virtual scene are detected to obtain the environmental layout information in the target virtual space.

[0129] Based on the relative positions of each scene object and the controlled game character in the above environmental layout information, the above scene identifiers are generated and displayed.

[0130] In some embodiments, the target virtual space is a space defined in the virtual scene centered on the controlled game character.

[0131] In some embodiments, the aforementioned identification area includes at least two identification sub-areas, wherein the scene objects corresponding to the at least two identification sub-areas are at the same position in the horizontal direction, but at different positions in the vertical direction of the horizontal direction; the aforementioned screen switching module 703 is specifically used for:

[0132] In response to a triggering operation on a sub-region of the aforementioned identifier region, the target view indicated by the triggered target identifier sub-region is determined.

[0133] In some embodiments, at least two position indication messages are displayed on the aforementioned identification area, and the at least two position indication messages respectively indicate the positions of scene objects with the same position in the horizontal direction in the vertical direction; the aforementioned screen switching module 703 is specifically used for:

[0134] In response to the triggering operation of the above location indication information, the target view indicated by the triggered target location indication information is determined.

[0135] In some embodiments, the virtual scene described above includes scene objects of at least two object categories, and the display style of the identification area corresponding to scene objects of different object categories is different.

[0136] In some embodiments, the game screen display device further includes a region display module, which is specifically used for:

[0137] Obtain scene change information at at least one location in the aforementioned virtual scene;

[0138] Based on the above scene change information, the first scene object at the corresponding location is determined from the above virtual scene;

[0139] The identification area corresponding to the first scene object is displayed in a style that distinguishes it from other identification areas.

[0140] In some embodiments, the scene change information includes sound change information, and the area display module is specifically used for:

[0141] Determine the location of the sound source corresponding to the above sound change information;

[0142] Based on the distance between the sound source location and the first scene object, the first display style of the identification area corresponding to the first scene object is determined.

[0143] The identification area corresponding to the first scene object is displayed in the first display style.

[0144] In some embodiments, the first display style includes a region color, and the closer the distance between the sound source location and the first scene object, the darker the region color.

[0145] In some embodiments, the game screen display device further includes an action switching module, which is specifically used for:

[0146] Display at least one character action switching control in the aforementioned graphical user interface;

[0147] In response to the triggering operation of the aforementioned character action switching control, the controlled game character is controlled to end the search for virtual resources in the aforementioned virtual resource package, and the character action of the controlled game character is controlled to be adjusted to the character action indicated by the aforementioned character action switching control.

[0148] In some embodiments, the above-mentioned action switching module is specifically used for:

[0149] If the target identification area is the identification area corresponding to the first scene object, then at least one character action switching control is displayed in the graphical user interface.

[0150] In some embodiments, the virtual resource package is located in the virtual space of the virtual scene, the virtual space includes a second scene object, the second scene object is used for game characters to perform preset interactive behaviors inside and outside the virtual space, and the identification area corresponding to the second scene object is displayed in a display style that is different from other identification areas.

[0151] As can be seen from the above, a graphical user interface (GUI) is provided through a terminal device. The GUI displays a game screen, which includes at least a portion of a virtual scene and a virtual resource pack located within the virtual scene. In response to a trigger operation on the virtual resource pack, the controlled game character searches for virtual resources within the virtual resource pack. A scene identifier corresponding to the virtual scene can also be displayed. This scene identifier corresponds to the environmental layout of the virtual scene where the controlled game character is located. The scene identifier consists of at least one identifier area, which indicates scene objects within the virtual scene. By associating the identifier area with scene objects, players can clearly identify the corresponding scene objects within the virtual scene through the identifier area. Then, in response to a trigger operation on the identifier area, the target view indicated by the triggered target identifier area is determined. The GUI switches the display of the game screen, including the scene objects corresponding to the target identifier area, under the target view. This allows players to conveniently switch views through the identifier area to view the scene objects corresponding to that identifier area. This enables players to more easily view the surrounding environment of their controlled game character when searching for virtual resources within the virtual resource pack, thus improving the player experience.

[0152] Accordingly, this application also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Alternatively, the electronic device can be a server.

[0153] like Figure 8 As shown, Figure 8This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 800 includes a processor 801 with one or more processing cores, a memory 802 with one or more computer-readable storage media, and a computer program stored on the memory 802 and executable on the processor. The processor 801 and the memory 802 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0154] The processor 801 is the control center of the electronic device 800. It connects various parts of the electronic device 800 via various interfaces and lines. By running or loading software programs and / or units stored in the memory 802, and by calling data stored in the memory 802, it executes various functions and processes data of the electronic device 800, thereby providing overall monitoring of the electronic device 800. The processor 801 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic diagrams disclosed in the embodiments of this application.

[0155] In this embodiment, the processor 801 in the electronic device 800 loads the instructions corresponding to the processes of one or more application programs into the memory 802 according to the following steps, and the processor 801 runs the application programs stored in the memory 802 to achieve various functions, such as:

[0156] In response to the triggering operation of the aforementioned virtual resource package, the controlled game character is controlled to search for virtual resources in the aforementioned virtual resource package;

[0157] Displays the scene identifier corresponding to the virtual scene. The scene identifier corresponds to the environmental layout of the virtual scene where the controlled game character is located. The scene identifier consists of at least one identifier area, which is used to indicate the scene object in the virtual scene.

[0158] In response to the triggering operation of the aforementioned marked area, the target view indicated by the triggered target marked area is determined, and the game screen under the aforementioned target view is switched and displayed in the aforementioned graphical user interface. The game screen under the aforementioned target view includes the scene object corresponding to the aforementioned target marked area.

[0159] In some embodiments, before controlling the controlled game character to search for virtual resources in the virtual resource package in response to a triggering operation on the virtual resource package, the method further includes:

[0160] In response to the controlled game character moving toward the virtual resource pack and the distance between the controlled game character and the virtual resource pack being less than a preset distance threshold, a search control is displayed on the graphical user interface.

[0161] The above-mentioned response to the triggering operation of the aforementioned virtual resource package, controlling the controlled game character to search for virtual resources in the aforementioned virtual resource package, includes:

[0162] In response to a press operation on the search control, the controlled game character is controlled to search for virtual resources in the virtual resource package;

[0163] While switching the display of the game screen from the target perspective in the aforementioned graphical user interface, it also includes:

[0164] Control the aforementioned controlled game character to maintain its orientation toward the aforementioned virtual resource pack.

[0165] In some embodiments, displaying a scene identifier corresponding to the virtual scene includes:

[0166] During the process of the controlled game character searching for virtual resources in the aforementioned virtual resource package, the scene identifier corresponding to the aforementioned virtual scene is displayed.

[0167] In some embodiments, the graphical user interface further displays a search control, which is configured to respond to a trigger operation and control the controlled game character to search for the virtual resource pack.

[0168] The step of displaying the scene identifier corresponding to the virtual scene during the process of the controlled game character searching for virtual resources in the virtual resource package is as follows: during the continuous process of the triggering operation, the scene identifier corresponding to the virtual scene is displayed.

[0169] In some embodiments, determining the target view indicated by the triggered target identification area in response to the triggering operation of the identification area includes:

[0170] In response to a sliding operation from the search control, a target labeling area corresponding to the stop position of the sliding operation is determined from the labeling area, and the target viewing angle indicated by the target labeling area is determined.

[0171] In some embodiments, the sliding operation from the search control is a sliding operation that is continuous with the triggering operation.

[0172] In some embodiments, it also includes:

[0173] During the aforementioned triggering and sliding operations, the controlled game character is controlled to continuously explore the virtual resources in the aforementioned virtual resource pack.

[0174] In response to the end event of the aforementioned sliding operation or the completion event of the search for the aforementioned virtual resource pack, the controlled game character is controlled to end the search for virtual resources in the aforementioned virtual resource pack.

[0175] In some embodiments, displaying the scene identifier corresponding to the virtual scene includes:

[0176] The scene objects surrounding the controlled game character in the target virtual space of the above virtual scene are detected to obtain the environmental layout information in the target virtual space.

[0177] Based on the relative positions of each scene object and the controlled game character in the above environmental layout information, the above scene identifiers are generated and displayed.

[0178] In some embodiments, the target virtual space is a space defined in the virtual scene centered on the controlled game character.

[0179] In some embodiments, the above-mentioned identification area includes at least two identification sub-areas, and the scene objects corresponding to the at least two identification sub-areas are in the same position in the horizontal direction, but are in different positions in the vertical direction of the horizontal direction.

[0180] In response to the triggering operation on the aforementioned marked area, determining the target view indicated by the triggered target marked area includes:

[0181] In response to a triggering operation on a sub-region of the aforementioned identifier region, the target view indicated by the triggered target identifier sub-region is determined.

[0182] In some embodiments, at least two location indication messages are displayed on the above-mentioned identification area, and the at least two location indication messages respectively indicate the position of scene objects with the same position in the horizontal direction in the vertical direction;

[0183] In response to the triggering operation on the aforementioned marked area, determining the target view indicated by the triggered target marked area includes:

[0184] In response to the triggering operation of the above location indication information, the target view indicated by the triggered target location indication information is determined.

[0185] In some embodiments, the virtual scene described above includes scene objects of at least two object categories, and the display style of the identification area corresponding to scene objects of different object categories is different.

[0186] In some embodiments, it also includes:

[0187] Obtain scene change information at at least one location in the aforementioned virtual scene;

[0188] Based on the above scene change information, the first scene object at the corresponding location is determined from the above virtual scene;

[0189] The identification area corresponding to the first scene object is displayed in a style that distinguishes it from other identification areas.

[0190] In some embodiments, the scene change information includes sound change information, and displaying the identifier area corresponding to the first scene object in a display style different from other identifier areas includes:

[0191] Determine the location of the sound source corresponding to the above sound change information;

[0192] Based on the distance between the sound source location and the first scene object, the first display style of the identification area corresponding to the first scene object is determined.

[0193] The identification area corresponding to the first scene object is displayed in the first display style.

[0194] In some embodiments, the first display style includes a region color, and the closer the distance between the sound source location and the first scene object, the darker the region color.

[0195] In some embodiments, after determining the target view indicated by the triggered target identification area, the method further includes:

[0196] Display at least one character action switching control in the aforementioned graphical user interface;

[0197] In response to the triggering operation of the aforementioned character action switching control, the controlled game character is controlled to end the search for virtual resources in the aforementioned virtual resource package, and the character action of the controlled game character is controlled to be adjusted to the character action indicated by the aforementioned character action switching control.

[0198] In some embodiments, displaying at least one character action switching control in the graphical user interface includes:

[0199] If the target identification area is the identification area corresponding to the first scene object, then at least one character action switching control is displayed in the graphical user interface.

[0200] In some embodiments, the virtual resource package is located in the virtual space of the virtual scene, the virtual space includes a second scene object, the second scene object is used for game characters to perform preset interactive behaviors inside and outside the virtual space, and the identification area corresponding to the second scene object is displayed in a display style that is different from other identification areas.

[0201] Therefore, the electronic device 800 provided in this embodiment can bring the following technical effects: enabling players to more conveniently view the environmental information around the game character controlled by the player when searching for virtual resources in the virtual resource pack, thereby improving the player experience.

[0202] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0203] Optional, such as Figure 8 As shown, the electronic device 800 also includes: a touch display screen 803, a radio frequency circuit 804, an audio circuit 805, an input unit 806, and a power supply 807. The processor 801 is electrically connected to the touch display screen 803, the radio frequency circuit 804, the audio circuit 805, the input unit 806, and the power supply 807. Those skilled in the art will understand that... Figure 8 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0204] The touch display screen 803 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 803 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 801. It can also receive and execute commands from the processor 801. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 801 to determine the type of touch event. Subsequently, the processor 801 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 803 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 803 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 803 can also be used as part of the input unit 806 to achieve input functions.

[0205] The radio frequency circuit 804 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0206] Audio circuit 805 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuit 805 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuit 805, converted back into audio data, and then processed by processor 801 before being transmitted via radio frequency circuit 804 to, for example, another electronic device, or output to memory 802 for further processing. Audio circuit 805 may also include an earphone jack to provide communication between peripheral headphones and electronic devices.

[0207] The input unit 806 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0208] Power supply 807 is used to supply power to various components of electronic device 800. Optionally, power supply 807 can be logically connected to processor 801 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 807 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0209] although Figure 8 As not shown in the diagram, the electronic device 800 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0210] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0211] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0212] Therefore, embodiments of this application provide a computer-readable storage medium storing multiple computer programs that can be loaded by a processor to execute any of the game screen display methods provided in this application. The computer program can execute the following steps of the game screen display method:

[0213] In response to the triggering operation of the aforementioned virtual resource package, the controlled game character is controlled to search for virtual resources in the aforementioned virtual resource package;

[0214] Displays the scene identifier corresponding to the virtual scene. The scene identifier corresponds to the environmental layout of the virtual scene where the controlled game character is located. The scene identifier consists of at least one identifier area, which is used to indicate the scene object in the virtual scene.

[0215] In response to the triggering operation of the aforementioned marked area, the target view indicated by the triggered target marked area is determined, and the game screen under the aforementioned target view is switched and displayed in the aforementioned graphical user interface. The game screen under the aforementioned target view includes the scene object corresponding to the aforementioned target marked area.

[0216] As can be seen, the computer program can be loaded by the processor to execute any of the game screen display methods provided in the embodiments of this application, thereby bringing the following technical effects: enabling players to more conveniently view the environmental information around the game character controlled by the player when searching for virtual resources in the virtual resource pack, so as to improve the player experience.

[0217] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0218] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0219] Since the computer program stored in the computer-readable storage medium can execute any of the game screen display methods provided in the embodiments of this application, it can achieve the beneficial effects that any of the game screen display methods provided in the embodiments of this application can achieve, as detailed in the preceding embodiments, and will not be repeated here.

[0220] According to one aspect of this application, a computer program product or computer program is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.

[0221] In the above embodiments of the game screen display device, computer-readable storage medium, electronic device, and computer program product, the descriptions of each embodiment have different focuses. Parts not described in detail in a particular embodiment can be referred to in the relevant descriptions of other embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes and beneficial effects of the game screen display device, computer-readable storage medium, computer program product, electronic device, and their corresponding units described above can be referred to the description of the game screen display method in the above embodiments, and will not be repeated here.

[0222] The foregoing has provided a detailed description of a game screen display method, apparatus, electronic device, computer-readable storage medium, and computer program product provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A method for displaying game screens, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, the GUI displaying a game screen, the game screen including at least a portion of a virtual scene and a virtual resource pack located within the virtual scene, the method comprising: In response to a trigger operation on the virtual resource package, the controlled game character is controlled to search for virtual resources in the virtual resource package; Displays a scene identifier corresponding to the virtual scene. The scene identifier corresponds to the environmental layout of the virtual scene where the controlled game character is located. The scene identifier consists of at least one identifier area, which is used to indicate scene objects in the virtual scene. In response to a triggering operation on the identified area, the target view indicated by the triggered target identified area is determined, and the game screen under the target view is switched and displayed in the graphical user interface. The game screen under the target view includes the scene object corresponding to the target identified area.

2. The game screen display method as described in claim 1, characterized in that, Before controlling the controlled game character to search for virtual resources in the virtual resource package in response to a triggering operation on the virtual resource package, the method further includes: In response to the controlled game character moving toward the virtual resource pack and the distance between the controlled game character and the virtual resource pack being less than a preset distance threshold, a search control is displayed on the graphical user interface; The step of controlling the controlled game character to search for virtual resources in the virtual resource package in response to a trigger operation on the virtual resource package includes: In response to a press operation on the search control, the controlled game character is controlled to search for virtual resources in the virtual resource pack; While switching the display of the game screen from the target perspective in the graphical user interface, it also includes: The controlled game character is kept facing the virtual resource pack.

3. The game screen display method as described in claim 1, characterized in that, Display the scene identifier corresponding to the virtual scene, including: During the process of the controlled game character searching for virtual resources in the virtual resource package, the scene identifier corresponding to the virtual scene is displayed.

4. The game screen display method as described in claim 3, characterized in that, The graphical user interface also displays a search control, which is configured to respond to a trigger operation and control the controlled game character to search for the virtual resource package. The step of displaying the scene identifier corresponding to the virtual scene during the process of the controlled game character searching for virtual resources in the virtual resource package is as follows: during the continuous process of the triggering operation, the scene identifier corresponding to the virtual scene is displayed.

5. The game screen display method as described in claim 4, characterized in that, The step of determining the target view indicated by the triggered target identification area in response to the triggering operation of the identification area includes: In response to a sliding operation from the search control, a target identification area corresponding to the stop position of the sliding operation is determined from the identification area, and the target viewing angle indicated by the target identification area is determined.

6. The game screen display method as described in claim 5, characterized in that, The sliding operation from the search control is a sliding operation that is continuous with the trigger operation.

7. The game screen display method as described in claim 5, characterized in that, Also includes: During the triggering and sliding operations, the controlled game character is controlled to continuously explore the virtual resources in the virtual resource pack; In response to the end event of the sliding operation or the completion event of the search for the virtual resource pack, the controlled game character is controlled to end the search for virtual resources in the virtual resource pack.

8. The game screen display method as described in claim 1, characterized in that, The display of the scene identifier corresponding to the virtual scene includes: The scene objects surrounding the controlled game character in the target virtual space of the virtual scene are detected to obtain the environmental layout information in the target virtual space; Based on the relative positions of each scene object and the controlled game character in the environmental layout information, the scene identifier is generated and displayed.

9. The game screen display method as described in claim 8, characterized in that, The target virtual space is a space defined in the virtual scene with the controlled game character as the center.

10. The game screen display method as described in claim 1, characterized in that, The identification area includes at least two identification sub-areas, and the scene objects corresponding to the at least two identification sub-areas are in the same position in the horizontal direction, but in different positions in the vertical direction of the horizontal direction; The step of determining the target view indicated by the triggered target identification area in response to the triggering operation of the identification area includes: In response to a triggering operation on a sub-region of the identified region, the target view indicated by the triggered target sub-region is determined.

11. The game screen display method as described in claim 1, characterized in that, The marked area displays at least two location indication information, which respectively indicate the position of scene objects that are at the same position in the horizontal direction in the vertical direction; The step of determining the target view indicated by the triggered target identification area in response to the triggering operation of the identification area includes: In response to a triggering operation on the location indication information, the target view indicated by the triggered target location indication information is determined.

12. The game screen display method as described in claim 1, characterized in that, The virtual scene includes scene objects of at least two object categories, and the display style of the identification area corresponding to scene objects of different object categories is different.

13. The game screen display method as described in claim 1, characterized in that, Also includes: Obtain scene change information at at least one location in the virtual scene; Based on the scene change information, a first scene object at the corresponding location is determined from the virtual scene; The identification area corresponding to the first scene object is displayed in a display style that is different from other identification areas.

14. The game screen display method as described in claim 13, characterized in that, The scene change information includes sound change information, and displaying the identifier area corresponding to the first scene object in a display style different from other identifier areas includes: Determine the location of the sound source corresponding to the sound change information; Based on the distance between the sound source location and the first scene object, determine the first display style of the identification area corresponding to the first scene object; The identifier area corresponding to the first scene object is displayed using the first display style.

15. The game screen display method as described in claim 14, characterized in that, The first display style includes area color, and the closer the sound source location is to the first scene object, the darker the area color.

16. The game screen display method as described in claim 14, characterized in that, After determining the target view indicated by the triggered target identification area, the following is also included: At least one character action switching control is displayed in the graphical user interface; In response to the triggering operation of the character action switching control, the controlled game character is controlled to end the search for virtual resources in the virtual resource package, and the character action of the controlled game character is controlled to be adjusted to the character action indicated by the character action switching control.

17. The game screen display method as described in claim 16, characterized in that, The display of at least one character action switching control in the graphical user interface includes: If the target identification area is the identification area corresponding to the first scene object, then at least one character action switching control is displayed in the graphical user interface.

18. The game screen display method according to any one of claims 1 to 17, characterized in that, The virtual resource package is located in the virtual space of the virtual scene. The virtual space includes a second scene object, which is used for game characters to perform preset interactive behaviors inside and outside the virtual space. The identification area corresponding to the second scene object is displayed in a display style that is different from other identification areas.

19. A game screen display device, characterized in that, A graphical user interface (GUI) is provided via a terminal device, the GUI displaying game screen, the game screen including at least a portion of a virtual scene and a virtual resource pack located within the virtual scene, the device comprising: The resource search module is used to control the controlled game character to search for virtual resources in the virtual resource package in response to the trigger operation of the virtual resource package; An identifier display module is used to display scene identifiers corresponding to the virtual scene. The scene identifiers correspond to the environmental layout of the virtual scene where the controlled game character is located. The scene identifiers are composed of at least one identifier area, and the identifier area is used to indicate scene objects in the virtual scene. The screen switching module is used to respond to the triggering operation of the marked area, determine the target view indicated by the triggered target marked area, and switch to display the game screen under the target view in the graphical user interface. The game screen under the target view includes the scene object corresponding to the target marked area.

20. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps of the game screen display method as described in any one of claims 1 to 18.

21. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the game screen display method as described in any one of claims 1 to 18.

Citation Information

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