Game display method and device, electronic equipment and storage medium

By displaying object identification and scene indication information of virtual objects outside the game screen in the game's graphical user interface, the problem of users being unable to deal with emergencies caused by virtual objects outside the game screen in a timely manner, and improving the user experience.

CN119838216AActive Publication Date: 2025-04-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510252375.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-04
Publication Date
2025-04-18
Estimated Expiration
2045-03-04

AI Technical Summary

Technical Problem

In the game, users are unable to deal with emergencies caused by virtual objects in virtual scenes outside the game screen in a timely manner, resulting in poor user experience.

Method used

By providing a graphical user interface, in response to the object type filtering operation, the target object type is determined, and the object identification and scene indication information of the virtual object not in the game screen is displayed in the graphical user interface.

Benefits of technology

It reduces the situation where users are unable to deal with emergencies caused by virtual objects in virtual scenes outside the game screen in a timely manner, and improves the user experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a game display method and device, electronic equipment and a computer readable storage medium. According to the embodiment of the invention, a target object type is determined by responding to an object type screening operation; displaying an object identifier corresponding to a first virtual object in the graphical user interface, wherein the first virtual object is a virtual object which is not in the first game picture and belongs to the target object type; in response to a trigger operation on the object identifier, scene indication information of the first virtual object is displayed on the graphical user interface, and the scene indication information is used for indicating a target virtual scene where the first virtual object is located. According to the embodiment of the invention, the situation that a user cannot deal with an emergency situation caused by a virtual object in a virtual scene outside a game picture in time can be reduced, so that the user experience is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a game display method, device, electronic device and storage medium. Background Art

[0002] Under the wave of the Internet, the continuous development and evolution of hardware and software technologies have promoted the emergence of smart devices and software. At the same time, a large number of games of different themes have emerged to meet the needs of users. With the vigorous development of various technologies in the game industry, people pay more attention to the game experience.

[0003] At present, the virtual scenes provided by games are relatively large, and the game screen presented on the graphical user interface can only provide part of the virtual scenes. Therefore, users cannot see the situation in the virtual scenes outside the game screen, which sometimes causes users to be unable to respond in time to emergencies caused by virtual objects in the virtual scenes outside the game screen, resulting in a poor user experience. Summary of the invention

[0004] The embodiments of the present application provide a game display method, device, electronic device and storage medium, which can reduce the situation where users are unable to respond to emergencies caused by virtual objects in a virtual scene outside the game screen in a timely manner, thereby improving the user experience.

[0005] In a first aspect, an embodiment of the present application provides a game display method, providing a graphical user interface, wherein the graphical user interface displays a first game screen, wherein the first game screen includes at least a portion of a virtual scene and at least one virtual object located in the virtual scene, and the method includes:

[0006] In response to the object type screening operation, determining a target object type;

[0007] Displaying an object identifier corresponding to a first virtual object in the graphical user interface, wherein the first virtual object is a virtual object that is not in the first game screen and belongs to the target object type;

[0008] In response to a triggering operation on the object identifier, scene indication information of the first virtual object is displayed on the graphical user interface, where the scene indication information is used to indicate a target virtual scene where the first virtual object is located.

[0009] In a second aspect, an embodiment of the present application provides a game display device, providing a graphical user interface, wherein the graphical user interface displays a first game screen, wherein the first game screen includes at least a portion of a virtual scene and at least one virtual object located in the virtual scene, wherein the device includes:

[0010] A type determination module, configured to determine a target object type in response to an object type screening operation;

[0011] an identification display module, configured to display an object identification corresponding to a first virtual object in the graphical user interface, wherein the first virtual object is a virtual object that is not in the first game screen and belongs to the target object type;

[0012] The information display module is used to display the scene indication information of the first virtual object on the graphical user interface in response to the triggering operation of the object identifier, wherein the scene indication information is used to indicate the target virtual scene where the first virtual object is located.

[0013] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions; a processor loads instructions from the memory to execute the steps of any one of the game display methods provided in the embodiments of the present application.

[0014] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, which stores a plurality of instructions suitable for loading by a processor to execute the steps of any one of the game display methods provided in the embodiments of the present application.

[0015] In a fifth aspect, an embodiment of the present application further provides a computer program product, including a computer program or instructions, which, when executed by a processor, implements the steps of any one of the game display methods provided in the embodiments of the present application.

[0016] By adopting the scheme of the embodiment of the present application, a graphical user interface can be provided, wherein the graphical user interface displays a first game screen, wherein the first game screen includes at least a portion of a virtual scene and at least one virtual object located in the virtual scene, and in response to an object type screening operation, a target object type is determined, that is, the type of virtual object that the user currently wants to view is determined, so as to display an object identifier corresponding to the first virtual object in the graphical user interface, wherein the first virtual object is a virtual object that is not in the first game screen and belongs to the target object type, and then in response to a triggering operation on the object identifier, scene indication information of the first virtual object is displayed on the graphical user interface, wherein the scene indication information is used to indicate the target virtual scene in which the first virtual object is located, so that relevant scene information of the first virtual object that is not in the game screen can be displayed to the user, so as to reduce the situation in which the user is unable to respond in time to emergencies caused by virtual objects in the virtual scene outside the game screen, thereby improving the user experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0017] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.

[0018] Figure 1 It is a schematic diagram of an embodiment of the flow chart of the game display method provided in the embodiments of the present application;

[0019] Figure 2 is a schematic diagram of an object type control provided in an embodiment of the present application;

[0020] Figure 3 is a schematic diagram of object identification provided in an embodiment of the present application;

[0021] Figure 4 is a schematic diagram of a scene window provided in an embodiment of the present application;

[0022] Figure 5 is a schematic diagram of a second game screen provided in an embodiment of the present application;

[0023] Figure 6 is a schematic diagram of the structure of a game display device provided in an embodiment of the present application;

[0024] Figure 7 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0025] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, rather than all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present application. At the same time, in the description of the embodiments of the present application, the terms "first", "second", etc. are only used to distinguish the descriptions and cannot be understood as indicating or implying relative importance. Thus, the features defined as "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present application, the meaning of "multiple" is two or more, unless otherwise clearly and specifically defined.

[0026] Before explaining the embodiments of the present application in detail, some terms involved in the embodiments of the present application are first explained.

[0027] Among them, the graphical user interface is obtained by executing a software application on a processor of a mobile terminal or other terminal and rendering it on a display, which can be a display screen interface of a terminal device. The graphical user interface may include a UI interface and a game screen for players to interact with. The UI interface may include game controls (such as skill controls, mobile controls, function controls, etc.), indicator signs (such as direction indicator signs, role indicator signs, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device. The game screen presents the entire virtual scene, or only presents a part of the virtual scene when the virtual scene is relatively large. The virtual scene includes multiple static virtual objects, specifically including ground, mountain, stone, vegetation, buildings, etc., and also includes multiple dynamic virtual objects, such as game characters, NPC characters, AI characters and other virtual objects that execute game logic in the virtual scene.

[0028] Among them, the virtual scene is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the virtual scene can be a simulation environment of the real world, a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities, and the user can control the game character to move in the virtual scene.

[0029] In an optional implementation, the game screen is a display screen corresponding to a virtual scene displayed by a terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0030] Among them, virtual object: can refer to a dynamic object that can be controlled in a virtual scene, for example, the virtual object can be a virtual person, a virtual animal, a cartoon character, etc. For example, the virtual object can also be a virtual image in the virtual scene that is used to represent the user. In addition, virtual object: can also refer to a static object that is not controlled in a virtual scene, for example, the virtual object can be a virtual building, a virtual tree, etc. It should be noted that a virtual scene can include at least one virtual object, each virtual object has its own shape and volume in the virtual scene, and occupies a part of the space in the virtual scene.

[0031] In one possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to fight with other virtual objects using skills, virtual props, etc. provided by the application.

[0032] In this embodiment, the virtual object may be a virtual character controlled by a user through operations on a client. In some embodiments, the virtual object may be a virtual character competing in a virtual scene. In some embodiments, the number of virtual objects participating in the interaction in the virtual scene may be preset or dynamically determined according to the number of clients participating in the interaction.

[0033] Embodiments of the present application provide a game display method, device, electronic device, and computer-readable storage medium.

[0034] Specifically, this embodiment will be described from the perspective of a game display device, which can be integrated into an electronic device, that is, the game display method of the embodiment of the present application can be executed by an electronic device, and optionally, the electronic device can include: a terminal device. The terminal device can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a game console, or a personal computer (PC) and other devices.

[0035] The game display method provided in the embodiment of the present application can be applied to a game display system. The game display system may include a player terminal device and a server, and the terminal may be a device including both receiving and transmitting hardware, that is, a device having receiving and transmitting hardware capable of performing two-way communication on a two-way communication link. The player terminal device and the server may perform two-way communication via a network.

[0036] Optionally, the server may be an independent server, or a server network or server cluster composed of servers, including but not limited to a computer, a network host, a single network server, a plurality of network server sets or a cloud server composed of multiple servers. The cloud server is composed of a large number of computers or network servers based on cloud computing.

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

[0038] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive methods in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0039] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

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

[0041] The game display method of this embodiment can reduce the situation where users are unable to respond to emergencies caused by virtual objects in a virtual scene outside the game screen in a timely manner, thereby improving user experience.

[0042] Please refer to Figure 1 Taking a terminal as an example, this embodiment provides a game display method, which provides a graphical user interface, wherein the graphical user interface displays a first game screen, wherein the first game screen includes at least a portion of a virtual scene and at least one virtual object located in the virtual scene. The specific process of the game display method may be as follows: Steps 101 to 103, wherein:

[0043] Step 101: In response to an object type screening operation, determine a target object type.

[0044] Among them, the above-mentioned first game screen is the game screen currently displayed by the graphical user interface. The virtual objects in the first game screen may include virtual objects controlled by the current user account, or may not include virtual objects controlled by the current user account. The specific setting can be made according to needs and is not limited here.

[0045] It is understandable that, since there may be a large number of dynamic virtual objects with different identities, such as enemy virtual objects, our virtual objects and NPCs, etc. in all virtual scenes including the virtual scene shown in the first game screen, and there may be a large number of static virtual objects of different types, such as cities, houses, etc., it is generally difficult for players to intuitively see the virtual object that the player currently wants to view in the game screen.

[0046] In this regard, in this embodiment, the player can perform an object type screening operation on the terminal to determine the target object type indicated by the object type screening operation, so as to screen the virtual objects in all virtual scenes, thereby screening out the virtual objects that meet the target object type, that is, only the relevant information of the virtual objects that the player currently wants to view is displayed on the graphical user interface, so that the player can view the relevant information that he wants to view more intuitively.

[0047] In some embodiments, the above-mentioned object type filtering operation methods include but are not limited to: quick gesture operations implemented by the player directly on the graphical user interface, operations implemented by the player in a specific area on the graphical user interface, operations implemented by the player on specific controls on the graphical user interface, etc.

[0048] Specifically, the above-mentioned graphical user interface may also include a type editing control. The above-mentioned response to the object type screening operation to determine the target object type may include: the terminal may receive the player's information editing operation in the type editing control, such as the player inputting type information in the type editing control by typing, so that the terminal can respond to the player's information editing operation and determine the target object type based on the information indicated by the information editing operation.

[0049] Specifically, the above-mentioned graphical user interface may also include at least two object type controls. The above-mentioned determination of the target object type in response to the object type screening operation may include: the terminal may receive a selection operation performed by the player from at least two object type controls, such as the player selecting a target object type control from at least two object type controls, so as to prompt the terminal to respond to the player's selection operation on the target object type control in the above-mentioned object type controls, and determine the object type indicated by the above-mentioned target object type control as the target object type.

[0050] For example, Figure 2 As shown, Figure 2 There are three object type controls displayed in the lower right corner of the game screen, namely the "City" control, the "Our" control and the "Enemy" control. Among them, the "City" control is used to indicate that the target object type is a city type, the "Our" control is used to indicate that the target object type is an object type in our camp, and the "Enemy" control is used to indicate that the target object type is an object type in the enemy camp.

[0051] based on Figure 2 In the example shown, the player can make selection operations from the "city" control, "our side" control and "enemy" control. For example, if the player selects the "enemy" control from among the "city" control, "our side" control and "enemy" control, the terminal can respond to the player's selection operation on the "enemy" control and determine the object type indicated by the above "enemy" control as the enemy camp as the target object type.

[0052] Step 102: Displaying an object identifier corresponding to a first virtual object in the graphical user interface, where the first virtual object is a virtual object that is not in the first game screen and belongs to the target object type.

[0053] The above-mentioned object identifier includes but is not limited to a combination of text, avatar, icon and other information, which can be set according to needs and is not limited here.

[0054] In this embodiment, the terminal can display virtual objects that meet the target object type in the first game screen provided by the graphical user interface by determining the target object type. Since the positions of some virtual objects that meet the target object type are not in the virtual scene in the first game screen, the terminal can prompt the player to clearly understand the corresponding situation of the first virtual object that is not currently in the first game screen and meets the target object type by displaying the object identifier of the corresponding virtual object.

[0055] It can be understood that in order to facilitate players to intuitively view virtual objects that meet the target object type in the first game screen, virtual objects that meet the target object type can be highlighted in a preset display style, wherein the preset display style can be a display style that is different from other virtual objects in the first game screen. For example, the virtual object that meets the target object type and other virtual objects in the first game screen can be displayed in different display styles respectively. For another example, other virtual objects in the first game screen can be cancelled, while the display of virtual objects that meet the target object type in the first game screen is retained. The specific setting can be made according to needs and is not limited here.

[0056] In some embodiments, the display parameters of the above-mentioned object identification are determined based on the position and / or object properties of the above-mentioned first virtual object, and the display parameters include but are not limited to display position, display style, etc., wherein the position and / or object properties of the above-mentioned first virtual object can be indicated by the display position, and the position and / or object properties of the above-mentioned first virtual object can also be indicated by the display style.

[0057] Among them, the above-mentioned display style can indicate the position and / or object attributes of different first virtual objects according to the change of the object identification content or style. For example, the above-mentioned object identification contains a direction indication information, such as an arrow, and the direction indication information is used to indicate the moving direction of the virtual object that meets the target object type.

[0058] Specifically, the above-mentioned display parameters include a display position, and the above-mentioned display of at least one object identifier may include: the terminal may obtain the relative position between the above-mentioned first virtual object and the virtual scene in the above-mentioned first game screen, and then determine the display position of the object identifier of the above-mentioned first virtual object based on the above-mentioned relative position, and display the above-mentioned object identifier at the above-mentioned display position.

[0059] Among them, the above-mentioned display position can be the junction between the edge of the virtual scene corresponding to the first game screen and the relative position, or it can be a specific area in the graphical user interface, etc., which can be set according to needs and is not limited here.

[0060] The relative position between the first virtual object and the virtual scene in the first game screen may be: the relative position between the first virtual object and the center point of the virtual scene in the first game screen, or the relative position between the first virtual object and a third virtual object in the virtual scene in the first game screen, etc., which may be set according to the requirements and are not limited here. The third virtual object is a virtual object controlled by the current user account.

[0061] Specifically, the above-mentioned display parameters include a display style, and the above-mentioned display style changes with the distance between the first virtual object and the virtual scene in the above-mentioned first game screen. For example, the display style includes an identification size of the object identification, and the identification size increases as the distance between the first virtual object and the virtual scene in the above-mentioned first game screen decreases.

[0062] For example, Figure 3 As shown, if the object type set to the enemy camp is determined to be the target object type, then in Figure 3 The virtual objects displayed in the game can all be enemy virtual objects, or Figure 3The virtual object displayed in a specific style is set as the enemy virtual object (in this example, the enemy virtual object is not displayed in a specific style).

[0063] exist Figure 3 The lower right corner of the screen shows the "Enemy" control selected by the player to indicate to the player that the target object type is an object of the enemy faction, and Figure 3 The left area of ​​​​the figure shows three object identifiers, namely identifier 301, identifier 302 and identifier 303. These three identifiers are respectively Figure 3 The top position and lower left corner position of the left area in Figure 3 In the example provided, there are three first virtual objects that are not in the first game screen and belong to the above target object type. Among them, the identifiers 301, 302 and 303 include an object avatar for indicating the first virtual object and object attribute information of the first virtual object.

[0064] And, in Figure 3 In the embodiment, the size of the identifier can be set to increase as the distance between the first virtual object and the virtual scene in the first game screen decreases. Therefore, the distance between the first virtual object indicated by the identifier 301 and the virtual scene in the first game screen is the smallest, the distance between the first virtual object indicated by the identifier 302 and the virtual scene in the first game screen is farther, and the distance between the first virtual object indicated by the identifier 303 and the virtual scene in the first game screen is the farthest.

[0065] Specifically, the above-mentioned display parameters include a display style, and the above-mentioned display of at least one object identifier may include: the terminal can obtain the object attributes of the above-mentioned first virtual object, and determine the target display style of the object identifier of the above-mentioned first virtual object based on the above-mentioned object attributes, and then the terminal can display the above-mentioned object identifier based on the above-mentioned target display style.

[0066] There is a preset mapping relationship between the above-mentioned object attributes and the target display styles. For example, different attribute threshold intervals are divided for the object attributes, and different attribute threshold intervals correspond to different target display styles.

[0067] Step 103: In response to a triggering operation on the object identifier, displaying scene indication information of the first virtual object on the graphical user interface, wherein the scene indication information is used to indicate a target virtual scene where the first virtual object is located.

[0068] In this embodiment, in order to facilitate players to view the surrounding environment of a first virtual object more intuitively and quickly, the player can trigger the object identifier to prompt the terminal to respond to the trigger operation performed by the player, so as to display the relevant environmental information of the first virtual object that the player currently wants to view on the graphical user interface.

[0069] Among them, the trigger operation on the above-mentioned object identifier can be an operation directly performed on the above-mentioned object identifier, such as a click operation, a press operation, a sliding operation, etc., or it can be an operation without performing an operation on the above-mentioned object identifier, such as a quick gesture operation, an operation on the control associated with the object identifier, etc. The specific setting can be made according to needs and is not limited here.

[0070] Among them, the above-mentioned scene indication information can be a direct display of the target virtual scene where the first virtual object is located, or it can be an indirect display of the target virtual scene where the first virtual object is located, such as through a window display or by dividing the interface to display different game screens in different areas, or it can be a display of scene description information about the target virtual scene, etc. The specific setting can be made according to needs and is not limited here.

[0071] In some embodiments, the above-mentioned displaying the scene indication information of the above-mentioned first virtual object on the above-mentioned graphical user interface in response to the trigger operation of the above-mentioned object identification may include: the terminal may display a scene window on the above-mentioned graphical user interface in response to the window display trigger operation of the above-mentioned object identification, and the above-mentioned scene window displays the above-mentioned first virtual object and the target virtual scene where the above-mentioned first virtual object is located.

[0072] Among them, the window display trigger operation for the above-mentioned object identifier can be an operation directly performed on the above-mentioned object identifier, such as a click operation, a press operation, a sliding operation, etc., or it can be an operation without performing an operation on the above-mentioned object identifier, such as a shortcut gesture operation, an operation on the control associated with the object identifier, etc. The specific setting can be made according to needs and is not limited here.

[0073] Optionally, the scene window may also display object description information related to the first virtual object. For example, if the virtual objects in the virtual scene include a third virtual object controlled by the current user account, the object description information may be the distance between the third virtual object and the first virtual object. In addition, the object description information may also include, but is not limited to, a combination of at least one information such as object attributes and equipment information of the first virtual object.

[0074] For example, based on Figure 3 In the example shown, the player can perform a window display trigger operation on the identifier 301, so that the terminal can display a scene window on the graphical user interface in response to the player's window display trigger operation on the identifier 301, such as Figure 4As shown, Figure 4 The window in is the scene window. Figure 4 The scene window displays the first virtual object corresponding to the identifier 301 and the target virtual scene where the first virtual object corresponding to the identifier 301 is located. Figure 4 A distance of 50 meters is also displayed in the figure to indicate that the distance between the first virtual object and the third virtual object corresponding to the identifier 301 is 50 meters.

[0075] In some embodiments, after the scene window is displayed on the above-mentioned graphical user interface, the player can also continue to perform subsequent operations based on the scene window displayed on the graphical user interface. For example, the player can cancel the display of the scene window, or the player can continue to further view the surrounding situation of the first virtual object, etc. The specific settings can be made according to needs and are not limited here.

[0076] Specifically, the terminal may receive an operation performed by the player on the scene window to trigger a window end event of the scene window, so that the terminal may cancel the display of the scene window on the graphical user interface in response to the window end event of the scene window.

[0077] Specifically, the terminal can switch the camera perspective for shooting the virtual scene in response to the object positioning operation on the scene window to switch the first game screen to the second game screen, that is, update the game screen on the graphical user interface by adjusting the camera perspective, wherein the second game screen includes the first virtual object and at least part of the target virtual scene where the first virtual object is located, and the first virtual object is the virtual object corresponding to the triggered object identifier.

[0078] Among them, the above-mentioned window end event can be an operation directly performed by the player on the above-mentioned scene window, such as a click operation, a press operation, a sliding operation, etc., or it can be no operation on the above-mentioned scene window, such as a quick gesture operation, an operation on the controls associated with the scene window (such as a window closing control, the player closes the scene window by triggering the window closing control), etc. It can also be the player's end operation on the scene window, such as the player ends the triggering operation of triggering the scene window display. The specific setting can be made according to needs and is not limited here.

[0079] Specifically, the above-mentioned displaying a scene window on the above-mentioned graphical user interface in response to the window display triggering operation on the above-mentioned object identifier may include: the terminal may display the scene window on the above-mentioned graphical user interface in response to the pressing operation on the above-mentioned object identifier.

[0080] Correspondingly, the above-mentioned response to the window end event of the above-mentioned scene window and canceling the display of the above-mentioned scene window on the above-mentioned graphical user interface may include: the terminal may respond to ending the above-mentioned pressing operation, that is, releasing the pressing on the graphical user interface, to cancel the display of the above-mentioned scene window on the above-mentioned graphical user interface.

[0081] Correspondingly, the above-mentioned response to the object positioning operation on the above-mentioned scene window and the switching of the camera perspective for shooting the above-mentioned virtual scene to switch the above-mentioned first game screen to the second game screen may include: the terminal may determine the sliding end position of the above-mentioned sliding operation in response to the sliding operation continuous with the above-mentioned pressing operation; then, the terminal may respond to the above-mentioned sliding end position being in the above-mentioned scene window, indicating that the player currently wants to further view the surrounding environment of the first virtual object, and therefore, the terminal needs to switch the camera perspective for shooting the above-mentioned virtual scene to switch the above-mentioned first game screen to the second game screen.

[0082] In some embodiments, since the above-mentioned virtual objects may include a third virtual object controlled by the current user account, if the player directly switches the perspective, the third virtual object will remain in the original position. However, the player may sometimes want to directly move in the virtual scene corresponding to the second game screen without returning to the original virtual scene. In this regard, the terminal can receive the player's location adjustment operation on the third virtual object, and in response to the player's location adjustment operation on the above-mentioned third virtual object, control the above-mentioned third virtual object to move to the target virtual scene.

[0083] Alternatively, the player sometimes needs to return to the virtual scene where the third virtual object is located to continue executing the corresponding game logic; or, the third virtual object does not currently exist, and the player just wants to view the original virtual scene again. Therefore, the above-mentioned graphical user interface may also include a return control, so that after displaying the second game screen, it may also include: the terminal can respond to the triggering operation of the above-mentioned return control and switch from the above-mentioned second game screen to the above-mentioned first game screen on the above-mentioned graphical user interface.

[0084] Among them, the above-mentioned location adjustment operation can be an operation directly performed by the player on the above-mentioned third virtual object, such as a click operation, a press operation, a slide operation, etc., or it can be an operation without performing an operation on the third virtual object, such as a quick gesture operation, an operation on the controls associated with the third virtual object, etc. It can also be an adjustment of the location of the above-mentioned third virtual object based on information from other operations of the player, etc. The specific setting can be made according to needs and is not limited here.

[0085] Specifically, after switching the first game screen to the second game screen, it may also include: the terminal can generate and display the object route of the third virtual object based on the position of the third virtual object in the virtual scene and the scene position corresponding to the sliding end position, and then, the terminal can control the third virtual object to move along the object route to the target virtual scene in response to the confirmation operation of the object route.

[0086] Among them, the confirmation operation of the above-mentioned object route can be an operation directly performed by the player on the above-mentioned object route, such as a click operation, a press operation, a slide operation, etc., or it can be no operation on the above-mentioned object route, such as a quick gesture operation, an operation on the controls associated with the object route, etc., or the player can trigger the confirmation of the above-mentioned object route by not operating within a preset time, etc. The specific setting can be made according to needs and is not limited here.

[0087] It should be noted that the location adjustment of the third virtual object and the display of the second game screen can be performed simultaneously or one after another, etc., and can be set specifically according to needs and is not limited here.

[0088] In some embodiments, the above-mentioned display of scene indication information of the above-mentioned first virtual object on the above-mentioned graphical user interface in response to a trigger operation on the above-mentioned object identifier may include: the terminal may switch the camera perspective for shooting the above-mentioned virtual scene in response to a perspective switching trigger operation on the above-mentioned object identifier to display a second game screen, wherein the above-mentioned second game screen includes the above-mentioned first virtual object and at least part of the target virtual scene where the above-mentioned first virtual object is located.

[0089] Among them, the window display trigger operation for the above-mentioned object identifier can be an operation directly performed on the above-mentioned object identifier, such as a click operation, a press operation, a sliding operation, etc., or it can be an operation without performing an operation on the above-mentioned object identifier, such as a shortcut gesture operation, an operation on the control associated with the object identifier, etc. The specific setting can be made according to needs and is not limited here.

[0090] It should be noted that the above-mentioned window display trigger operation is different from the perspective switching trigger operation.

[0091] For example, based on Figure 3 In the example shown, the player can click on the control 302, and the terminal can respond to the player's click on the control 302 to shoot Figure 3 The camera perspective of the virtual scene in the first game screen is switched to display the following Figure 5 The second game screen shown, Figure 5 The second game screen shown includes a first virtual object and at least a portion of a target virtual scene where the first virtual object is located.

[0092] In some embodiments, since the above-mentioned virtual objects may include a third virtual object controlled by the current user account, if the player directly switches the perspective, the third virtual object will remain in the original position. However, the player may sometimes want to directly move in the virtual scene corresponding to the second game screen without returning to the original virtual scene. In this regard, the terminal can receive the player's location adjustment operation on the third virtual object, and in response to the player's location adjustment operation on the above-mentioned third virtual object, control the above-mentioned third virtual object to move to the target virtual scene.

[0093] Alternatively, the player sometimes needs to return to the virtual scene where the third virtual object is located to continue executing the corresponding game logic. Alternatively, the third virtual object does not currently exist and the player just wants to view the original virtual scene again. Therefore, the above graphical user interface may also include a return control, such as Figure 5 The "return" control shown in the lower right corner, after displaying the second game screen, may also include: the terminal can respond to the triggering operation of the above-mentioned return control and switch from the above-mentioned second game screen to the above-mentioned first game screen on the above-mentioned graphical user interface.

[0094] Among them, the above-mentioned location adjustment operation can be an operation directly performed by the player on the above-mentioned third virtual object, such as a click operation, a press operation, a slide operation, etc., or it can be an operation without performing an operation on the third virtual object, such as a quick gesture operation, an operation on the controls associated with the third virtual object, etc. It can also be an adjustment of the location of the above-mentioned third virtual object based on information from other operations of the player, etc. The specific setting can be made according to needs and is not limited here.

[0095] Specifically, after switching the first game screen to the second game screen, it may also include: the terminal can generate and display the object route of the third virtual object based on the position of the third virtual object in the virtual scene and the scene position corresponding to the sliding end position, and then, the terminal can control the third virtual object to move along the object route to the target virtual scene in response to the confirmation operation of the object route.

[0096] Among them, the confirmation operation of the above-mentioned object route can be an operation directly performed by the player on the above-mentioned object route, such as a click operation, a press operation, a slide operation, etc., or it can be no operation on the above-mentioned object route, such as a quick gesture operation, an operation on the controls associated with the object route, etc., or the player can trigger the confirmation of the above-mentioned object route by not operating within a preset time, etc. The specific setting can be made according to needs and is not limited here.

[0097] As can be seen from the above content, by providing a graphical user interface, the graphical user interface displays a first game screen, the first game screen includes at least part of a virtual scene, at least one virtual object located in the virtual scene, and in response to an object type screening operation, determines the target object type, that is, determines the type of virtual object that the user currently wants to view, so as to display the object identifier corresponding to the first virtual object in the graphical user interface, the first virtual object is a virtual object that is not in the first game screen and belongs to the target object type, and then in response to a triggering operation on the object identifier, displays scene indication information of the first virtual object on the graphical user interface, the scene indication information is used to indicate the target virtual scene where the first virtual object is located, so that relevant scene information of the first virtual object that is not in the game screen can be displayed to the user, so as to reduce the situation where the user cannot respond to emergencies caused by virtual objects in the virtual scene outside the game screen in a timely manner, thereby improving the user experience.

[0098] This embodiment also provides a game display device, providing a graphical user interface, the graphical user interface displays a first game screen, the first game screen includes at least part of a virtual scene, and at least one virtual object located in the virtual scene. The game display device can be integrated in a terminal device. Figure 6 As shown, the game display device may include:

[0099] A type determination module 601 is used to determine the target object type in response to the object type screening operation;

[0100] An identification display module 602, configured to display an object identification corresponding to a first virtual object in the graphical user interface, wherein the first virtual object is a virtual object that is not in the first game screen and belongs to the target object type;

[0101] The information display module 603 is used to display the scene indication information of the first virtual object on the graphical user interface in response to the triggering operation of the object identifier, wherein the scene indication information is used to indicate the target virtual scene where the first virtual object is located.

[0102] In some embodiments, the display parameters of the object identification are determined based on the position and / or object properties of the first virtual object.

[0103] In some embodiments, the display parameters include a display position, and the identification display module 602 is specifically used to:

[0104] Acquire the relative position between the first virtual object and the virtual scene in the first game screen;

[0105] A display position of the object identifier of the first virtual object is determined based on the relative position, and the object identifier is displayed at the display position.

[0106] In some embodiments, the display parameters include a display style, and the display style changes with the distance between the first virtual object and the virtual scene in the first game screen.

[0107] In some embodiments, the display parameters include a display style, and the identification display module 602 is specifically used to:

[0108] Acquire an object property of the first virtual object, and determine a target display style of the object identifier of the first virtual object based on the object property;

[0109] The object identifier is displayed based on the target display style.

[0110] In some embodiments, the information display module 603 is specifically used to:

[0111] In response to a window display triggering operation on the object identifier, a scene window is displayed on the graphical user interface, wherein the scene window displays the first virtual object and a target virtual scene where the first virtual object is located.

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

[0113] In response to a window end event of the scene window, the scene window is cancelled from display on the graphical user interface.

[0114] In some embodiments, the screen display module is further specifically used for:

[0115] In response to the object positioning operation on the above-mentioned scene window, the camera perspective for shooting the above-mentioned virtual scene is switched to switch the above-mentioned first game screen to the second game screen, and the above-mentioned second game screen includes the above-mentioned first virtual object and at least a part of the target virtual scene where the above-mentioned first virtual object is located.

[0116] In some embodiments, the information display module 603 is specifically used to:

[0117] In response to a pressing operation on the object identifier, displaying a scene window on the graphical user interface;

[0118] The above screen display module is specifically used for:

[0119] In response to a sliding operation that is continuous with the pressing operation, determining a sliding end position of the sliding operation;

[0120] In response to the sliding end position being within the scene window, the camera viewing angle for photographing the virtual scene is switched to switch the first game screen to a second game screen.

[0121] In some embodiments, the virtual object includes a third virtual object controlled by the current user account, and the game display device further includes an object control module, which is specifically used to:

[0122] Based on the position of the third virtual object in the virtual scene and the scene position corresponding to the sliding end position, generating and displaying an object route of the third virtual object;

[0123] In response to a confirmation operation on the object route, the third virtual object is controlled to move along the object route to the target virtual scene.

[0124] In some embodiments, the information display module 603 is specifically used to:

[0125] In response to a perspective switching trigger operation on the object identifier, the perspective of a camera shooting the virtual scene is switched to display a second game screen, wherein the second game screen includes the first virtual object and at least a portion of the target virtual scene where the first virtual object is located.

[0126] In some embodiments, the graphical user interface further includes a return control, and the game display device further includes a screen switching module, and the screen switching module is specifically used to:

[0127] In response to the triggering operation of the return control, the second game screen is switched to the first game screen on the graphical user interface.

[0128] In some embodiments, the graphical user interface further includes at least two object type controls, and the type determination module 601 is specifically used to:

[0129] In response to a selection operation on a target object type control in the object type controls, the object type indicated by the target object type control is determined as the target object type.

[0130] As can be seen from the above content, by providing a graphical user interface, the graphical user interface displays a first game screen, the first game screen includes at least part of a virtual scene, at least one virtual object located in the virtual scene, and in response to an object type screening operation, determines the target object type, that is, determines the type of virtual object that the user currently wants to view, so as to display the object identifier corresponding to the first virtual object in the graphical user interface, the first virtual object is a virtual object that is not in the first game screen and belongs to the target object type, and then in response to a triggering operation on the object identifier, displays scene indication information of the first virtual object on the graphical user interface, the scene indication information is used to indicate the target virtual scene where the first virtual object is located, so that relevant scene information of the first virtual object that is not in the game screen can be displayed to the user, so as to reduce the situation where the user cannot respond to emergencies caused by virtual objects in the virtual scene outside the game screen in a timely manner, thereby improving the user experience.

[0131] Accordingly, an embodiment of the present application further provides an electronic device, which may be a terminal, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA) and other terminal devices. Alternatively, the electronic device may be a server.

[0132] like Figure 7 As shown, Figure 7 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 700 includes a processor 701 having one or more processing cores, a memory 702 having one or more computer-readable storage media, and a computer program stored in the memory 702 and executable on the processor. The processor 701 is electrically connected to the memory 702. Those skilled in the art will appreciate that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or arrange components differently.

[0133] The processor 701 is the control center of the electronic device 700, and uses various interfaces and lines to connect various parts of the entire electronic device 700. By running or loading software programs and / or units stored in the memory 702, and calling data stored in the memory 702, the processor 701 executes various functions of the electronic device 700 and processes data, thereby monitoring the electronic device 700 as a whole. The processor 701 can be a central processing unit CPU, a graphics processing unit GPU, a network processor (Network Processor, NP), etc., and can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present application.

[0134] In the embodiment of the present application, the processor 701 in the electronic device 700 will load instructions corresponding to the processes of one or more application programs into the memory 702 according to the following steps, and the processor 701 will run the application programs stored in the memory 702 to implement various functions, such as:

[0135] In response to the object type screening operation, determining a target object type;

[0136] Displaying an object identifier corresponding to a first virtual object in the graphical user interface, wherein the first virtual object is a virtual object that is not in the first game screen and belongs to the target object type;

[0137] In response to a triggering operation on the object identifier, scene indication information of the first virtual object is displayed on the graphical user interface, where the scene indication information is used to indicate a target virtual scene where the first virtual object is located.

[0138] In some embodiments, the display parameters of the object identification are determined based on the position and / or object properties of the first virtual object.

[0139] In some embodiments, the display parameter includes a display position, and the display of at least one object identifier includes:

[0140] Acquire the relative position between the first virtual object and the virtual scene in the first game screen;

[0141] A display position of the object identifier of the first virtual object is determined based on the relative position, and the object identifier is displayed at the display position.

[0142] In some embodiments, the display parameters include a display style, and the display style changes with the distance between the first virtual object and the virtual scene in the first game screen.

[0143] In some embodiments, the display parameters include a display style, and the display of at least one object identifier includes:

[0144] Acquire an object property of the first virtual object, and determine a target display style of the object identifier of the first virtual object based on the object property;

[0145] The object identifier is displayed based on the target display style.

[0146] In some embodiments, in response to the triggering operation on the object identifier, displaying the scene indication information of the first virtual object on the graphical user interface includes:

[0147] In response to a window display triggering operation on the object identifier, a scene window is displayed on the graphical user interface, wherein the scene window displays the first virtual object and a target virtual scene where the first virtual object is located.

[0148] In some embodiments, after displaying the scene window on the graphical user interface, the method further includes:

[0149] In response to a window end event of the scene window, the scene window is cancelled from display on the graphical user interface.

[0150] In some embodiments, after displaying the scene window on the graphical user interface, the method further includes:

[0151] In response to the object positioning operation on the above-mentioned scene window, the camera perspective for shooting the above-mentioned virtual scene is switched to switch the above-mentioned first game screen to the second game screen, and the above-mentioned second game screen includes the above-mentioned first virtual object and at least a part of the target virtual scene where the above-mentioned first virtual object is located.

[0152] In some embodiments, in response to the window display triggering operation of the object identifier, displaying the scene window on the graphical user interface includes:

[0153] In response to a pressing operation on the object identifier, displaying a scene window on the graphical user interface;

[0154] The step of switching the camera perspective for photographing the virtual scene in response to the object positioning operation on the scene window to switch the first game screen to the second game screen includes:

[0155] In response to a sliding operation that is continuous with the pressing operation, determining a sliding end position of the sliding operation;

[0156] In response to the sliding end position being within the scene window, the camera viewing angle for photographing the virtual scene is switched to switch the first game screen to a second game screen.

[0157] In some embodiments, the virtual objects include a third virtual object controlled by the current user account, and after the first game screen is switched to the second game screen, the following further includes:

[0158] Based on the position of the third virtual object in the virtual scene and the scene position corresponding to the sliding end position, generating and displaying an object route of the third virtual object;

[0159] In response to a confirmation operation on the object route, the third virtual object is controlled to move along the object route to the target virtual scene.

[0160] In some embodiments, in response to the triggering operation on the object identifier, displaying the scene indication information of the first virtual object on the graphical user interface includes:

[0161] In response to a perspective switching trigger operation on the object identifier, the perspective of a camera shooting the virtual scene is switched to display a second game screen, wherein the second game screen includes the first virtual object and at least a portion of the target virtual scene where the first virtual object is located.

[0162] In some embodiments, the graphical user interface further includes a return control, and after displaying the second game screen, further includes:

[0163] In response to the triggering operation of the return control, the second game screen is switched to the first game screen on the graphical user interface.

[0164] In some embodiments, the graphical user interface further includes at least two object type controls, and the step of determining the target object type in response to the object type screening operation includes:

[0165] In response to a selection operation on a target object type control in the object type controls, the object type indicated by the target object type control is determined as the target object type.

[0166] Therefore, the electronic device 700 provided in this embodiment can bring the following technical effects: reduce the situation where the user is unable to respond to emergencies caused by virtual objects in the virtual scene outside the game screen in time, so as to improve the user experience.

[0167] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.

[0168] Optional, such as Figure 7As shown, the electronic device 700 further includes: a touch screen 703, a radio frequency circuit 704, an audio circuit 705, an input unit 706, and a power supply 707. The processor 701 is electrically connected to the touch screen 703, the radio frequency circuit 704, the audio circuit 705, the input unit 706, and the power supply 707, respectively. Those skilled in the art can understand that Figure 7 The electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.

[0169] The touch display screen 703 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 703 may include a display panel and a touch panel. Among them, the display panel may be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces may be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel may be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light-emitting diode (OLED, Organic Light-Emitting Diode) and the like. The touch panel may be used to collect the user's touch operation on or near it (such as the user using any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts, a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 701, and can receive the command sent by the processor 701 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 701 to determine the type of touch event, and then the processor 701 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 703 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 703 can also be used as a part of the input unit 706 to realize the input function.

[0170] The radio frequency circuit 704 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to send and receive signals between the network device or other electronic devices.

[0171] The audio circuit 705 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 705 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 705 and converted into audio data, and then the audio data is output to the processor 701 for processing, and then sent to another electronic device through the radio frequency circuit 704, or the audio data is output to the memory 702 for further processing. The audio circuit 705 may also include an earplug jack to provide communication between an external headset and an electronic device.

[0172] The input unit 706 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.

[0173] The power supply 707 is used to supply power to various components of the electronic device 700. Optionally, the power supply 707 can be logically connected to the processor 701 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 707 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0174] although Figure 7 Not shown, the electronic device 700 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.

[0175] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0176] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.

[0177] To this end, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored, and the computer program can be loaded by a processor to execute any of the game display methods provided in the embodiments of the present application. The computer program can execute the following steps of the game display method:

[0178] In response to the object type screening operation, determining a target object type;

[0179] Displaying an object identifier corresponding to a first virtual object in the graphical user interface, wherein the first virtual object is a virtual object that is not in the first game screen and belongs to the target object type;

[0180] In response to a triggering operation on the object identifier, scene indication information of the first virtual object is displayed on the graphical user interface, where the scene indication information is used to indicate a target virtual scene where the first virtual object is located.

[0181] It can be seen that the computer program can be loaded by the processor to execute any game display method provided in the embodiments of the present application, thereby bringing the following technical effects: reducing the situation where users are unable to respond in time to emergencies caused by virtual objects in virtual scenes outside the game screen, so as to improve the user experience.

[0182] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.

[0183] The computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0184] Since the computer program stored in the computer-readable storage medium can execute any one of the game display methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any one of the game display methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.

[0185] According to one aspect of the present application, a computer program product or a computer program is also provided, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the methods provided in various optional implementations of the above embodiments.

[0186] In the above-mentioned game display device, computer-readable storage medium, electronic device, and computer program product embodiments, the description of each embodiment has its own emphasis. For parts not described in detail in a certain embodiment, reference can be made to the relevant description of other embodiments. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working process and beneficial effects of the game display device, computer-readable storage medium, computer program product, electronic device and its corresponding units described above can refer to the description of the game display method in the above embodiment, and will not be repeated here.

[0187] The above is a detailed introduction to a game display method, device, electronic device, computer-readable storage medium and computer program product provided in the embodiments of the present application. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea; at the same time, for technical personnel in this field, according to the idea of ​​the present application, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.

Claims

1. A game display method, characterized in that: A graphical user interface is provided, wherein the graphical user interface displays a first game screen, wherein the first game screen includes at least a portion of a virtual scene and at least one virtual object located in the virtual scene, and the method includes: In response to the object type screening operation, determining a target object type; Displaying an object identifier corresponding to a first virtual object in the graphical user interface, where the first virtual object is a virtual object that is not in the first game screen and belongs to the target object type; In response to a triggering operation on the object identifier, scene indication information of the first virtual object is displayed on the graphical user interface, where the scene indication information is used to indicate a target virtual scene where the first virtual object is located.

2. The game display method according to claim 1, characterized in that: The display parameters of the object identification are determined based on the position and / or object properties of the first virtual object.

3. The game display method according to claim 2, characterized in that: The display parameters include a display position, and the display of at least one object identifier includes: Acquire a relative position between the first virtual object and the virtual scene in the first game screen; A display position of an object identifier of the first virtual object is determined based on the relative position, and the object identifier is displayed at the display position.

4. The game display method according to claim 3, characterized in that: The display parameters include a display style, and the display style changes with the distance between the first virtual object and the virtual scene in the first game screen.

5. The game display method according to claim 2, characterized in that: The display parameters include a display style, and the display of at least one object identifier includes: Acquire an object property of the first virtual object, and determine a target display style of the object identifier of the first virtual object based on the object property; The object identifier is displayed based on the target display style.

6. The game display method according to claim 1, characterized in that: The step of displaying the scene indication information of the first virtual object on the graphical user interface in response to the triggering operation on the object identifier includes: In response to a window display triggering operation on the object identifier, a scene window is displayed on the graphical user interface, wherein the scene window displays the first virtual object and a target virtual scene where the first virtual object is located.

7. The game display method according to claim 6, characterized in that: After the scene window is displayed on the graphical user interface, the method further includes: In response to a window end event for the scene window, the scene window is cancelled from being displayed on the graphical user interface.

8. The game display method according to claim 6, characterized in that: After the scene window is displayed on the graphical user interface, the method further includes: In response to an object positioning operation on the scene window, the camera perspective for shooting the virtual scene is switched to switch the first game screen to a second game screen, wherein the second game screen includes the first virtual object and at least a portion of the target virtual scene where the first virtual object is located.

9. The game display method according to claim 8, characterized in that: The step of displaying a scene window on the graphical user interface in response to a window display triggering operation on the object identifier comprises: In response to a pressing operation on the object identifier, displaying a scene window on the graphical user interface; In response to the object positioning operation on the scene window, switching the camera perspective for photographing the virtual scene to switch the first game screen to the second game screen includes: In response to a sliding operation that is continuous with the pressing operation, determining a sliding end position of the sliding operation; In response to the sliding end position being within the scene window, the camera viewing angle for photographing the virtual scene is switched to switch the first game screen to a second game screen.

10. The game display method according to claim 9, characterized in that: The virtual objects include a third virtual object controlled by the current user account, and after the first game screen is switched to the second game screen, further include: Based on the position of the third virtual object in the virtual scene and the scene position corresponding to the sliding end position, generating and displaying an object route of the third virtual object; In response to a confirmation operation on the object route, the third virtual object is controlled to move along the object route to the target virtual scene.

11. The game display method according to claim 1, characterized in that: The step of displaying the scene indication information of the first virtual object on the graphical user interface in response to the triggering operation on the object identifier includes: In response to a perspective switching trigger operation on the object identifier, the perspective of a camera shooting the virtual scene is switched to display a second game screen, wherein the second game screen includes the first virtual object and at least a portion of the target virtual scene where the first virtual object is located.

12. The game display method according to claim 11, characterized in that: The graphical user interface further includes a return control, and after displaying the second game screen, further includes: In response to a triggering operation on the return control, the second game screen is switched to the first game screen on the graphical user interface.

13. The game display method according to any one of claims 1 to 12, characterized in that: The graphical user interface also includes at least two object type controls, and the step of determining the target object type in response to the object type screening operation includes: In response to a selection operation on a target object type control in the object type controls, the object type indicated by the target object type control is determined as the target object type.

14. A game display device, characterized in that: A graphical user interface is provided, wherein the graphical user interface displays a first game screen, wherein the first game screen includes at least a portion of a virtual scene and at least one virtual object located in the virtual scene, and the device includes: A type determination module, configured to determine a target object type in response to an object type screening operation; an identification display module, configured to display, in the graphical user interface, an object identification corresponding to a first virtual object, wherein the first virtual object is a virtual object that is not in the first game screen and belongs to the target object type; An information display module is used to display scene indication information of the first virtual object on the graphical user interface in response to a trigger operation on the object identifier, wherein the scene indication information is used to indicate a target virtual scene where the first virtual object is located.

15. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps of the game display method as described in any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps of the game display method according to any one of claims 1 to 13.

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