Virtual world-based display method, apparatus, device, storage medium, and product

By using target markers on quest maps and phased-up location guidance information in MMORPG games, the monotony of treasure hunting mode is solved, improving the player's exploration experience and optimizing game performance.

CN119701364BActive Publication Date: 2026-06-23TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2024-12-16
Publication Date
2026-06-23

AI Technical Summary

Technical Problem

The existing treasure hunt mode in MMORPGs is relatively monotonous and lacks challenge and experience.

Method used

By displaying target markers on the mission map to indicate the area of ​​treasure resources, and updating location guidance information in stages as the virtual character moves, players are guided to the location of treasure resources.

Benefits of technology

It enriches the gameplay of the treasure hunt mode, enhances the player's exploration experience, and optimizes computer memory usage and game performance.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a display method and device based on a virtual world, equipment, a storage medium and a product, and belongs to the field of human-computer interaction. The method comprises the following steps: displaying a first virtual character in a virtual world, the first virtual character holding a task map, a target mark point being displayed on the task map, and the target mark point being used for indicating a range of an area where treasure resources are located; receiving a moving operation for the first virtual character, the moving operation being used for controlling the first virtual character to move to the range of the area where the treasure resources are located; in response to the moving operation for the first virtual character, the first virtual character is controlled to move, and position guide information displayed on the task map is updated in stages according to the moving progress of the first virtual character. Through the position guide information updated in stages, the position and direction of the first virtual character in the virtual world are known to the player, the player is guided to gradually approach the position of the treasure resources, and the gameplay of the treasure hunting mode is enriched.
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Description

Technical Field

[0001] This application relates to the field of human-computer interaction, and in particular to a display method, apparatus, device, storage medium and product based on a virtual world. Background Technology

[0002] Massively Multiplayer Online Role-Playing Game (MMORPG) is a game genre. In this type of game, players can control their own virtual characters to explore, fight, or engage in other activities in a virtual world.

[0003] In related technologies, players can control virtual characters to hunt for treasure in a virtual world. In one treasure hunting mode, players find the area corresponding to the treasure in the virtual world based on the location name or text clues provided by the treasure map, and dig for the treasure when they arrive at the location.

[0004] However, the gameplay mechanics of the treasure hunt mode in related technologies are rather monotonous, and how to enrich the gameplay of the treasure hunt mode is a problem that needs to be solved. Summary of the Invention

[0005] This application provides a display method, apparatus, device, storage medium, and product based on a virtual world, the technical solution of which is as follows.

[0006] According to one aspect of this application, a display method based on a virtual world is provided, the method being executed by a first client, the method comprising:

[0007] A first virtual character is displayed in the virtual world. The first virtual character holds a mission map. The mission map displays target markers, which are used to indicate the area range of treasure resources.

[0008] Receive a movement operation for the first virtual character, the movement operation being used to control the first virtual character to move to the area where the treasure resources are located;

[0009] In response to a movement operation on the first virtual character, the system controls the movement of the first virtual character and updates the location guidance information on the mission map in stages according to the movement progress of the first virtual character. The location guidance information is used to guide the first virtual character to the location of the treasure resources.

[0010] According to one aspect of this application, a virtual world-based display device is provided, the device comprising:

[0011] A display module is used to display a first virtual character in the virtual world. The first virtual character holds a mission map, and the mission map displays target markers. The target markers are used to indicate the area range of treasure resources.

[0012] A receiving module is used to receive a movement operation for the first virtual character, the movement operation being used to control the first virtual character to move to the area where the treasure resources are located;

[0013] The display module is used to respond to a movement operation on the first virtual character, control the movement of the first virtual character, and update the location guidance information on the task map in stages according to the movement progress of the first virtual character. The location guidance information is used to guide the first virtual character to the location of the treasure resources.

[0014] According to another aspect of this application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores at least one computer program, the at least one computer program being loaded and executed by the processor to implement the virtual world-based display method as described above.

[0015] According to another aspect of this application, a computer storage medium is provided, wherein at least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by a processor to implement the virtual world-based display method as described above.

[0016] According to another aspect of this application, a computer program product is provided, comprising a computer program stored in a computer-readable storage medium; the computer program is read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform the virtual world-based display method as described above.

[0017] The beneficial effects of the technical solutions provided in this application include at least the following:

[0018] When exploring the virtual world with a primary virtual character, players can acquire a quest map through resource gathering. After interpreting the quest map, target markers appear, indicating the area on the world map where treasures are located. Players control their primary virtual character to travel from their current exploration location to the treasure's location. By comparing the terrain information of the target markers on the quest map with the terrain information on the world map, the potential area where the treasure is hidden is determined. As the primary virtual character moves towards this area, location guidance information on the quest map is updated in stages within the virtual scene, guiding the player to the treasure's location. This phased updating of location guidance information helps players clearly understand their primary virtual character's position and direction of movement in the virtual world, and by guiding players gradually towards the treasure's location, it enriches the treasure hunt gameplay.

[0019] Furthermore, by following the movement of the first virtual character and updating the location guidance information on the mission map in stages, the corresponding scene resources can be loaded at different stages according to the location of the first virtual character, which can optimize computer memory usage and improve game performance. Attached Figure Description

[0020] 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.

[0021] Figure 1 This is a schematic diagram of the architecture of a computer system provided in one embodiment of this application;

[0022] Figure 2 This is a schematic diagram of a treasure hunt mode in a related technology provided in one embodiment of this application;

[0023] Figure 3 This is a schematic diagram of a virtual world-based display method provided in one embodiment of this application;

[0024] Figure 4 This is a flowchart of a virtual world-based display method provided in one embodiment of this application;

[0025] Figure 5 This is a schematic diagram of a virtual world-based display method provided in one embodiment of this application;

[0026] Figure 6This is a flowchart of a virtual world-based display method provided in one embodiment of this application;

[0027] Figure 7 This is a flowchart of a virtual world-based display method provided in one embodiment of this application;

[0028] Figure 8 This is a schematic diagram of a virtual world-based display method provided in one embodiment of this application;

[0029] Figure 9 This is a flowchart of a virtual world-based display method provided in one embodiment of this application;

[0030] Figure 10 This is a schematic diagram of a virtual world-based display method provided in one embodiment of this application;

[0031] Figure 11 This is a flowchart of a virtual world-based display method provided in one embodiment of this application;

[0032] Figure 12 This is a schematic diagram of a virtual world-based display method provided in one embodiment of this application;

[0033] Figure 13 This is a flowchart of a virtual world-based display method provided in one embodiment of this application;

[0034] Figure 14 This is a schematic diagram of a virtual world-based display method provided in one embodiment of this application;

[0035] Figure 15 This is a schematic diagram of a virtual world-based display method provided in one embodiment of this application;

[0036] Figure 16 This is a schematic diagram of a virtual world-based display method provided in one embodiment of this application;

[0037] Figure 17 This is an overall flowchart of a virtual world-based display method provided in one embodiment of this application;

[0038] Figure 18 This is a structural block diagram of a virtual world-based display device provided in one embodiment of this application;

[0039] Figure 19 This is a schematic diagram of the structure of a computer device provided in one embodiment of this application. Detailed Implementation

[0040] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0041] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numerals in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0042] The terminology used in this application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. The singular forms “a,” “the,” and “the” used in this application and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any and all possible combinations of one or more of the associated listed items.

[0043] It should be understood that although the terms first, second, etc., may be used in this application to describe various information, this information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."

[0044] It should be noted that this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data. These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0045] First, let me introduce the relevant terms used in this application:

[0046] Virtual world: A virtual environment displayed (or provided) by an application when it runs on a terminal. The virtual world is implemented based on a virtual environment. This virtual world can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment; this application does not limit it. The following embodiments illustrate this using a three-dimensional virtual environment.

[0047] For example, a virtual environment includes the sky, land, and ocean. The land includes environmental elements such as plants and houses, and users can control their virtual characters to move within this environment. This virtual environment also includes virtual objects, which can be interactive, such as virtual beds, chairs, lamps, and bathtubs, allowing users to control their virtual characters to lie on the virtual bed or sit in the virtual chair. These virtual objects can also be non-interactive, such as virtual trees, virtual rocks, and virtual house structures (which may include roofs, floors, pillars, doors, and windows). This virtual environment can also simulate real-world conditions under different weather conditions, such as sunny days, rainy days, foggy days, or nighttime. The diverse scene elements enhance the diversity and realism of the virtual environment.

[0048] Virtual character: A movable object in a virtual environment. This movable object can be at least one of a virtual character, a virtual animal, or an anime character. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model, each virtual character having its own shape and volume in the three-dimensional virtual environment and occupying a portion of the space within the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional object constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external appearances by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5D or 2D model; this application does not limit this aspect.

[0049] Mission Map: A mission map is a map tool used to find hidden treasures and resources. Mission maps typically display markers to indicate the locations of hidden treasures and resources in the virtual world. They usually show terrain information for a specific area, such as mountains, rivers, and buildings, serving as key clues for players to interpret the mission map. By interpreting the mission map and combining it with the terrain information displayed (such as mountains, forests, and buildings), players can determine the approximate area indicated by the mission map and find locations in the virtual world that match the terrain information on the mission map using the world map. In this embodiment, the mission map may also be called a treasure map or treasure map.

[0050] World map: This refers to a map within the virtual world, displaying geographical information such as explorable areas, cities, and quest locations. When interpreting a quest map, players need to compare the terrain information of the marked points on the quest map with the terrain information on the world map to determine the approximate area where treasure might be hidden. After finding the corresponding terrain on the world map, players can travel to that location to further explore and search for the treasure indicated on the quest map within the virtual world indicated by the world map. In this embodiment, the world map can also be referred to as the game's large map.

[0051] Optionally, the granularity of the world map corresponding to the virtual world can vary. For example, at a local granularity, the virtual world can be divided into multiple world maps; different plots or regions can be divided into different world maps, and each plot or region can be called a world map. Alternatively, at a global granularity, the virtual world can be divided into a single, unified world map. This application's embodiments primarily use the example of a virtual world being divided into multiple world maps for illustration.

[0052] MMORPG games: These are massively multiplayer online games that primarily focus on role-playing. In all MMORPG games, players can play as one or more virtual characters and control those characters to move around in the game's virtual world.

[0053] NPC (Non-Player Character): A character created for the purpose of gameplay, generally playing a role in advancing the plot. NPC characters are not controlled by the player; examples include characters who give players quests or trigger plot events.

[0054] Figure 1 A schematic diagram of a computer system provided in an exemplary embodiment of this application is shown. The computer system 100 may include: a first terminal device 110, a server 120, and a second terminal device 130.

[0055] The first terminal device 110 has a client 111 installed and running that supports a virtual environment. This client 111 can be a multiplayer online battle arena (MOBA) program. When the first terminal device 110 runs the client 111, the game interface of the client 111 is displayed on the screen of the first terminal device 110. The client 111 can be any of the following: massively multiplayer online role-playing games (MMORPGs), battle royale shooting games, virtual reality (VR) applications, augmented reality (AR) programs, 3D mapping programs, virtual reality games, augmented reality games, first-person shooter (FPS) games, third-person shooter (TPS) games, multiplayer online battle arena (MOBA) games, or simulation games (SLGs). In this embodiment, an MMORPG is used as an example. The first terminal device 110 is a terminal used by the first user 112. The first user 112 uses the first terminal device 110 to control a first virtual character located in the virtual world to perform activities and operate virtual items owned by the first virtual character. The first virtual character can be referred to as the virtual character of the first user 112, or a virtual character controlled by the first user 112, etc. The first user 112 can perform operations such as assembling, disassembling, and unloading virtual items owned by the first virtual character, which are not limited in this application. The activities of the first virtual character include, but are not limited to, at least one of the following: moving, jumping, teleporting, releasing skills, using props, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing.

[0056] The second terminal device 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a multiplayer online battle arena (MOBA) program. When the second terminal device 130 runs the client 131, the game interface of the client 131 is displayed on the screen of the second terminal device 130. This client can be any of the following: MMORPG, MOBA, battle royale shooter, VR application, AR application, 3D map application, virtual reality game, augmented reality game, FPS, TPS, or SLG. In this embodiment, an MMORPG is used as an example. The second terminal device 130 is a terminal used by the second user 132. The second user 132 uses the second terminal device 130 to control a second virtual character located in the virtual world to perform activities and operate virtual items owned by the second virtual character. The second virtual character can be referred to as the virtual character of the second user 132, the virtual character controlled by the second user 132, etc. The activities of the second virtual character include, but are not limited to, at least one of the following: moving, jumping, teleporting, releasing skills, using props, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing.

[0057] Optionally, users can choose to enter different virtual environments; or, users can choose to randomly enter different virtual environments; or, users will enter different virtual environments in a random order preset by the developer. The virtual environments are pre-designed by the developer; or, the virtual environments are created by the user using a UGC editor provided by the client.

[0058] Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character can belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions.

[0059] Optionally, the clients installed on the first terminal device 110 and the second terminal device 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal device 110 can refer to one of a plurality of terminals, and the second terminal device 130 can refer to another of a plurality of terminals. This embodiment only uses the first terminal device 110 and the second terminal device 130 as examples. The device types of the first terminal device 110 and the second terminal device 130 may be the same or different, and these device types include at least one of: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers.

[0060] Figure 1Only two terminals are shown in the diagram, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 may also be terminals corresponding to developers, on which a development and editing platform for clients supporting virtual environments is installed. Developers can edit and update the client on the terminal 140 and transmit the installation package of the updated client to the server 120 via wired or wireless network. The first terminal device 110 can download the client installation package from the server 120 to update the client.

[0061] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide backend services to client 111. Optionally, server 120 undertakes the primary computing work, and the first terminal device 110 undertakes the secondary computing work; or, server 120 undertakes the secondary computing work, and the first terminal device 110 undertakes the primary computing work; or, server 120 and the first terminal device 110 collaborate on computing using a distributed computing architecture.

[0062] Optionally, the server 120 includes a processor 121, a user account database 122, a battle service module 123, and a user-facing input / output interface (I / O interface) 124. The processor 121 loads instructions stored in the server 120 and processes data in the user account database 122 and the battle service module 123. The user account database 122 stores data about user accounts used by the first terminal device 110 and other terminals 140, such as the user account's avatar, name, combat power index, and service area. The battle service module 123 provides multiple battle rooms for users to engage in battles, such as 1v1, 3v3, and 5v5 battles. The user-facing I / O interface 124 establishes communication and exchanges data with the first terminal device 110 and / or other terminals 140 via a wireless or wired network.

[0063] The first terminal device 110, the second terminal device 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.

[0064] In some embodiments, the first terminal device 110 and the second terminal device 130 send user operation data during a game to the server 120. The server 120 receives the operation data, processes it to obtain a processing result, and sends the processing result to the first terminal device 110 and the second terminal device 130 respectively.

[0065] In related technologies, players can control virtual characters to hunt for treasure in a virtual world. In one treasure hunting mode, players find the area corresponding to the treasure in the virtual world based on the location name or text clues provided by the treasure map, and dig for the treasure when they arrive at the location.

[0066] Figure 2 This is a schematic diagram of a treasure hunt mode scenario provided in an embodiment of the related technology of this application. Exemplary, in conjunction with reference to... Figure 2 In the virtual scene 200 displayed in the virtual world, players use treasure maps 201 to search for treasure, such as... Figure 2 As shown in Figure (a), the location name or text hint 202 of the treasure map 201 is displayed in the virtual scene 200. For example, if the location name is "Sky Island," the text hint 202 would read, "It's a magical beach, where soft sand connects to a sea of ​​white clouds. The treasure is under the largest coconut tree on the beach." The text hint 202 includes the specific location of the treasure: "under the largest coconut tree." Players arrive at the area corresponding to the treasure based on the location name and text hint 202. Figure 2 As shown in Figure (b), after the player controls the virtual character 203 to reach the specific location where the treasure is buried, a dig button 204 is displayed in the virtual scene. The player obtains the treasure after triggering the dig button 204. However, the gameplay mechanism of the treasure hunt mode in related technologies is relatively monotonous, directly displaying the treasure location on the map, which lacks challenge and treasure hunt experience for players. How to enrich the gameplay of the treasure hunt mode is a problem that needs to be solved.

[0067] In view of this, in order to solve the problems existing in the related technologies, this application provides a display method based on a virtual world. Figure 3 A schematic diagram of a virtual world-based display method provided in an exemplary embodiment of this application is shown. The method is illustrated using an example of it being executed by a first client of an application supporting a virtual environment. A first account is logged into the first client, and the first account has control permissions over a first virtual character.

[0068] For example, in conjunction with reference Figure 3 The player controls a first virtual character 10 to explore the virtual world. The first virtual character 10 possesses at least one quest map 20, which is a quest map that the first virtual character 10 has already collected. Optionally, the quest map 20 includes single-player maps and team maps. Different quest maps 20 are used to activate different quest types; single-player maps are used to activate single-player treasure hunting quests, and team maps are used to activate team treasure hunting quests.

[0069] In some embodiments, the mission map 20 displays target markers 30, which indicate the area where the treasure resources 70 are located. The world map refers to a map in the virtual world, displaying information such as explorable areas, cities, and mission points; the world map can also be called the game's large map. Optionally, the granularity of the world map corresponding to the virtual world may differ.

[0070] For example, at the local granularity level, the virtual world can be divided into multiple world maps, and different plots or regions can be divided into different world maps. The area where treasures are located refers to the area on a certain world map. Alternatively, at the overall granularity level, the virtual world can be divided into a single world map, and the area where treasures are located refers to the area on a specific local map within that world map.

[0071] This application embodiment mainly uses the example of a virtual world that can be divided into multiple world maps for illustration.

[0072] Optionally, the first client receives movement commands from the first account for the first virtual character 10, and teleports the first virtual character 10 to the world map where the treasure resource 70 is located. After the first virtual character 10 arrives at the world map, the player can compare the mission map 20 with the world map. By comparing the terrain information on the mission map 20 with the terrain information on the world map, the player can determine the area range of the treasure resource 70 marked on the mission map 20 on the world map.

[0073] In some embodiments, after the first virtual character 10 arrives at the world map, the player controls the first virtual character 10 to move to the location of the treasure resource 70. Optionally, in response to the movement operation of the first virtual character 10, the first client controls the first virtual character 10 to move in the virtual world. Following the movement of the first virtual character 10, the location guidance information on the task map 20 is updated and displayed in stages in the virtual scene screen. The location guidance information is used to guide the first virtual character 10 to the location of the treasure resource 70. Here, the staged update and display means that the location guidance information on the task map 20 will dynamically change according to the movement of the first virtual character 10, gradually guiding the first virtual character 10 closer to the location of the treasure resource 70.

[0074] In some embodiments, the location guidance information on the mission map 20 includes distance information 40 and radar information 50. The distance information 40 indicates the distance between the first virtual character 10 and the treasure / supply 70. The radar information 50 indicates the direction between the locations of the first virtual character 10 and the treasure / supply 70.

[0075] Optionally, during the process of controlling the first virtual character 10 to search for treasure 70, if the treasure 70 is not on the world map where the first virtual character 10 is currently located (taking the virtual world as a whole as an example, the treasure 70 not being on the world map where the first virtual character 10 is currently located can also be understood as the treasure 70 not being on the local map where the first virtual character 10 is currently located), the distance information 40 displayed on the mission map 20 is used to indicate that the treasure 70 is not on the current world map. For example, the distance information 40 is displayed as "not nearby". At this time, the radar information 50 on the mission map 20 has no display effect.

[0076] Optionally, during the process of controlling the first virtual character 10 to search for treasure resources 70, if the treasure resources 70 are on the current world map (taking the virtual world as a world map as an example, the treasure resources 70 on the world map where the first virtual character 10 is currently located can also be understood as the treasure resources 70 on the local map where the first virtual character 10 is currently located), and follow the movement of the first virtual character 10, the location guidance information on the task map 20 is updated from the first stage display form to the second stage display form.

[0077] Taking location guidance information, including distance information 40 and radar information 50, as an example.

[0078] When the distance between the first virtual character 10 and the treasure 70 is greater than a preset distance, the distance information 40 is displayed as an explicit distance in real time on the mission map 20. The explicit distance indicates the actual distance between the first virtual character 10 and the treasure 70 in numerical form, and simultaneously displays the radar information 50 on the mission map 20 in a first display format. When the distance between the first virtual character 10 and the treasure 70 is less than or equal to the preset distance, the distance information 40 is displayed as an implicit distance on the mission map 20. The implicit distance indicates, in summary text, that the first virtual character 10 is approaching the treasure 70, and simultaneously displays the radar information 50 on the mission map 20 in a second display format. Optionally, the display format of the radar information 50 is positively correlated with the location of the treasure 70. For example, the closer the first virtual character 10 and the treasure 70 are, the more prominent the display format of the radar information 50. The display format of the radar information 50 includes at least one of display light effects, display size, and changes in the frequency of the induced wave.

[0079] For example, taking a preset distance of 200 meters as an example, such as Figure 3As shown in Figure (a), when the distance between the first virtual character 10 and the treasure resource 70 is greater than 200 meters, the distance information 40 on the mission map 20 displays the actual distance, for example, "973 meters". The display effect of the radar information 50 is yellow, and the frequency change of the radar information 50 is a moderate frequency change, for example, the frequency of the radar information 50 is 0.429 Hz, that is, it flashes once every 2.33 seconds. Figure 3 As shown in Figure (b), when the distance between the first virtual character 10 and the treasure 70 is less than or equal to 200 meters, the distance information 40 on the mission map 20 is displayed as an implicit distance, such as "nearby". The display effect of the radar information 50 is green, and the frequency change of the radar information 50 is a change in intensity frequency. The closer the distance between the location of the first virtual character 10 and the treasure 70, the faster the frequency change of the radar information 50. For example, when the distance is between 100 and 200 meters, the frequency of the radar information is 0.429 Hz, that is, it flashes once every 2.33 seconds; when the distance is within 100 meters, the frequency of the radar information is 0.751 Hz, that is, it flashes once every 1.33 seconds.

[0080] In some embodiments, the first virtual character 10 has the authority to open the treasure resource 70. When the first virtual character 10 reaches the perimeter of the treasure resource 70, for example, within a perimeter of a radius of 5 meters from the treasure resource 70, an opening control 60 is displayed on the virtual world screen. In response to a triggering operation on the opening control 60, the treasure resource 70 is displayed on the virtual world screen. Optionally, if the task map 20 is a single-player map, that is, the task type is a single-player treasure hunt, the first virtual character 10 has the authority to open the treasure resource 70; or, if the task map 20 is a team map, that is, the task type is a team treasure hunt, and the first virtual character 10 is the team leader virtual character, the first virtual character 10 has the authority to open the treasure resource 70.

[0081] In some embodiments, the first virtual character 10 does not have permission to open the treasure trove 70. When the first virtual character 10 arrives near the treasure trove 70, a marker control is displayed on the virtual world screen. In response to a trigger operation on the marker control, the treasure trove 70 is marked, and the marked location of the treasure trove 70 is displayed on the world map. The team leader virtual character or a teammate virtual character with opening permission arrives at the marked location to open the treasure trove. After the team leader virtual character or a teammate virtual character with opening permission arrives at the marked location, an opening control 60 is displayed on the virtual scene screen. In response to a trigger operation on the opening control 60, the treasure trove 70 is displayed on the virtual world screen. Optionally, if the mission map 20 is a mission map, that is, if the mission type is a team treasure hunt mission, and the first virtual character 10 is a member of the team, then the first virtual character typically does not have permission to open the treasure trove.

[0082] In some embodiments, when a player controls the first virtual character 10 to open treasure resource 70, there is a chance that a monster guarding treasure resource 70 will be triggered. The player must control the first virtual character 10 to defeat the monster and obtain treasure resource 70. Alternatively, when the team leader or a teammate with opening privileges opens treasure resource 70, there is a chance that a monster guarding treasure resource 70 will be triggered. The virtual characters in the team cooperate to defeat the monster and obtain treasure resource 70.

[0083] For example, the first virtual character 10 has the authority to open the treasure resource 70. When the first virtual character 10 reaches the perimeter of the treasure resource 70, such as... Figure 3 As shown in Figure (c), an activation control 60 is displayed on the virtual world screen. In response to a trigger operation on the activation control 60, as follows... Figure 3 As shown in Figure (d), treasure resources 70 are displayed around the first virtual character 10.

[0084] Figure 4 This is a flowchart illustrating a virtual world-based display method provided in an exemplary embodiment of this application. The method is applied to... Figure 1 The terminal device 110 shown is illustrated as an example. The terminal device 110 can be considered as a first client, which is used to control a first virtual character. Alternatively, a first terminal running the first client is used to control the first virtual character. The method includes steps 210, 220, and 230.

[0085] Step 210: Display the first virtual character in the virtual world, the first virtual character holding the mission map;

[0086] In some embodiments, a terminal running a first client is a first terminal. The first terminal runs a first client that supports a virtual environment. The display screen of the first terminal can display virtual scene images. The virtual scene images are scene images in the virtual environment captured by a camera model. Users can control the activities of the first virtual character through interactive operations with the display screen (which is a touch-enabled display screen, also known as a touch screen) or external interactive devices (such as a mouse, keyboard, electronic stylus, game controller, etc.).

[0087] In one possible implementation, the first client displays a virtual environment in the virtual world through a virtual scene screen. Optionally, in the first client, the virtual environment screen is a view of the virtual environment from the perspective of the first virtual character. Perspective refers to the angle of observation when observing the virtual environment from a first-person or third-person perspective. Optionally, in the embodiments of this application, the perspective is the angle from which the first virtual character is observed in the virtual environment through a camera model. When using a first-person perspective, the camera model is located near or at the head of the first virtual character; when using a third-person perspective, the camera model can be located behind the first virtual character and bound to it, or it can be located at any position at a preset distance from the first virtual character. The camera model allows observation of the first virtual character in the virtual environment from different angles. Optionally, in addition to first-person and third-person perspectives, perspectives also include other perspectives, such as a top-down perspective; when using a top-down perspective, the camera model can be located above the head of the first virtual character. The top-down perspective is a perspective of observing the virtual environment from an aerial viewpoint. Optionally, the camera model will not be actually displayed in the virtual environment; that is, the camera model will not be displayed in the virtual environment shown in the game interface.

[0088] The first virtual character, also known as the master virtual character, is a virtual character controlled by the first account. Optionally, the first virtual character can be a virtual character controlled by a player, or a virtual character controlled by artificial intelligence (AI), or a virtual character controlled by a computer program (on the terminal and / or the server). This application embodiment uses a player-controlled virtual character as an example for illustration. Optionally, the player manipulates the first virtual character to play games or interact with the virtual world. The first account logged in by the player through the first client has control over the first virtual character.

[0089] Optionally, players can explore the virtual world by controlling a first virtual character, which is then displayed on the first client in the exploration state. For example, the first virtual character can walk, run, jump, hunt for treasure, collect resources, discover new locations, complete quests, solve puzzles, capture monsters, fight, and attack other virtual characters in the virtual world.

[0090] In some embodiments, a first virtual character explores a virtual world, possessing at least one quest map, which is a quest map that the first virtual character has successfully acquired. A quest map is a map tool used to find treasure resources. Optionally, the quest map displays target markers to indicate the area of ​​treasure resources within the virtual world.

[0091] In some embodiments, a world map refers to a map within a virtual world, displaying information such as explorable areas, cities, and quest points. A world map can also be called a game map. Optionally, the granularity of the world map corresponding to the virtual world can differ. For example, at a local granularity, the virtual world can be divided into multiple world maps, with different plots or regions represented by different world maps. Alternatively, at an overall granularity, the virtual world can be divided into a single world map.

[0092] This application embodiment mainly uses the example of a virtual world that can be divided into multiple world maps for illustration.

[0093] In some embodiments, the mission map typically displays terrain information for a certain area, such as mountains, rivers, and buildings. By interpreting the mission map and combining it with the terrain information displayed on the mission map (such as mountains, forests, and buildings), players can find places in the virtual world that match the terrain information on the mission map using the world map, thereby determining the area range indicated by the target marker on the mission map.

[0094] A target marker is a point on the mission map used to indicate the location of treasure resources within the world map. Target markers are typically displayed on the mission map as some kind of indicator, icon, or mark. Treasure resources refer to items or resources that players need to find in the virtual world. For example, treasure resources are valuable items, equipment, props, gold coins, or other rewards in the game. This application does not limit this definition.

[0095] Step 220: Receive a movement operation for the first virtual character, the movement operation is used to control the first virtual character to move to the area where the treasure resources are located;

[0096] In some embodiments, the granularity of the world map corresponding to the virtual world varies. For example, at a local granularity, the virtual world can be divided into multiple world maps, with different plots or regions defined as different world maps, and the area where the treasure is located referring to the area on a specific world map. Alternatively, at an overall granularity, the virtual world can be divided into a single world map, and the area where the treasure is located referring to the area on a specific local map within that world map.

[0097] This application embodiment mainly uses the example of a virtual world being divided into multiple world maps for illustration, that is, taking the example of the area where the treasure resources are located as an area on a certain world map for illustration.

[0098] Optionally, in response to a triggered action on a target marker on the mission map, the terrain information of the world map can be displayed. Players can compare the mission map and the world map to determine the geographical location of the treasure marked on the mission map on the world map.

[0099] In some embodiments, after determining the area of ​​the treasure marked on the mission map on the world map, the player controls a first virtual character to travel from its current location to the world map where the treasure is located. Optionally, a first terminal receives control operations from the player targeting the first virtual character, and in response to the control operations, controls the first virtual character to travel from its current location to the world map where the treasure is located. Typically, the first virtual character travels from its current location to a starting point on the world map. Here, the current location refers to the first virtual character's original exploration location in the virtual world. The starting point location refers to the starting point location when the first virtual character arrives on the world map from its exploration location. Optionally, the starting point location can be a fixed location or a non-fixed location on the world map. This application does not limit this.

[0100] Optionally, the first virtual character may move from its current location to the world map where the treasure is located via at least one of the following methods: teleportation, fast travel, flight, or coordinate navigation.

[0101] For example, the first virtual character's mode of travel includes teleportation. Optionally, in response to a teleportation operation on the first virtual character, the first virtual character is teleported from its current location to a world map location containing the treasure. Teleportation allows the first virtual character to quickly travel from its current location to a fixed teleportation point on the world map. Teleportation typically relies on in-game teleportation points, magical teleportation, portals, and other mechanisms, significantly reducing the first virtual character's movement time.

[0102] For example, the first virtual character's mode of travel includes fast travel. Fast travel allows the first virtual character to quickly switch between already explored travel points. Fast travel requires the player to first explore and unlock travel points in a certain area, and then quickly travel from any location to the unlocked travel points. Fast travel significantly reduces the first virtual character's travel time.

[0103] For example, the first virtual character's mode of travel includes flight. Flight is used to instruct the first virtual character to move from its current location to the world map using a flying mount, flying skill, or flying item. For world maps with complex terrain or large areas, flight can bypass obstacles and shorten travel time.

[0104] For example, the first virtual character can travel via coordinate navigation. This coordinate navigation allows the first virtual character to travel from an exploration location to the world map where the treasure is located by inputting coordinates. Optionally, the player can determine their location by inputting or selecting the coordinates of a target location (e.g., the latitude and longitude of a location on the world map) and automatically travel along a pre-planned route.

[0105] The above are merely illustrative examples, and this application does not limit the manner in which the first virtual character travels from the exploration location to the world map where the treasure resources are located.

[0106] Step 230: In response to a movement operation on the first virtual character, control the movement of the first virtual character and update the location guidance information on the task map in stages according to the movement progress of the first virtual character.

[0107] The location guidance information is used to guide the first virtual character to the location of the treasure supplies.

[0108] In some embodiments, after the first virtual character reaches the starting point on the world map where the treasure is located, the player controls the first virtual character to move to the location of the treasure. The location of the treasure refers to its specific location in the virtual world. Optionally, in response to movement operations on the first virtual character, the player controls the first virtual character's movement and updates the location guidance information on the mission map in stages according to the first virtual character's movement progress. The movement progress is used to measure the degree of progress the first virtual character makes in moving to the location of the treasure.

[0109] Optionally, the movement progress of the first virtual character includes at least one of the following:

[0110] • The distance progress of the first virtual character;

[0111] • The path progress of the first virtual character;

[0112] • The timeline of the first virtual character.

[0113] For example, the movement progress of the first virtual character includes distance progress. Distance progress indicates the actual change in distance between the first virtual character and the location of the treasure. Distance progress measures the percentage of the distance the first virtual character has moved on the world map since arriving at its starting point (on the world map), relative to the total distance traveled. The total distance refers to the distance from a starting point on the world map to the location of the treasure. Optionally, distance progress can be displayed based on text or graphics. For example, text can display at least one of distance traveled, remaining distance, or distance percentage, while graphics can display a progress bar, etc.

[0114] For example, if the distance between the first virtual character's starting point on the world map and the location of the treasure is 1000 meters, and the first virtual character has traveled 300 meters from the starting point, the distance progress can be displayed as "300 meters traveled" or "30% distance progress".

[0115] For example, the movement progress of the first virtual character includes path progress. The path progress indicates the first virtual character's completion progress on a preset path. Optionally, the preset path selected by the first virtual character includes multiple path nodes (e.g., road signs), and the path progress can be updated based on whether the first virtual character has reached these path nodes. Optionally, the path progress is based on text display or graphical display.

[0116] For example, the path from the starting point to the location of the treasure can be divided into 5 path nodes. Once the first virtual character has completed the first two path nodes, the path progress can be displayed as "2 / 5 completed" or "40% of the progress remaining".

[0117] For example, the movement progress of the first virtual character includes a time progress. The time progress refers to the time taken for the first virtual character to move from its starting point to the location of the treasure. Optionally, after the first virtual character arrives at the world map where the treasure is located, the game system sets a preset completion time, within which the first virtual character must reach the treasure's location. When the first virtual character begins to move, the game system records the current time and calculates the time progress based on the time taken. Optionally, the time progress is displayed based on text or graphics.

[0118] For example, if the preset completion time is 10 minutes, and the first virtual character has moved for 5 minutes, the time progress can be displayed as "5 minutes elapsed" or as a countdown timer.

[0119] The above are merely illustrative examples, and this application does not limit the form in which the movement progress is represented.

[0120] In some embodiments, phased updates refer to the location guidance information on the mission map changing dynamically in stages according to the movement progress of the first virtual character, gradually guiding the first virtual character closer to the location of the treasure.

[0121] For example, when the first virtual character's movement progress is the path progress, the location guidance information on the task map is updated in stages according to the first virtual character's path progress. For instance, the preset path selected by the first virtual character includes two path nodes, path node A and path node B. The two path nodes can divide the total distance into three stages, and reaching each path node can be considered as the first virtual character reaching a new stage. For example, the first stage is from the starting position to node A, the second stage is from node A to node B, and the third stage is from node B to the location of the treasure. In the first stage, the location guidance information on the task map is displayed as "Continue forward, XX meters away from node A"; in the second stage, the location guidance information on the task map is displayed as "Continue forward, XX meters away from node B"; and in the third stage, the location guidance information on the task map is displayed as "Approaching the location of the treasure".

[0122] In summary, the method provided in this embodiment allows the first virtual character to acquire a mission map through resource gathering while exploring the virtual world. After interpreting the mission map, target markers are displayed on it, indicating the area where treasure resources are located on the world map. The player controls the first virtual character to travel from the current exploration location to the world map containing the treasure resources. By comparing the terrain information of the target markers on the mission map with the terrain information on the world map, the potential area where the treasure resources are buried is determined. During the movement of the first virtual character towards this area, location guidance information on the mission map is updated in stages in the virtual scene, allowing the player to guide the first virtual character to the location of the treasure resources. By updating the location guidance information in stages, the player clearly understands the first virtual character's location and direction of movement in the virtual world, and by guiding the player gradually towards the location of the treasure resources, the gameplay of the treasure hunt mode is enriched.

[0123] Furthermore, by following the movement of the first virtual character and updating the location guidance information on the mission map in stages, the corresponding scene resources can be loaded at different stages according to the location of the first virtual character, which can optimize computer memory usage and improve game performance.

[0124] Select the task map and confirm the target marker based on the task map.

[0125] In some embodiments, a first virtual character is displayed in an exploration state in the virtual world. The first virtual character holds at least one mission map. Before controlling the first virtual character to travel from the exploration location to the world map where the treasure resources are located, it is also necessary to confirm the mission map selected by the first virtual character and confirm the target marker point based on the selected mission map.

[0126] In some embodiments, at least one mission map is displayed in the virtual scene screen, and the at least one mission map is a mission map that the first virtual character has already acquired.

[0127] Optionally, the methods for obtaining the mission map include, but are not limited to, at least one of the following:

[0128] • Data acquisition based on the first virtual character;

[0129] • Unlocked based on reaching a preset level with the first virtual character;

[0130] • Acquired by picking up items in the virtual world using the first virtual character;

[0131] • Obtained by purchasing from the store based on the first virtual character;

[0132] • Acquired through interaction between the first virtual character and other virtual characters.

[0133] The above are merely illustrative examples, and this application does not limit the method of obtaining the task map.

[0134] In some embodiments, the mission map includes two map types: single-player map and team map. Different mission maps are used to activate different mission types. Optionally, the single-player map is used to activate single-player treasure hunt missions, and the team map is used to activate team treasure hunt missions.

[0135] In response to a selection operation on the mission map, the mission type initiated by the first virtual character is determined. Different mission types may have different completion difficulties, or different mission types may unlock different dungeon types. This application does not impose any limitations on this.

[0136] In some embodiments, the mission map displays at least one marker point, which indicates the location of treasure resources in the virtual world. Optionally, the at least one marker point includes a target marker point, which indicates the location of treasure resources in the virtual world for the first virtual character in this treasure hunt mission. Optionally, the target marker point is typically displayed on the mission map in the form of some indicator symbol, icon, or mark. This application does not limit this.

[0137] In some embodiments, task prompts corresponding to task types are displayed on the task map. These prompts indicate the task type on the task map. Optionally, the task prompts include the number of players in the task type, the corresponding challenge difficulty, and the corresponding side quests. The presentation of the task type prompts may include, but is not limited to, at least one of text, icons, colors, and shapes. This application does not limit the specific format of these prompts.

[0138] For example, the task prompt information includes the number of people involved in the task type. For instance, when the task prompt information is displayed as "1", it means that the task type is a solo treasure hunt task, and the solo treasure hunt task includes 1 person; or, for instance, when the task prompt information is displayed as "8", it means that the task type is a team treasure hunt task, and the team treasure hunt task includes 8 people.

[0139] For example, the task prompt information includes the difficulty level corresponding to the task type. For instance, a task prompt information displayed as five stars indicates that the task type available on the task map has a high difficulty level; a task prompt information displayed as three stars indicates that the task type available on the task map has a medium difficulty level; and a task prompt information displayed as one star indicates that the task type available on the task map has a low difficulty level.

[0140] For example, the task prompt information includes side quests corresponding to the task type. Taking a task type that includes both main quests and side quests as an example: The main quest corresponding to the task type is to find the location of the target marker in the virtual world and successfully obtain the treasure at the target marker. The side quests corresponding to the task type are to collect clues to obtain the treasure during the treasure hunt, or to explore unexplored areas on the world map where the treasure is located, or to collect specific items in the virtual world (such as collecting keys to open the treasure). Optionally, the task prompt information is displayed as specific icons, with different icons representing different side quests. For example, a key icon represents a side quest that involves collecting specific items in the virtual world (such as collecting keys to open the treasure).

[0141] The above are merely illustrative examples and do not constitute a limitation on task prompt information.

[0142] In some embodiments, after the quest map is activated, the player can compare the quest map with the world map. By comparing the terrain information on the quest map and the terrain information on the world map, the player can determine the corresponding world map and confirm the area of ​​the treasure marked by the target marker on the quest map on the world map. Optionally, the first client receives control operations from the first account on the first virtual character, controlling the first virtual character to travel to the world map where the treasure is located.

[0143] For example, in conjunction with reference Figure 5 In the virtual scene screen 300, at least one mission map held by the first virtual character is displayed. For example... Figure 5 As shown in Figure (a), the first virtual character possesses at least one quest map, including quest map 301 and quest map 302. The quest prompt information on quest map 301 is "1," indicating that quest map 301 is a single-player map, the quest type is a single-player treasure hunt, and the single-player treasure hunt involves one player. The quest prompt information on quest map 302 is "8," indicating that quest map 302 is a team map, the quest type is a team treasure hunt, and the team treasure hunt involves eight players. In response to a trigger operation on quest map 301, such as... Figure 5 As shown in Figure (b), a world map 303 is displayed. The mission map 301 and the world map 303 are compared. By comparing the terrain information on the mission map 301 and the terrain information on the world map 303, the area range 304 of the treasure marked by the target marker on the mission map 301 on the world map 303 is confirmed.

[0144] In this embodiment, the area of ​​treasure resources is determined by comparing the terrain information of the mission map and the world map, thereby providing players with more accurate positioning and guidance. Confirming the target markers on the mission map can help players save time in searching and exploring. Displaying mission prompts on the mission map can help players quickly identify the type and difficulty of the mission.

[0145] The display format of location guidance information is updated in stages based on the movement progress of the first virtual character.

[0146] In some embodiments, after the first virtual character arrives at the world map where the treasure is located from the exploration location, the player needs to control the first virtual character to continue moving to the location of the treasure. Optionally, in response to a movement operation on the first virtual character, the player controls the first virtual character to move towards the location of the treasure in the virtual world corresponding to the world map.

[0147] Figure 6 This is a flowchart of a virtual world-based display method provided in an exemplary embodiment of this application. Step 230 above can be replaced by step 231.

[0148] Step 231: In response to a movement operation on the first virtual character, control the movement of the first virtual character, and update the location guidance information on the task map from the first stage display mode to the second stage display mode as the first virtual character moves.

[0149] In some embodiments, after the first virtual character reaches the starting point on the world map where the treasure is located, the player controls the first virtual character to continue to the location of the treasure. Optionally, the process of the first virtual character moving from the starting point to the location of the treasure can be divided into different stages, and the display format of the location guidance information on the mission map will differ in different stages.

[0150] In some embodiments, the display format of the location guidance information is related to the movement progress of the first virtual character. The display format of the location guidance information dynamically changes following the movement progress of the first virtual character. Optionally, in response to the movement operation of the first virtual character, the first virtual character is controlled to move, and the location guidance information on the task map is updated from a first-stage display format to a second-stage display format following the movement progress of the first virtual character.

[0151] The location guidance information is used to guide the first virtual character to the location of the treasure. The movement progress is used to measure the progress of the first virtual character in reaching the location of the treasure. Optionally, the movement progress includes at least one of the first virtual character's distance progress, the first virtual character's path progress, and the first virtual character's time progress.

[0152] The first and second stage display formats refer to the different display formats of the location guidance information on the mission map at different stages. The first stage display format refers to the format of the location guidance information displayed on the mission map in the first stage. The second stage display format refers to the format of the location guidance information displayed on the mission map in the second stage. For example, the first stage is the initial or basic state, and the second stage is the intermediate or final state. The movement progress of the first virtual character in the second stage is greater than the movement progress in the first stage.

[0153] Optionally, the visual salience of the location guidance information in the second stage is greater than that in the first stage. For example, visual salience may be reflected in at least one of color, size, dynamic effects, and the number of display elements. This application does not limit this aspect.

[0154] In this embodiment, the first-stage display format and the second-stage display format refer to different ways of presenting location guidance information on the mission map, which are usually associated with the movement progress of the first virtual character. This phased design allows players to obtain clearer navigation and mission guidance in a hierarchical manner during the game, thereby enhancing the game's enjoyment.

[0155] The location guidance information on the task map is unlocked based on the task content.

[0156] In one possible implementation, the location guidance information on the task map includes multiple guidance messages, each displayed after the task content is triggered. Optionally, during the movement of the first virtual character, the task content is displayed in the virtual scene, serving as the unlocking condition for displaying the location guidance information. Upon completion of the task content, the location guidance information on the task map is updated according to the movement progress of the first virtual character.

[0157] Optionally, the mission content includes at least one of location missions, interaction missions, combat missions, and puzzle missions.

[0158] Location-based tasks refer to tasks where the first virtual character travels to a preset location or area based on task prompts to complete the task objective. For example, a location-based task might require the first virtual character to travel to area A in the virtual world and unlock area A.

[0159] Interactive tasks refer to tasks in which the first virtual character interacts with scene elements or NPCs in the virtual world according to task prompts to complete the task objectives. For example, interactive tasks require the first virtual character to talk to or trade with NPCs.

[0160] Combat missions refer to tasks where the first virtual character engages in combat with other virtual characters or NPCs based on mission prompts to complete mission objectives. For example, a combat mission might require the first virtual character to enter a specific combat area, eliminate a certain number of enemies, or defeat a powerful boss.

[0161] In this context, a puzzle-solving task refers to a task where the first virtual character solves pre-set puzzles based on task prompts to achieve the task objective. For example, the pre-set puzzles can be logic puzzles, item combination puzzles, path selection puzzles, etc.

[0162] In some embodiments, the task content includes multiple task sub-contents. Upon completion of the first task sub-content, first guidance information on the task map is displayed; upon completion of the second task sub-content, second guidance information on the task map is displayed. When the task content is completed, following the movement progress of the first virtual character, the location guidance information on the task map is updated from the first stage display format to the second stage display format.

[0163] For example, the location guidance information on the mission map includes distance information and radar information, and the mission content includes two puzzle tasks. For instance, the first puzzle task is a riddle, and the second puzzle task is a graphic combination. After completing the first puzzle task, distance information is displayed on the mission map; after completing the second puzzle task, radar information is displayed. After both distance and radar information on the mission map are unlocked, the location guidance information on the mission map updates from the first stage display format to the second stage display format, following the movement progress of the first virtual character.

[0164] For details regarding the display format of the first stage and the display format of the second stage, please refer to step 231 above. These details will not be repeated here.

[0165] In this embodiment, the location guidance information on the task map is displayed after the triggering conditions are met. The location guidance information is gradually unlocked as the task content is completed. Players need to complete the preset tasks before they can get the next step of guidance, which improves the player's participation and the interactivity of the game.

[0166] Distance information is displayed in stages.

[0167] In some embodiments, the location guidance information includes distance information, which indicates the distance between the first virtual character and the location of the treasure. Optionally, in response to a movement operation on the first virtual character, the distance information displayed on the mission map is updated from a first-stage display format to a second-stage display format. Optionally, the distance information in the first-stage display format is an explicit distance, and the distance information in the second-stage display format is an implicit distance.

[0168] Figure 7 This is a flowchart of a virtual world-based display method provided in an exemplary embodiment of this application. Step 231 above can be replaced by steps 231a and 231b.

[0169] Step 231a: If the distance between the first virtual character and the location of the treasure is greater than the preset distance, the distance information on the mission map is updated in real time with explicit distance.

[0170] In some embodiments, the movement progress of the first virtual character includes distance progress. Distance progress indicates the actual change in distance between the first virtual character and the location of the treasure. Distance progress measures the percentage of the distance the first virtual character has moved on the world map since arriving at the starting point on the world map, relative to the total distance traveled, which is the distance from a starting point on the world map to the location of the treasure.

[0171] Optionally, if the distance between the first virtual character and the location of the treasure is greater than a preset distance, the distance information on the mission map is displayed in real time with explicit distance updates.

[0172] The explicit distance is used to indicate the actual distance between the first virtual character and the location of the treasure in numerical form. The preset distance is a distance distinction condition for the progress of the game. The preset distance can be set in advance by the game or automatically set by the player. This application does not limit this.

[0173] In some embodiments, explicit distance refers to the way distance information is displayed on the mission map. Explicit distance is used to visually show the numerical distance between the first virtual character and the location of the treasure. As the first virtual character moves, the closer the first virtual character is to the location of the treasure, the smaller the numerical distance displayed in the explicit distance.

[0174] In some embodiments, the explicit distance is updated in real time based on the distance between the first virtual character and the location of the treasure. Optionally, the update rate of the distance value corresponding to the explicit distance is related to the movement speed of the first virtual character. Optionally, the movement speed of the first virtual character is related to weather factors, terrain factors, status factors, or other factors, which are not limited in this application. For example, during the movement of the first virtual character, the more complex the terrain in the virtual world, the slower the movement speed of the first virtual character, and the slower the update rate of the distance value corresponding to the explicit distance.

[0175] For example, taking a preset distance of 200 meters as an example, when the distance between the first virtual character and the location of the treasure is greater than 200 meters, the distance information on the task map is updated in real time with explicit distance. For example, at time t1, the distance between the first virtual character and the location of the treasure is 500 meters, and at time t2, the distance between the first virtual character and the location of the treasure is 450 meters.

[0176] In some embodiments, explicit distance can be represented as navigation distance. Navigation distance refers to the distance under navigation conditions, and it can reflect changes in the path of the first virtual character during actual movement. Optionally, the navigation distance is calculated based on the location of the first virtual character, path obstacles, feasible routes, slope, or other factors. When the distance between the first virtual character and the location of the treasure is greater than a preset distance, the distance information on the task map is updated in real time in response to the movement of the first virtual character.

[0177] In some embodiments, a mini-map is displayed on the game interface during the movement of the first virtual character. The mini-map displays the current location of the first virtual character, including surrounding terrain, buildings, roads, quest markers, etc. Optionally, if the distance between the first virtual character and the location of the treasure is greater than a preset distance, a navigation route is displayed on the mini-map. The navigation distance is calculated based on the navigation route, and the distance information on the quest map is updated in real time. The navigation route points from the current location of the first virtual character to the location of the treasure; that is, the navigation route starts at the current location of the first virtual character and ends at the location of the treasure. The navigation route updates in real time as the first virtual character moves, ensuring that the player can clearly see the path forward to approach the location of the treasure.

[0178] In some embodiments, during the movement of the first virtual character, a navigation route is displayed in the virtual world scene. This navigation route, as a scene element, assists the first virtual character in maintaining the correct direction of movement while heading towards the location of the treasure. Optionally, if the distance between the first virtual character and the location of the treasure is greater than a preset distance, a navigation route is displayed around the first virtual character. The navigation distance is calculated based on the navigation route, and the distance information on the task map is updated in real time. The navigation route points from the first virtual character's current location to the location of the treasure. For example, the navigation route is displayed above the first virtual character, with the starting point being the first virtual character's current location and the ending point being the location of the treasure.

[0179] Step 231b: If the distance between the first virtual character and the location of the treasure is less than or equal to a preset distance, display the distance information on the mission map in implicit distance mode.

[0180] Optionally, if the distance between the first virtual character and the location of the treasure is less than or equal to a preset distance, the distance information on the mission map is displayed in real time with implicit distance updates.

[0181] Implicit distance is used to indicate the location of the first virtual character near the treasure in a general textual form. Preset distance is a distance distinction condition for progress; the preset distance can be set in advance by the game or automatically set by the player, and this application does not limit this.

[0182] In some embodiments, implicit distance refers to how distance information is displayed on the mission map. Implicit distance is used to indicate the proximity between the first virtual character and the location of treasure or resources through general text, rather than directly displaying specific distance values. For example, implicit distance might be explicitly stated as "Nearby," "You are very close," or "Treasure is in sight."

[0183] For example, in conjunction with reference Figure 8 In the virtual scene 400, a first virtual character 401 is displayed, heading towards the location of the treasure. The first virtual character 401 carries a mission map 402, which includes distance information 403. Taking a preset distance of 200 meters as an example, if the distance between the first virtual character 401 and the treasure location is greater than 200 meters, the distance information 403 on the mission map 402 is displayed in real-time as an explicit distance. This explicit distance is used to numerically represent the actual distance between the first virtual character 401 and the treasure location. Figure 8 As shown in Figure (a), the explicit distance is displayed as "573m". Optionally, when the distance between the first virtual character 401 and the location of the treasure is less than or equal to 200 meters, the distance information 403 on the mission map 402 is displayed as an implicit distance. The implicit distance is used to indicate in summary text the location of the first virtual character 401 near the treasure, such as... Figure 8 As shown in Figure (b), the implicit distance is explicitly defined as "nearby".

[0184] In this embodiment, the display format of distance information on the mission map is adjusted based on the change in distance between the location of the first virtual character and the treasure. Explicit distance visually displays the numerical distance between the first virtual character and the treasure; players will see specific numbers (e.g., "500 meters"), clearly indicating their distance to the treasure. Implicit distance uses generalized text to indicate the relative position between the first virtual character and the treasure, but does not display specific distance values. Implicit distance reduces information interference, thereby enhancing player immersion. This phased approach of displaying explicit and implicit distances guides players through exploration, improving game playability.

[0185] The display format of radar information is presented in stages.

[0186] In some embodiments, the location guidance information includes radar information, which indicates the direction between the location of the first virtual character and the location of the treasure. Optionally, in response to a movement operation on the first virtual character, the distance information displayed on the mission map is updated from a first-stage display mode to a second-stage display mode. Optionally, the radar information is displayed in the first-stage display mode as the first display mode, and the distance information is displayed in the second-stage display mode as the second display mode.

[0187] Figure 9 This is a flowchart of a virtual world-based display method provided in an exemplary embodiment of this application. Step 231 above can be replaced by steps 231c and 231d.

[0188] Step 231c: If the distance between the first virtual character and the location of the treasure is greater than a preset distance, display the radar information on the mission map in the first display mode;

[0189] In some embodiments, the movement progress of the first virtual character includes distance progress. Distance progress indicates the actual change in distance between the first virtual character and the location of the treasure. Distance progress measures the percentage of the distance the first virtual character has moved on the world map since arriving at the starting point on the world map, relative to the total distance traveled, which is the distance from a starting point on the world map to the location of the treasure.

[0190] Optionally, if the distance between the first virtual character and the location of the treasure is greater than a preset distance, the radar information on the mission map is displayed in a first display format. The first display format refers to the display format of the radar information on the mission map in the first stage.

[0191] In some embodiments, the first display form is positively correlated with the location of the treasure. When the distance between the first virtual character and the location of the treasure is greater than a preset distance, the closer the distance between the first virtual character and the location of the treasure, the more prominent the display of the first display form. Optionally, the first display form includes at least one of the following: the display light effect of radar information, the display size of radar information, and the frequency change of the induced wave of radar information.

[0192] For example, the first display format includes the display color of radar information. Here, display color refers to the color effect of the radar information when displayed. Optionally, the intensity of the display color of the radar information is positively correlated with the location of the treasure. For example, as the distance between the first virtual character and the location of the treasure approaches, the radar's display color changes from pale yellow to green.

[0193] For example, the first display format includes the display size of the radar information. The display size refers to the size of the radar information waveform when displayed. Optionally, the display size of the radar information is positively correlated with the location of the treasure. For example, as the distance between the first virtual character and the location of the treasure decreases, the waveform of the radar information gradually increases.

[0194] For example, the first display format includes changes in the frequency of the radar information's induced waves. These changes refer to the frequency variation of the radar information's waveform during display. Optionally, the frequency variation of the radar information's induced waves is positively correlated with the location of the treasure. For instance, as the distance between the first virtual character and the location of the treasure decreases, the frequency of the radar information's fluctuations increases.

[0195] For example, the first display form includes the display lighting effect of radar information. The display lighting effect refers to the visual effect of the radar information when it is displayed. The display lighting effect typically includes the display brightness or the effect of the display light source. Optionally, the display lighting effect of the radar information is positively correlated with the location of the treasure. For example, as the distance between the first virtual character and the location of the treasure increases, the display lighting effect of the radar becomes stronger.

[0196] In this embodiment, the display form of radar information includes the display color, display size, and changes in the frequency of the sensing wave. The display form of radar information changes over time, providing dynamic feedback and helping players judge in real time the distance between the first virtual character and the treasure, thus providing a more flexible and accurate reaction strategy.

[0197] Step 231d: If the distance between the first virtual character and the location of the treasure is less than or equal to a preset distance, display the radar information on the mission map in a second display mode.

[0198] Optionally, if the distance between the first virtual character and the location of the treasure is less than or equal to a preset distance, the radar information on the mission map is displayed in a second display format. The second display format refers to the display format of the radar information on the mission map in the second stage.

[0199] In some embodiments, the second display mode is positively correlated with the location of the treasure. When the distance between the first virtual character and the location of the treasure is less than or equal to a preset distance, the closer the distance between the first virtual character and the location of the treasure, the more prominent the display mode becomes.

[0200] Optionally, the second display form includes at least one of the following: display light effect of radar information, display size of radar information, and frequency variation of radar information sensing waves.

[0201] For example, in conjunction with reference Figure 10 The first virtual character 501 is displayed in the virtual scene screen 500, and the first virtual character 501 is heading to the location of the treasure. For example... Figure 10 As shown in Figure (a), the first virtual character 501 holds a mission map 502, which includes radar information 503. Taking a preset distance of 200 meters as an example, when the distance between the first virtual character 501 and the location of the treasure is greater than 200 meters, the radar information 503 on the mission map 502 is displayed in a first display mode, which is the display mode of the radar information 503 on the mission map 502 in the first stage. For example, the first display mode is a yellow light effect, and the frequency change of the sensing wave of the radar information 503 is a medium frequency change, flashing once every 2.33 seconds. Optionally, when the distance between the first virtual character 501 and the location of the treasure is less than or equal to 200 meters, the radar information 503 on the mission map 502 is displayed in a second display mode, which is the display mode of the radar information 503 on the mission map 502 in the second stage. Figure 10 As shown in Figure (b), for example, the second display mode is a green light effect, and the frequency change of the sensing wave of radar information 503 is an intensity frequency change, flashing once every 1.33 seconds.

[0202] In this embodiment, the display format of radar information on the mission map is adjusted based on the distance between the first virtual character and the location of the treasure. When the distance is far, the radar information is presented in a simple first display format, avoiding excessive distractions in the player's field of vision and making the interface cleaner. As the player approaches the location of the treasure, the radar information is presented in a second display format, which has a higher visual salience than the first display format. This dynamic display method effectively improves the player's certainty about the location of the treasure; simultaneously, the game interface presents different information densities at different distances, improving interface neatness and information transmission efficiency.

[0203] In some embodiments, the location guidance information on the mission map includes distance information and radar information. Optionally, if the distance between the first virtual character and the location of the treasure is greater than a preset distance, the distance information on the mission map is displayed in real time with explicit distance updates, and the radar information on the mission map is displayed in a first display mode. If the distance between the first virtual character and the location of the treasure is less than or equal to the preset distance, the distance information on the mission map is displayed with implicit distance, and the radar information on the mission map is displayed in a second display mode.

[0204] It should be noted that the above Figure 7 The provided embodiments and Figure 9 The provided embodiments can be combined to form new embodiments. Specifically, steps 231a and 231c are combined to form new embodiments, and steps 231b and 231d are combined to form new embodiments. This application does not limit this.

[0205] The display format of radar information is related to environmental factors.

[0206] In some embodiments, location guidance information includes radar information. During the movement of the first virtual character, the display format of the radar information on the mission map is related to environmental factors. These environmental factors include, but are not limited to, at least one of terrain attributes, weather type, and time of day.

[0207] Optionally, environmental factors include terrain attributes, and the display format of radar information on the mission map is related to the terrain attributes currently in which the first virtual character is located. These terrain attributes include, but are not limited to, at least one of the following: forests, caves, tunnels, mineral zones, mountains, swamps, or other terrain types. In response to movement operations of the first virtual character, the system controls the movement of the first virtual character and changes the display format of the radar information based on the terrain attributes currently in which the first virtual character is located.

[0208] For example, when the terrain attribute is forest, the first virtual character walking in the forest will experience blurred radar information on the mission map due to dense trees or obstructed view, making it impossible to accurately point to the location of treasure. For example, when the terrain attribute is cave or tunnel, the cave or tunnel environment may cause the radar information on the mission map to dim, simulating signal weakening that may occur in underground environments. For example, when the terrain attribute is mineral zone, the first virtual character walking near a mineral zone will experience unstable radar signals due to interference from minerals, causing the radar information on the mission map to rotate irregularly. For example, when the terrain attribute is mountain, the first virtual character walking in a mountainous area will experience radar signals being blocked or reflected by mountains due to complex terrain and extreme slopes, causing the radar information on the mission map to flicker more slowly.

[0209] Optionally, environmental factors include weather type, and the display format of radar information on the mission map is related to the weather type. Weather types include, but are not limited to, at least one of: sunny, rainy, snowy, thunderstorm, hail, dust storm, blowing sand, sandstorm, wind, and haze. In response to the movement of the first virtual character, the system controls the movement of the first virtual character and changes the display format of the radar information based on the current weather type in the virtual world.

[0210] For example, when the weather is sunny, the radar signal can propagate smoothly during the movement of the first virtual character, the radar information displayed on the mission map is relatively accurate, and the display pattern of the radar information remains normal. For example, when the weather is thundery, the frequency of the induced waves in the radar information on the mission map is affected by electromagnetic interference during the movement of the first virtual character. For example, when the weather is foggy or hazy, the fog or haze will reduce the propagation distance of the radar signal during the movement of the first virtual character, and the light effect of the radar information on the mission map may become brighter.

[0211] Optionally, environmental factors include time periods; the display format of radar information on the mission map is related to the current time period of the first virtual character. Time in the virtual world is controlled by a TOD (Time of Day) system. Under the control of the TOD system, the world map will display time-related factors such as year, season, day / night, and hour. In response to the movement of the first virtual character, the system controls the movement of the first virtual character and changes the display format of the radar information based on the current time period of the first virtual character.

[0212] For example, when the time period is nighttime, during the movement of the first virtual character, visibility is significantly reduced due to the lack of natural light sources, and the light effect of the radar information on the mission map becomes brighter. For example, when the time period is dusk, during the movement of the first virtual character, the lighting conditions at dusk vary greatly, and light reflection may affect the propagation path of radar waves, potentially interfering with the frequency changes of the induced waves in the radar information on the mission map.

[0213] It should be noted that the above are merely illustrative examples and do not constitute a limitation on radar information and environmental factors.

[0214] In some embodiments, the display format of radar information on the mission map is related to environmental factors. When the display format of radar information is interfered with by environmental factors, scene elements are displayed on the virtual scene screen. These scene elements assist the first virtual character in maintaining the correct direction of movement while traveling to the location of treasure resources. Optionally, the scene elements are used to explicitly display the direction of movement.

[0215] For example, scene elements may directly indicate the direction of movement through a compass, arrow, navigation route, or other means. For instance, a navigation route may be displayed above the first virtual character, starting at the character's current location and ending at the location of the treasure. Optionally, scene elements may appear randomly in the virtual world, or they may appear after preset conditions are met. This application does not impose any limitations on this.

[0216] In this embodiment, the display format of radar information on the mission map is related to environmental factors. As the first virtual character moves through different environments, the display format of the radar information changes accordingly to simulate the interaction between the first virtual character and the environment in the real world. This design increases the game's immersion and challenge. Simultaneously, by allowing players to adjust their strategies in complex and ever-changing environments, using different navigation techniques or leveraging other scene elements to complete treasure hunts, the game's strategic depth is enhanced.

[0217] Regarding whether the first virtual character has the authority to open treasure resources.

[0218] In some embodiments, the first virtual character may have permission to open treasure resources, or the first virtual character may not have permission to open treasure resources. The two scenarios are described below.

[0219] • The first virtual character has the authority to open treasure resources.

[0220] In some embodiments, the first virtual character has the authority to open the treasure. After the first virtual character approaches the location of the treasure, an opening control is displayed on the virtual scene screen. The treasure is displayed after the first virtual character triggers the opening control.

[0221] Figure 11 This is a flowchart of a virtual world-based display method provided in an exemplary embodiment of this application. The method includes steps 310 and 320.

[0222] Step 310: In response to the first virtual character arriving at the perimeter of the treasure resources, display the activation control;

[0223] In some embodiments, the first virtual character has the authority to open treasure resources. Optionally, when the mission map held by the first virtual character is a single-player map, the first virtual character has the authority to open treasure resources. Optionally, when the mission map held by the first virtual character is a team map, and the first virtual character is the team leader or a team member with opening authority, the first virtual character has the authority to open treasure resources.

[0224] In some embodiments, in response to a first virtual character with opening permissions arriving at the periphery of a treasure resource, an opening control is displayed around the first virtual character. The opening control is used to open the treasure resource. The opening control triggers the opening function for the treasure resource.

[0225] In some embodiments, the perimeter refers to the area defined centered on the location of the treasure. Optionally, the perimeter is at least one of a circular area, a fan-shaped area, a rectangular area, an elliptical area, or other shaped area, and the specific size of the perimeter varies depending on the game settings. For example, taking a circular area as an example, the perimeter is a circular area with a radius of r centered on the first virtual character.

[0226] Step 320: In response to the trigger operation for opening the control, display the treasure resources around the first virtual character.

[0227] In some embodiments, in response to a triggering operation on the opening control, treasure resources are displayed around the first virtual character. Optionally, the triggering operation on the opening control includes, but is not limited to: click operation, long press operation, swipe operation, touch operation, button operation, gesture operation, and free combination of at least two of the above operations.

[0228] For example, in conjunction with reference Figure 12 In the virtual scene 600, a first virtual character 601 is displayed. The first virtual character 601 holds a mission map 602, which is a team map. The first virtual character is either the team leader or a teammate with opening permissions. The first virtual character 601 has the permission to open treasure resources. Optionally, after the first virtual character 601 reaches the perimeter of the treasure resources, for example, when the first virtual character 601 reaches a perimeter within 5 meters of the location of the treasure resources, an opening control 603 is displayed around the first virtual character 601. The opening control 603 is used to open the treasure resources.

[0229] In this embodiment, when the first virtual character has the authority to open treasure resources, the opening control is directly displayed when the first virtual character reaches the vicinity of the treasure resources. The first virtual character opens the treasure resources based on the opening control, and the player can directly interact with the treasure resources. This direct interaction enhances the player's sense of participation.

[0230] • The first virtual character does not have the authority to open treasure resources.

[0231] In some embodiments, the first virtual character does not have permission to open the treasure. After the first virtual character approaches the location of the treasure, a marking control is displayed on the virtual scene screen. The location of the treasure is marked by controlling the first virtual character to trigger the marking control.

[0232] Figure 13 This is a flowchart of a virtual world-based display method provided in an exemplary embodiment of this application. The method includes steps 410 and 420.

[0233] Step 410: In response to the first virtual character arriving at the perimeter of the treasure resources, display the marker control;

[0234] In some embodiments, the first virtual character does not have permission to open treasure resources. Optionally, when the mission map held by the first virtual character is a team map, and the first virtual character is a virtual character in the team other than the team leader virtual character or a team member virtual character with opening permission, the first virtual character does not have permission to open treasure resources.

[0235] In some embodiments, in response to a first virtual character without opening permissions arriving at the perimeter of a treasure resource, a marker control is displayed around the first virtual character. The marker control is used to mark the treasure resource. The marker control triggers the marking function for the treasure resource.

[0236] In some embodiments, the perimeter refers to the area defined centered on the location of the treasure. Optionally, the perimeter is at least one of a circular area, a fan-shaped area, a rectangular area, an elliptical area, or other shaped area, and the specific size of the perimeter varies depending on the game settings. For example, taking a circular area as an example, the perimeter is a circular area with a radius of r centered on the first virtual character.

[0237] Step 420: In response to the trigger operation of the marking control, mark the location of the treasure supplies and synchronize the marking information of the location to the virtual characters of teammates with opening permissions.

[0238] In this scenario, the virtual teammate character with the necessary permissions is in the same faction as the first virtual character. Optionally, the virtual teammate character can be the team leader, or it can be another team member with the necessary permissions.

[0239] Factions can also be referred to by other equivalent terms, such as groups, teams, or organizations. Factions are used to temporarily or permanently delineate the groups to which virtual objects belong.

[0240] For example, virtual characters in a virtual world can be categorized into at least one faction; or, virtual characters in a virtual world can freely form temporary factions. Each faction includes at least one virtual character. Optionally, virtual characters from different factions can support attacking each other; or, virtual characters from different factions can support attacking each other under certain conditions.

[0241] In some embodiments, the virtual teammate character with the permission to open the feature may be the team leader by default; or, the virtual teammate character with the permission to open the feature may be a member designated by the team leader, and the team member designated by the team leader has the permission to open the feature; or, the virtual teammate character with the permission to open the feature may be a virtual character of a specified type; or, the virtual teammate character with the permission to open the feature may be a virtual character determined by voting. For example, before a treasure hunt begins, team members can vote to determine the virtual teammate character with the most votes.

[0242] The above is merely an exemplary example of determining teammate virtual characters, and this application does not limit the method for determining teammate virtual characters with enabling permissions. This application's embodiments primarily use a teammate virtual character with enabling permissions as the team leader for illustration.

[0243] In some embodiments, when the first virtual character does not have the permission to open the treasure, after the first virtual character arrives at the perimeter of the treasure, it marks the location of the treasure, generates location marker information in the virtual world, and generates treasure marker points on the world map.

[0244] The location marker is a point within the virtual scene displayed on the first client of the first virtual character. The treasure / supply marker is a point generated on the world map based on the location marker.

[0245] Optionally, in response to the first virtual character's trigger operation on the marker control, the location of the treasure is marked, generating a treasure marker point on the world map. Optionally, a teammate virtual character with opening permissions is guided to the location of the treasure based on the treasure marker point displayed on the world map.

[0246] In some embodiments, in response to a teammate virtual character with opening permission arriving at the vicinity of the treasure resources, an opening control is displayed on the client (first client) corresponding to the first virtual character, and in response to a triggering operation on the opening control, the treasure resources are displayed around the first virtual character.

[0247] In some embodiments, in response to a teammate virtual character with opening permissions arriving within the vicinity of treasure resources, the treasure resources are displayed around the first virtual character if preset display conditions are met. The preset display conditions are used to trigger the opening control displayed on the client (second client) corresponding to the teammate virtual character with opening permissions. The opening control displayed on the client corresponding to the teammate virtual character is triggered after the teammate virtual character arrives at the location of the treasure resources based on the marked information.

[0248] That is, the control can be displayed on the first client or on the second client, and this application does not limit it in this regard.

[0249] For example, in conjunction with reference Figure 14 In the virtual scene 700, a first virtual character 701 is displayed. The first virtual character 701 holds a mission map 702, which is a team map. The first virtual character does not have the permission to open any teammate virtual characters. Optionally, after the first virtual character 701 reaches the perimeter of the treasure resources, if... Figure 14 As shown in Figure (a), when the first virtual character 701 reaches a radius of 5 meters around the location of the treasure, a marking control 703 is displayed around the first virtual character 701. The marking control 703 is used to mark the location of the treasure. Optionally, in response to a trigger operation on the marking control 703, the location of the treasure is marked, as shown below. Figure 14 As shown in Figure (b), location marker information 704 is generated in the virtual world, and the location marker information is synchronized to the virtual characters of teammates with opening permissions, waiting for the virtual characters of teammates with opening permissions to gather and open the treasure resources.

[0250] For example, in conjunction with reference Figure 15 In the virtual scene 800, a team map 801 is displayed. Team map 801 is a mission map shared by the first virtual character and other team members. After the first virtual character marks the location of the treasure, a location marker is generated in the virtual world. Simultaneously, a treasure marker 803 is generated on the world map 802, which is a marker generated on the world map 802 based on the marked information. Teammate virtual characters with the necessary permissions can then reach the location of the treasure based on the treasure marker 803.

[0251] In this embodiment, when the first virtual character does not have permission to open the treasure, a marker control is displayed when the first virtual character reaches the vicinity of the treasure. The location of the treasure is marked by the marker control and simultaneously sent to other teammate virtual characters. This method requires teamwork to obtain the treasure, increasing the strategic depth of the game.

[0252] Awaken the combat virtual character based on target probability or target probability range.

[0253] In some embodiments, before triggering the activation control, a prompt message is displayed around the treasure resource. This prompt message indicates the target probability or target probability range of waking up a combat virtual character when activating the treasure resource. The combat virtual character is a virtual character used to guard the treasure resource.

[0254] The "peripheral position" can be any location around the treasure. For example, it could be located to the upper right, lower right, upper left, or lower left of the treasure. This application does not specify the exact location of the peripheral position.

[0255] Among them, the target probability is used to indicate the probability of waking up the combat virtual character when opening treasure resources, and the target probability range is used to indicate the probability range of waking up the combat virtual character when opening treasure resources.

[0256] The target probability range is a probability interval, with the boundary values ​​representing the minimum and maximum probabilities of waking up a combat virtual character, respectively. For example, a probability interval displayed as "[60%, 100%]" indicates that the minimum probability of waking up a combat virtual character is 60%, and the maximum probability is 100%.

[0257] In this embodiment, before opening treasure resources, players receive information about the probability of awakening their combat virtual character, helping them make more strategic decisions. The prompt informs players of the awakening probability of their combat virtual character while retaining a degree of uncertainty, making the game both predictable and challenging.

[0258] In some embodiments, the target probability or target probability range is related to at least one of the following triggering factors:

[0259] • Types of treasure resources;

[0260] • Types of mission maps;

[0261] • The level of the first virtual character;

[0262] • The first type of virtual character;

[0263] • The state of the first virtual character;

[0264] • The level of teammates' virtual characters;

[0265] • The types of virtual teammates;

[0266] • The status of teammates' virtual characters.

[0267] In some embodiments, the target probability or target probability range is related to the type of treasure resource. Different types of treasure resources have different probabilities of waking up a combat virtual character. Optionally, the target probability or target probability range is positively correlated with the rarity of the treasure resource. For example, if the treasure resource is a common resource, the target probability or target probability range is low, meaning the probability of waking up a combat virtual character is low. Conversely, if the treasure resource is a rare resource, the target probability or target probability range is high, meaning the probability of waking up a combat virtual character is high.

[0268] In some embodiments, the target probability or target probability range is related to the type of mission map. Different types of mission maps have different probabilities of waking up combat virtual characters. For example, if the mission map is a single-player map and the mission type is a single-player treasure hunt, the probability of waking up the combat virtual character is 70%. As another example, if the mission map is a team map and the mission type is a team treasure hunt, the probability of waking up the combat virtual character is 90%.

[0269] In some embodiments, the target probability or target probability range is related to the level of the first virtual character. Optionally, the target probability or target probability range is positively correlated with the level of the first virtual character. For example, the higher the level of the first virtual character, the higher the probability of waking up the combat virtual character. For instance, if the first virtual character is level 40, the target probability range for waking up the combat virtual character is [50%, 70%]. Or, for example, if the first virtual character is level 60, the target probability range for waking up the combat virtual character is [80%, 100%].

[0270] In some embodiments, the target probability or target probability range is related to the type of the first virtual character. Different types of first virtual characters have different probabilities of waking up combat virtual characters. For example, if the first virtual character is of the combat type, the probability of waking up the combat virtual character is 90%. Or, for example, if the first virtual character is of the healing type, the probability of waking up the combat virtual character is 60%.

[0271] In some embodiments, the target probability or target probability range is related to the state of the first virtual character. The state of the first virtual character includes at least one of its health status, energy level, and combat status. The probability of waking up the combat virtual character varies depending on the state of the first virtual character. For example, if the first virtual character is injured or weakened, the probability of triggering combat may be reduced, with a 40% probability of waking up the combat virtual character. Conversely, if the first virtual character is in a high-energy state, the probability of triggering combat may be increased, with an 80% probability of waking up the combat virtual character.

[0272] In some embodiments, when the first virtual character does not have the authority to open the treasure, the target probability or target probability range is related to the level of the teammate virtual character who has the authority to open it; or, the target probability or target probability range is related to the type of the teammate virtual character who has the authority to open it; or, the target probability or target probability range is related to the status of the teammate virtual character who has the authority to open it.

[0273] For details regarding the level, type, and status of the team members' virtual characters, please refer to the above introduction of the first virtual character; it will not be repeated here.

[0274] In this embodiment, the target probability or target probability range is determined by multiple factors (such as treasure type, mission map type, and the level of the first virtual character). This design allows for adjustment of the difficulty based on the player's specific situation, providing a more challenging or balanced gaming experience.

[0275] In some embodiments, in response to an operation to open treasure resources, a combat virtual character is awakened based on a target probability or a target probability range. Optionally, when the mission type is a single-player treasure hunt, a first virtual character is displayed fighting against the combat virtual character, and treasure resources are obtained if the first virtual character defeats the combat virtual character. Optionally, when the mission type is a team treasure hunt, a first virtual character and / or a teammate virtual character are displayed fighting against the combat virtual character, and treasure resources are obtained if the first virtual character and / or the teammate virtual character defeats the combat virtual character.

[0276] For example, in conjunction with reference Figure 16 In the virtual scene 900, the first virtual character 901, as shown... Figure 16 As shown in Figure (a), after the first virtual character 901 reaches the perimeter of the treasure, an activation control 902 is displayed on the virtual scene screen, responding to the activation operation for the treasure. Figure 16 As shown in Figure (b), a combat virtual character 903 is awakened based on a target probability or a target probability range. The first virtual character 901 fights against the combat virtual character 903, or the first virtual character 901 and its teammate virtual characters fight against the combat virtual character 903. If the combat virtual character 903 is defeated, treasure resources 904 are obtained.

[0277] In this embodiment, by introducing a target probability and a combat virtual character awakening mechanism, players are uncertain whether they will encounter combat when opening treasure, thus increasing the tension of exploration and decision-making. Treasure resources can only be obtained after defeating the combat virtual character, enhancing the player's sense of challenge and accomplishment.

[0278] Figure 17This diagram illustrates an overall flowchart of a virtual world-based display method provided in an exemplary embodiment of this application. The execution entity for each step of this method can be... Figure 1 The steps of the method for the first terminal device 110 or the client on the first terminal device 110 in the computer system shown are as follows:

[0279] Step 1: Players interpret the mission map;

[0280] In some embodiments, a mission map may be referred to as a treasure map or treasure vault. Treasure resources refer to the resources found in treasure chests.

[0281] Optionally, in response to the interpretation operation of the mission map, the type of mission map is determined. Optionally, mission maps include single-player maps and team maps. Different mission maps are used to initiate different mission types. Single-player maps are used to initiate single-player treasure hunt missions, and team maps are used to initiate team treasure hunt missions.

[0282] Step 2: The task type is a solo treasure hunt task;

[0283] When the mission map is a single-player map, the mission type is a single-player treasure hunt mission.

[0284] Step 3: The task type is a team treasure hunt task;

[0285] When the mission map is a team map, the mission type is a team treasure hunt mission.

[0286] Step 4: Terrain comparison, teleport the first virtual character to the world map;

[0287] Optionally, the first client receives control operations from the first account for the first virtual character, teleporting the first virtual character to the world map where the treasure chest is located. After the first virtual character arrives on the world map, the player can compare the quest map and the world map to determine the area of ​​the treasure chest on the world map by comparing the terrain information on the quest map and the terrain information on the world map.

[0288] Step 5: Explore by walking according to the changes in the frequency of the radar's sensed waves;

[0289] In some embodiments, after the first virtual character arrives at the world map, the player controls the first virtual character to travel to the location of the treasure chest. Optionally, the first virtual character explores by walking according to the changes in the frequency of the radar waves detected on the mission map.

[0290] Step 6: Determine if the player's current map is the same as the map where the treasure chest is located;

[0291] Step 7: The treasure chest is not nearby, and the radar has no animation.

[0292] If the treasure chest is not on the current world map, the distance information displayed on the mission map is used to indicate that the treasure chest is not on the current world map. For example, the distance information is displayed as "not nearby". In this case, the radar information on the mission map will not be displayed.

[0293] Step 8: Determine if the distance between the player's current location on the map and the treasure chest location is greater than the preset distance;

[0294] If the treasure chest is on the current world map, determine whether the distance between the player's current location on the map and the treasure chest location is greater than a preset distance.

[0295] Step 9: Display the explicit range; the radar information is in the first display mode.

[0296] Optionally, if the distance between the location of the first virtual character and the location of the treasure chest is greater than a preset distance, the distance information is updated and displayed as an explicit distance on the mission map in real time. The explicit distance is used to indicate the actual distance between the location of the first virtual character and the location of the treasure chest in numerical form, while the radar information on the mission map is displayed in a first display form.

[0297] For example, if the preset distance is 200 meters, and the distance between the first virtual character and the treasure chest is greater than 200 meters, the distance information on the mission map will be displayed as an explicit distance, such as "973 meters". The radar information display effect will be yellow, and the radar information's sensing wave frequency change will be a moderate frequency change, such as a sensing wave frequency of 0.429 Hz, which means it will flash once every 2.33 seconds.

[0298] Step 10: Display the implicit range; the radar information is in the second explicit form.

[0299] If the distance between the first virtual character and the treasure chest is less than or equal to a preset distance, the distance information is displayed as an implicit distance on the updated mission map. This implicit distance is used to indicate the location of the first virtual character near the treasure chest in summary text form, while simultaneously displaying radar information on the mission map in a second display format. Optionally, the display format of the radar information is positively correlated with the location of the treasure chest.

[0300] For example, if the preset distance is 200 meters, when the distance between the first virtual character and the location of the treasure chest is less than or equal to 200 meters, the distance information on the mission map is displayed as an implicit distance, such as "nearby", the display effect of the radar information is green, and the frequency change of the radar information's sensing wave is a change in intensity frequency.

[0301] The closer the first virtual character is to the location of the treasure chest, the faster the frequency of the radar signal changes. For example, when the distance is between 100 and 200 meters, the frequency of the signal is 0.429 Hz, which means it flashes once every 2.33 seconds; when the distance is within 100 meters, the frequency of the signal is 0.751 Hz, which means it flashes once every 1.33 seconds.

[0302] Step 11: Locate the treasure chest;

[0303] The treasure chest contains valuable resources, and the location of the treasure chest indicates the location of the valuable resources.

[0304] Step 12: Determine if it is a solo treasure hunt;

[0305] Step 13: Use the digging skill;

[0306] Optionally, when the mission map is a single-player map, the mission type is a single-player treasure hunt, and the first virtual character has the authority to open the treasure chest. Players can control the first virtual character to use the digging skill to open the treasure chest.

[0307] Step 14: Determine if the person is the team leader;

[0308] Optionally, when the mission map is a team map, the mission type is a team treasure hunt. When the first virtual character is the team leader, the first virtual character has the authority to open treasure chests, and players can control the first virtual character to use the digging skill to open treasure chests.

[0309] Step 15: Use the marking skill to display marker points simultaneously in the scene and on the world map;

[0310] Optionally, when the mission map is a team map, the mission type is a team treasure hunt. When the first virtual character is not the team leader, the first virtual character does not have the authority to open the treasure chest. Players can control the first virtual character to use the marking skill to mark the location of the treasure chest.

[0311] Step 16: The team leader proceeds to the treasure chest location based on the marked point;

[0312] In some embodiments, when the first virtual character does not have the permission to open the treasure, after the first virtual character arrives at the perimeter of the treasure, it marks the location of the treasure, generates location marker information in the virtual world, and generates treasure marker points on the world map.

[0313] The location marker is a point within the virtual scene displayed on the first client of the first virtual character. The treasure / supply marker is a point generated on the world map based on the location marker.

[0314] Optionally, the team leader with opening privileges can travel to the treasure chest location in the virtual world, guided by the treasure resource markers displayed on the world map. Once at the treasure chest location, the team leader with opening privileges can use the digging skill to open the treasure chest.

[0315] Step 17: Determine if it is within the specified time;

[0316] Optionally, a time limit can be set at the start of the treasure hunt, and players need to complete the treasure hunt task within the specified time.

[0317] Step 18: If the treasure chest disappears within the specified time, the treasure hunt ends;

[0318] Step 19: Open the treasure chest within the specified time;

[0319] Step 20: Determine if it is a team treasure hunt;

[0320] Step 21: If it is a team treasure hunt, determine if all teammates are nearby;

[0321] Step 22: If all teammates are not nearby, display a message indicating that teammates are not nearby;

[0322] Step 23: The monster guarding the treasure chest appears;

[0323] Optionally, if it's not a team treasure hunt, the monster guarding the treasure chest is awakened based on a target probability or a target probability range; or, if it is a team treasure hunt, all teammates are nearby, and the monster guarding the treasure chest is awakened based on a target probability or a target probability range. The monster is a virtual combat character guarding the treasure chest.

[0324] Among them, the target probability is used to indicate the probability of waking up the combat virtual character when opening treasure resources, and the target probability range is used to indicate the probability range of waking up the combat virtual character when opening treasure resources.

[0325] The target probability range is a probability interval, with the boundary values ​​representing the minimum and maximum probabilities of waking up a combat virtual character, respectively. For example, a probability interval displayed as "[60%, 100%]" indicates that the minimum probability of waking up a combat virtual character is 60%, and the maximum probability is 100%.

[0326] In some embodiments, the target probability or target probability range is related to at least one of the following triggering factors:

[0327] • Types of treasure resources;

[0328] • Types of mission maps;

[0329] • The level of the first virtual character;

[0330] • The first type of virtual character;

[0331] • The state of the first virtual character;

[0332] • The level of teammates' virtual characters;

[0333] • Types of virtual characters in the team;

[0334] • The status of teammates' virtual characters.

[0335] Step 24: Determine if the monster has been defeated;

[0336] In some embodiments, in response to an operation to open a treasure chest, a monster is awakened based on a target probability or a target probability range. Optionally, when the mission type is a team treasure hunt mission, the first virtual character and / or teammate virtual characters are displayed fighting the monster.

[0337] Step 25: After defeating the monster, open the chest to receive the reward;

[0338] Optionally, if the first virtual character and / or a teammate virtual character defeats a monster, a treasure chest can be opened to obtain a reward, that is, to obtain treasure resources by opening a treasure chest.

[0339] Step 26: Determine if a teleportation rune has appeared;

[0340] Optionally, if no teleportation rune appears, the treasure hunt ends.

[0341] The Teleportation Rune is a portal-like mechanism used to transport players to the Treasure Vault dungeon. After successfully excavating treasure chests, players have a chance to activate the Teleportation Rune. Clicking the rune will teleport the entire team to the Treasure Vault. Players can then enter the Treasure Vault dungeon to begin a new treasure hunt.

[0342] Step 27: If a teleportation rune appears, enter the Treasure Vault instance;

[0343] The Treasure Vault instance refers to a specific instance area containing a large number of treasures, rewards, and challenges. Treasure Vault instances are typically isolated areas from the virtual world; once a player enters, they can only move within the Treasure Vault instance and can only exit after completing its quests or challenges.

[0344] Step 28: Open the treasure chest;

[0345] Optionally, after entering the Treasure Vault instance, you can open the treasure chests within the Treasure Vault instance.

[0346] Step 29: The monster guarding the treasure chest appears;

[0347] Step 30: Determine if the monster has been defeated;

[0348] Step 31: If the monster is not defeated, you will be teleported out of the instance;

[0349] Step 32: If you defeat the monster, open the chest to receive a reward;

[0350] Step 33: Determine if the correct door to the treasure vault was selected;

[0351] Step 34: Determine if this is the last level of the treasure vault;

[0352] Optionally, the Treasure Vault dungeon is layered, requiring players to progress through each layer. Each layer may contain new monsters, challenges, and treasures. Specific monsters must be defeated on each layer to advance to the next. Optionally, the treasure hunt ends on the final layer of the Treasure Vault.

[0353] Step 35: If it is not the last floor of the treasure vault, proceed to the next floor of the treasure vault.

[0354] Optionally, if it is not the last floor of the treasure vault, enter the next floor of the treasure vault and check again whether the next floor is the door to the treasure vault, until the treasure hunt is over.

[0355] Figure 18 This diagram illustrates a structural block diagram of a virtual world-based display device according to an embodiment of this application. The device has the functionality to implement the above-described virtual world-based display method example; this functionality can be implemented in hardware or by hardware executing corresponding software. The device can be the first client described above, or it can be located within the first client. Figure 18 As shown, the device may include a display module 1710 and a receiving module 1720.

[0356] Display module 1710 is used to display a first virtual character in the virtual world. The first virtual character holds a mission map. The mission map displays target markers, which are used to indicate the area range of treasure resources.

[0357] The receiving module 1720 is used to receive a movement operation for the first virtual character, the movement operation being used to control the first virtual character to move to the area where the treasure resources are located;

[0358] Display module 1710 is used to respond to a movement operation on the first virtual character, control the movement of the first virtual character, and update the location guidance information on the task map in stages according to the movement progress of the first virtual character. The location guidance information is used to guide the first virtual character to the location of the treasure resources.

[0359] In some embodiments, the display module 1710 further includes a display submodule.

[0360] In an optional example, a display submodule is configured to control the movement of the first virtual character in response to a movement operation on the first virtual character, and to update the location guidance information on the task map from a first-stage display mode to a second-stage display mode as the first virtual character moves.

[0361] In some embodiments, the display submodule further includes a display unit.

[0362] In one optional example, the location guidance information includes radar information;

[0363] The display unit is used to display radar information on the mission map in the first display form when the distance between the location of the first virtual character and the location of the treasure is greater than a preset distance.

[0364] The display unit is used to display radar information on the mission map in the second display mode when the distance between the first virtual character and the location of the treasure is less than or equal to the preset distance.

[0365] In an optional example, the first display mode and / or the second display mode includes at least one of the following: the display color of the radar information, the display size of the radar information, and the frequency variation of the induced wave of the radar information.

[0366] In an optional example, the location guidance information includes distance information;

[0367] The display unit is used to display the distance information on the task map in real time with explicit distance when the distance between the location of the first virtual character and the location of the treasure is greater than the preset distance.

[0368] The display unit is used to display distance information on the mission map in implicit distance when the distance between the location of the first virtual character and the location of the treasure is less than or equal to the preset distance.

[0369] The explicit distance is used to indicate the actual distance between the first virtual character and the location of the treasure in numerical form, while the implicit distance is used to indicate the location of the first virtual character near the treasure in general textual form.

[0370] In an optional example, a submodule is displayed to show an activation control in response to the first virtual character reaching the periphery of the treasure.

[0371] The display submodule is used to display the treasure resources around the first virtual character in response to a trigger operation on the open control.

[0372] In some embodiments, the apparatus further includes a tagging module and a synchronization module.

[0373] In an optional example, a display submodule is provided to display a marker control in response to the first virtual character arriving at the periphery of the treasure.

[0374] The marking module is used to mark the location of the treasure supplies, and the synchronization module is used to synchronize the marking information of the location to the virtual characters of teammates who have the opening permission.

[0375] The virtual teammate character is in the same faction as the first virtual character.

[0376] In an optional example, a submodule is displayed to display an activation control on the client corresponding to the first virtual character in response to the teammate virtual character arriving at the periphery of the treasure resources;

[0377] The display submodule is used to display the treasure resources around the first virtual character in response to a trigger operation on the open control.

[0378] In an optional example, a display submodule is configured to display the treasure around the first virtual character in response to the teammate virtual character arriving at the periphery of the treasure, provided that preset display conditions are met.

[0379] The preset display conditions are used to instruct the activation control displayed on the client corresponding to the teammate's virtual character to be triggered. The activation control displayed on the client corresponding to the teammate's virtual character is triggered after the teammate's virtual character arrives at the location of the treasure material based on the marker information.

[0380] In an optional example, a display submodule is provided to display a prompt message for the treasure, which indicates the target probability or target probability range of waking up a combat virtual character when the treasure is opened. The combat virtual character is a virtual character used to protect the treasure.

[0381] In some embodiments, the display submodule further includes a wake-up unit, a display unit, and an acquisition unit.

[0382] In an optional example, the wake-up unit is configured to wake up the combat virtual character based on the target probability or the target probability range in response to an opening operation of the treasure resources;

[0383] The display unit is used to display the first virtual character and / or the teammate virtual character fighting with the combat virtual character;

[0384] The acquisition unit is used to acquire the treasure resources upon defeating the combat virtual character.

[0385] In an optional example, the target probability or the range of the target probability is related to at least one of the following triggering factors:

[0386] The type of treasure materials described;

[0387] The type of the task map;

[0388] The level of the first virtual character;

[0389] The type of the first virtual character;

[0390] The state of the first virtual character;

[0391] The level of the teammate's virtual character;

[0392] The type of virtual teammate character;

[0393] The status of the teammate's virtual character.

[0394] It should be noted that the specific limitations of the embodiments of the one or more virtual world-based display devices provided above can be found in the limitations of the virtual world-based display methods above, and will not be repeated here. Each module of the above-mentioned device can be implemented entirely or partially through software, hardware, or a combination thereof. Each module can be embedded in hardware or independent of the processor of the computer device, or stored in software in the memory of the computer device, so that the processor can call and execute the corresponding operations of each module.

[0395] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0396] This application also provides a computer device, which includes a processor and a memory. The memory stores at least one computer program, which is loaded and executed by the processor to implement the virtual world-based display method provided in the above-described method embodiments.

[0397] Figure 19This illustration shows a structural block diagram of a computer device 1800 provided in an exemplary embodiment of this application. The computer device 1800 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1800 may also be referred to as a user device, portable terminal, or other names. Typically, the computer device 1800 includes a processor 1801 and a memory 1802.

[0398] Processor 1801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1801 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1801 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1801 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1801 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0399] The memory 1802 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1802 is used to store at least one instruction, which is executed by the processor 1801 to implement the virtual world-based display method provided in the embodiments of this application.

[0400] In some embodiments, the computer device 1800 may also optionally include a peripheral device interface 1803 and at least one peripheral device. The processor 1801, memory 1802, and peripheral device interface 1803 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1803 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1804, a touch display screen 1805, a camera assembly 1806, an audio circuit 1807, and a power supply 1808.

[0401] Peripheral device interface 1803 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1801 and memory 1802. In some embodiments, processor 1801, memory 1802 and peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1801, memory 1802 and peripheral device interface 1803 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0402] The radio frequency (RF) circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1804 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1804 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1804 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or Wi-Fi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1804 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0403] The touch display screen 1805 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1805 also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to the processor 1801 for processing. The touch display screen 1805 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1805, located on the front panel of the computer device 1800; in other embodiments, there may be at least two touch display screens, respectively located on different surfaces of the computer device 1800 or in a folded design; in some embodiments, the touch display screen 1805 may be a flexible display screen, located on a curved or folded surface of the computer device 1800. Furthermore, the touch display screen 1805 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The touch display screen 1805 may be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).

[0404] The camera assembly 1806 is used to acquire images or videos. Optionally, the camera assembly 1806 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is used for video calls or selfies, and the rear-facing camera is used for taking photos or videos. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, and a wide-angle camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, and panoramic shooting and VR shooting by fusion of the main camera and the wide-angle camera. In some embodiments, the camera assembly 1806 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash is a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.

[0405] Audio circuitry 1807 provides an audio interface between the user and computer device 1800. Audio circuitry 1807 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to processor 1801 for processing, or input to radio frequency circuitry 1804 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different location within computer device 1800. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from processor 1801 or radio frequency circuitry 1804 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, audio circuitry 1807 may also include a headphone jack.

[0406] Power supply 1808 is used to supply power to the various components in computer device 1800. Power supply 1808 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1808 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0407] In some embodiments, the computer device 1800 further includes one or more sensors 1809. The one or more sensors 1809 include, but are not limited to, an accelerometer 1810, a gyroscope 1811, a pressure sensor 1812, an optical sensor 1813, and a proximity sensor 1814.

[0408] Accelerometer 1810 can detect the magnitude of acceleration on the three coordinate axes of a coordinate system established by computer device 1800. For example, accelerometer 1810 can be used to detect the components of gravitational acceleration on the three coordinate axes. Processor 1801 can control touch screen 1805 to display the user interface in landscape or portrait view based on the gravitational acceleration signal collected by accelerometer 1810. Accelerometer 1810 can also be used for games or to collect user motion data. Gyroscope 1811 can detect the orientation and rotation angle of computer device 1800. Gyroscope 1811 can work in conjunction with accelerometer 1810 to collect 3D movements of the user on computer device 1800. Based on the data collected by gyroscope 1811, processor 1801 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0409] The pressure sensor 1812 can be disposed on the side bezel of the computer device 1800 and / or on the underside of the touchscreen display 1805. When the pressure sensor 1812 is disposed on the side bezel of the computer device 1800, it can detect the user's grip signal on the computer device 1800 and perform left / right hand recognition or quick operation based on the grip signal. When the pressure sensor 1812 is disposed on the underside of the touchscreen display 1805, it can control operable controls on the UI interface based on the user's pressure operation on the touchscreen display 1805. Operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0410] An optical sensor 1813 is used to collect ambient light intensity. In one embodiment, the processor 1801 can control the display brightness of the touch screen 1805 based on the ambient light intensity collected by the optical sensor 1813. Specifically, when the ambient light intensity is high, the display brightness of the touch screen 1805 is increased; when the ambient light intensity is low, the display brightness of the touch screen 1805 is decreased. In another embodiment, the processor 1801 can also dynamically adjust the shooting parameters of the camera assembly 1806 based on the ambient light intensity collected by the optical sensor 1813.

[0411] The proximity sensor 1814, also known as a distance sensor, is typically located on the front of the computer device 1800. The proximity sensor 1814 is used to detect the distance between the user and the front of the computer device 1800. In one embodiment, when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually decreasing, the processor 1801 controls the touch display screen 1805 to switch from a screen-on state to a screen-off state; when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually increasing, the processor 1801 controls the touch display screen 1805 to switch from a screen-off state to a screen-on state.

[0412] Those skilled in the art will understand that the above structure does not constitute a limitation on the computer device 1800, and may include more or fewer components than shown, or combine certain components, or employ different component arrangements.

[0413] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the virtual world-based display method provided in the above-described method embodiments.

[0414] This application also provides a computer program product, which includes at least one computer program stored in a computer-readable storage medium; the at least one computer program is read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform the virtual world-based display method provided in the above-described method embodiments.

[0415] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.

[0416] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0417] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent switching, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A display method based on a virtual world, characterized in that, The method includes: A first virtual character is displayed in the virtual world. The first virtual character holds a mission map. The mission map displays target markers, which are used to indicate the area where the treasure resources are located. Receive a movement operation for the first virtual character, the movement operation being used to control the first virtual character to move to the area where the treasure resources are located; When the distance between the first virtual character and the location of the treasure is greater than a preset distance, radar information on the mission map is displayed in a first display mode, and the distance information on the mission map is displayed in real time with explicit distance updates; when the distance between the first virtual character and the location of the treasure is less than or equal to the preset distance, radar information on the mission map is displayed in a second display mode, and the distance information on the mission map is displayed with implicit distance updates; the radar information and the distance information are location guidance information, which is used to guide the first virtual character to the location of the treasure. The explicit distance is used to indicate the actual distance between the first virtual character and the location of the treasure in numerical form, while the implicit distance is used to indicate the location of the first virtual character near the treasure in general textual form.

2. The method according to claim 1, characterized in that, in, The first display mode is the display mode in which the radar information follows the movement progress of the first virtual character in the first stage, and the second display mode is the display mode in which the radar information follows the movement progress of the first virtual character in the second stage. The first display mode and / or the second display mode include at least one of the following: the display light effect, display color, display size, and sensing wave frequency of the radar information.

3. The method according to claim 1, characterized in that, in, The explicit distance is updated in real time based on the distance between the first virtual character and the location of the treasure.

4. The method according to any one of claims 1 to 3, characterized in that, The first virtual character has the authority to open the treasure resources, and the method further includes: In response to the first virtual character arriving at the periphery of the treasure supplies, an activation control is displayed; In response to a trigger operation on the activation control, the treasure resources are displayed around the first virtual character.

5. The method according to any one of claims 1 to 3, characterized in that, The first virtual character does not have the authority to open the treasure resources, and the method further includes: In response to the first virtual character arriving at the periphery of the treasure supplies, a marker control is displayed; In response to a trigger operation on the marking control, the location of the treasure supplies is marked, and the marking information of the location is synchronized to the virtual character of the teammate with the opening permission; The virtual teammate character is in the same faction as the first virtual character.

6. The method according to claim 5, characterized in that, The method further includes: In response to the teammate's virtual character arriving at the vicinity of the treasure supplies, an activation control is displayed on the client corresponding to the first virtual character; In response to a trigger operation on the activation control, the treasure resources are displayed around the first virtual character; or, In response to the teammate's virtual character arriving at the vicinity of the treasure, the treasure is displayed around the first virtual character if preset display conditions are met; The preset display conditions are used to instruct the activation control displayed on the client corresponding to the teammate's virtual character to be triggered. The activation control displayed on the client corresponding to the teammate's virtual character is triggered after the teammate's virtual character arrives at the location of the treasure material based on the marker information.

7. The method according to claim 6, characterized in that, The method further includes: The system displays a prompt message indicating the probability or range of waking up a combat virtual character when the treasure is opened. The combat virtual character is a virtual character used to protect the treasure.

8. The method according to claim 7, characterized in that, The method further includes: In response to the operation of opening the treasure resources, the combat virtual character is awakened based on the target probability or the target probability range; Displays the first virtual character and / or the teammate virtual character fighting against the combat virtual character; Obtain the treasure resources by defeating the virtual combat character.

9. The method according to claim 7 or 8, characterized in that, The target probability or the range of the target probability is related to at least one of the following triggering factors: The type of treasure materials described; The type of the task map; The level of the first virtual character; The type of the first virtual character; The state of the first virtual character; The level of the teammate's virtual character; The type of virtual teammate character; The status of the teammate's virtual character.

10. A display device based on a virtual world, characterized in that, The device includes: A display module is used to display a first virtual character in the virtual world. The first virtual character holds a mission map, on which target markers are displayed to indicate the area where the treasure is located. A receiving module is used to receive a movement operation for the first virtual character, the movement operation being used to control the first virtual character to move to the area where the treasure resources are located; The display module includes a display submodule, which includes a display unit. The display unit is configured to: display radar information on the mission map in a first display format when the distance between the first virtual character and the location of the treasure is greater than a preset distance, and display the distance information on the mission map in real-time with explicit distance updates; and display radar information on the mission map in a second display format when the distance between the first virtual character and the location of the treasure is less than or equal to the preset distance, and display the distance information on the mission map with implicit distance updates. The radar information and the distance information are location guidance information, used to guide the first virtual character to the location of the treasure. The explicit distance is used to indicate the actual distance between the first virtual character and the location of the treasure in numerical form, while the implicit distance is used to indicate the location of the first virtual character near the treasure in general textual form.

11. The apparatus according to claim 10, characterized in that, in, The first display mode is the display mode in which the radar information follows the movement progress of the first virtual character in the first stage, and the second display mode is the display mode in which the radar information follows the movement progress of the first virtual character in the second stage. The first display mode and / or the second display mode include at least one of the following: the display light effect, display color, display size, and sensing wave frequency of the radar information.

12. The apparatus according to claim 10, characterized in that, in, The explicit distance is updated in real time based on the distance between the first virtual character and the location of the treasure.

13. The apparatus according to any one of claims 10 to 11, characterized in that, The first virtual character has the authority to open the treasure resources; The display submodule is used to display an activation control in response to the first virtual character arriving at the periphery of the treasure. The display submodule is used to display the treasure resources around the first virtual character in response to a trigger operation on the activation control.

14. The apparatus according to any one of claims 10 to 11, characterized in that, The first virtual character does not have the authority to open the treasure; the device also includes a marking module and a synchronization module; The display submodule is used to display a marker control in response to the first virtual character arriving at the periphery of the treasure material; The marking module is used to mark the location of the treasure in response to a trigger operation on the marking control; the synchronization module is used to synchronize the marking information of the location to the virtual character of the teammate with the opening permission. The virtual teammate character is in the same faction as the first virtual character.

15. The apparatus according to claim 14, characterized in that, The display submodule is used to display an activation control on the client corresponding to the first virtual character in response to the teammate virtual character arriving at the periphery of the treasure resources; The display submodule, in response to a trigger operation on the activation control, displays the treasure resources around the first virtual character; or, The display submodule is configured to display the treasure around the first virtual character in response to the teammate virtual character arriving at the periphery of the treasure, provided that preset display conditions are met; wherein, the preset display conditions are used to trigger the activation control displayed on the client corresponding to the teammate virtual character, and the activation control displayed on the client corresponding to the teammate virtual character is triggered after the teammate virtual character arrives at the location of the treasure based on the marker information.

16. The apparatus according to claim 15, characterized in that, The display submodule is used to display a prompt message for the treasure resources. The prompt message is used to indicate the target probability or target probability range of waking up the combat virtual character when opening the treasure resources. The combat virtual character is a virtual character used to protect the treasure resources.

17. The apparatus according to claim 16, characterized in that, The display submodule includes a wake-up unit, a display unit, and an acquisition unit; The awakening unit is used to awaken the combat virtual character based on the target probability or the target probability range in response to the opening operation of the treasure materials; The display unit is used to display the first virtual character and / or the teammate virtual character fighting with the combat virtual character; The acquisition unit is used to acquire the treasure resources upon defeating the combat virtual character.

18. The apparatus according to claim 16 or 17, characterized in that, The target probability or the range of the target probability is related to at least one of the following triggering factors: The type of treasure materials described; The type of the task map; The level of the first virtual character; The type of the first virtual character; The state of the first virtual character; The level of the teammate's virtual character; The type of virtual teammate character; The status of the teammate's virtual character.

19. A computer device, characterized in that, The computer device includes a processor and a memory, wherein the memory stores at least one computer program, which is loaded and executed by the processor to implement the virtual world-based display method as described in any one of claims 1 to 9.

20. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one computer program, which is loaded and executed by a processor to implement the virtual world-based display method as described in any one of claims 1 to 9.

21. A computer program product, characterized in that, The computer program product includes a computer program stored in a computer-readable storage medium; the computer program is read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform the virtual world-based display method as described in any one of claims 1 to 9.