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

By filtering and displaying virtual object identifiers and scene indication information of target object types in the game display interface, the problem of users being unable to respond in a timely manner to sudden situations involving virtual objects outside the game screen is solved, thus improving the user experience.

CN119838216BActive Publication Date: 2025-12-12NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510252375.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-03-04
Publication Date
2025-12-12
Estimated Expiration
2045-03-04

AI Technical Summary

Technical Problem

Users are unable to respond promptly to unexpected situations caused by virtual objects in virtual scenes outside the game screen, resulting in a poor user experience.

Method used

By responding to object type filtering operations in the graphical user interface, the target object type is determined, and the object identifier of the virtual object that is not in the game screen is displayed. In response to the triggering operation of the object identifier, the scene indication information of the virtual object is displayed to indicate the target virtual scene in which it is located.

Benefits of technology

This reduces the likelihood of users being unable to respond promptly to unexpected situations involving virtual objects outside the game screen, thus improving the user experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application discloses a game display method and device, electronic equipment and a computer readable storage medium. The embodiment of the application determines a target object type in response to an object type filtering operation. An object identifier corresponding to a first virtual object is displayed in a 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. Scene indication information of the first virtual object is displayed on the graphical user interface in response to a triggering operation on the object identifier. The scene indication information is used to indicate a target virtual scene in which the first virtual object is located. The embodiment of the application can reduce the situation that a user cannot respond to a sudden situation caused by a virtual object in a virtual scene outside a game screen in time, thereby improving user experience.
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Description

TECHNICAL FIELD

[0001] The present disclosure relates to the technical field of games, in particular to a game display method and device, electronic equipment and a storage medium. BACKGROUND

[0002] With the tide of the Internet, the continuous development and evolution of hardware and software technology promote the emergence of intelligent devices and software. At the same time, a large number of games of different themes emerge to meet the needs of users, and with the vigorous development of various technologies in the game industry, people pay more attention to game experience.

[0003] At present, the virtual scene provided by the game is relatively grand, and the game picture presented on the graphical user interface can only provide part of the virtual scene, so the user cannot see the situation in the virtual scene outside the game picture, which leads to the user sometimes being unable to respond to the sudden situation caused by the virtual object in the virtual scene outside the game picture in time, resulting in poor user experience. SUMMARY

[0004] The embodiments of the present application provide a game display method, device, electronic equipment and storage medium, which can reduce the situation that the user cannot respond to the sudden situation caused by the virtual object in the virtual scene outside the game picture in time, so as to improve the user experience.

[0005] In a first aspect, the embodiments of the present application provide a game display method, providing a graphical user interface, the graphical user interface displays a first game picture, the first game picture includes at least part of a virtual scene and at least one virtual object in the virtual scene, and the method comprises:

[0006] In response to an object type filtering operation, determining a target object type;

[0007] Displaying an object identifier corresponding to a first virtual object in the graphical user interface, the first virtual object being a virtual object not in the first game picture and belonging to the target object type;

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

[0009] In a second aspect, the embodiments of the present application provide a game display device, providing a graphical user interface, the graphical user interface displays a first game picture, the first game picture includes at least part of a virtual scene and at least one virtual object in the virtual scene, and the device comprises:

[0010] A type determining module is configured to determine a target object type in response to an object type screening operation.

[0011] An identity displaying module is configured to display an object identity corresponding to a first virtual object in the graphical user interface, the first virtual object being a virtual object not in the first game picture and belonging to the target object type.

[0012] An information displaying module is configured to display scene indication information of the first virtual object on the graphical user interface in response to a triggering operation on the object identity, the scene indication information being used to indicate a target virtual scene in which the first virtual object is located.

[0013] In a third aspect, an electronic device is provided, which includes a memory storing a plurality of instructions, and a processor loading the instructions from the memory to perform the steps of any of the game display methods provided in the embodiments of the present application.

[0014] In a fourth aspect, a computer readable storage medium is provided, which stores a plurality of instructions, and the instructions are adapted to be loaded by a processor to perform the steps of any of the game display methods provided in the embodiments of the present application.

[0015] In a fifth aspect, a computer program product is provided, which includes a computer program or instructions, and the computer program or instructions are executed by a processor to implement the steps in any of the game display methods provided in the embodiments of the present application.

[0016] By adopting the scheme of the embodiments of the present application, a graphical user interface is provided, the graphical user interface displays a first game picture, the first game picture includes at least part 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, i.e., a type of virtual object that a user currently wants to view is determined, so as to display an object identity corresponding to a first virtual object in the graphical user interface, the first virtual object being a virtual object not in the first game picture and belonging to the target object type, and in response to a triggering operation on the object identity, scene indication information of the first virtual object is displayed on the graphical user interface, the scene indication information being used to indicate a target virtual scene in which the first virtual object is located, so that the user can be shown related scene information of the first virtual object not in the game picture, so as to reduce the case that the user cannot timely respond to an unexpected situation caused by a virtual object in a virtual scene outside the game picture, and thus the user experience is improved. BRIEF DESCRIPTION OF DRAWINGS

[0017] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments will be briefly introduced. Obviously, the drawings in the following description are only some embodiments of the present application, and other drawings can be obtained by those skilled in the art without creative effort based on these drawings.

[0018] Figure 1 is an embodiment flow diagram 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 the embodiments of the present application;

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

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

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

[0023] Figure 6 is a structural schematic diagram of a game display device provided in the embodiments of the present application;

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

[0025] The technical solutions in the embodiments of the present application will be described clearly and completely with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only some embodiments of the present application, not all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative effort belong to the scope of protection of the present application. Meanwhile, in the description of the embodiments of the present application, the terms "first", "second" and the like are only used for distinguishing description, and cannot be understood as indicating or implying relative importance. Therefore, the features with "first", "second" can 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 specifically limited.

[0026] Before the embodiments of the present application are explained in detail, some terms related to the embodiments of the present application will be explained.

[0027] The graphical user interface is obtained by executing a software application on a processor of a mobile terminal or other terminal and rendering on a display. The graphical user interface can include a UI interface for interaction by a player and a game picture. The UI interface can include game controls (such as skill controls, movement controls, function controls, etc.), indication marks (such as direction indication marks, character indication marks, etc.), information display areas (such as kill numbers, game time, etc.), or game setting controls (such as system settings, a store, gold coins, etc.). In an optional implementation, the game picture is a display picture corresponding to a display of a virtual scene by the terminal device. The game picture presents the entire virtual scene, or can present only a part of the virtual scene when the virtual scene is relatively large. The virtual scene includes a plurality of static virtual objects, specifically including a ground, a mountain, a stone, vegetation, a building, and a plurality of dynamic virtual objects, such as game characters, NPC characters, and AI characters performing game logic in the virtual scene.

[0028] The virtual scene is a virtual scene displayed (or provided) by an application running on a terminal or a server. Alternatively, the virtual scene can be a simulation environment of a real world, or a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and the dimension of the virtual scene is not limited in the embodiments of the application. For example, the virtual scene can include a sky, a land, and a sea. The land can include a desert, a city, and other environmental elements. A user can control a game character to move in the virtual scene.

[0029] In an optional implementation, the game picture is a display picture corresponding to a display of a virtual scene by the terminal device. The game picture can include game characters, NPC characters, and AI characters performing game logic in the virtual scene.

[0030] The virtual object can be a dynamic object controllable in the virtual scene. For example, the virtual object can be a virtual person, a virtual animal, an animation character, or a virtual image representing a user in the virtual scene. Alternatively, the virtual object can be a static object uncontrollable in the virtual scene. For example, the virtual object can be a virtual building or a virtual tree. It should be noted that the virtual scene can include at least one virtual object. Each virtual object has a shape and a volume in the virtual scene, and occupies a part of the virtual scene.

[0031] In a possible implementation manner, the user can control the virtual object to move in the virtual scene, for example, to control the virtual object to run, jump, crawl, and the like, and can also control the virtual object to use a skill, a virtual prop, and the like provided by the application program to fight with other virtual objects.

[0032] In the embodiment, the virtual object can be a virtual character controlled by the user through operations on the client. In some embodiments, the virtual object can be a virtual person participating in a competition in the virtual scene. In some embodiments, the number of virtual objects participating in interaction in the virtual scene can be pre-set or dynamically determined according to the number of clients participating in the interaction.

[0033] The embodiment of the present application provides a game display method and device, electronic equipment and a computer readable storage medium.

[0034] Specifically, the embodiment will be described from the perspective of a game display device, which can be integrated in an electronic equipment, that is, the game display method of the embodiment of the present application can be executed by the electronic equipment. Optionally, the electronic equipment can include a terminal device. The terminal device can be a mobile phone, a tablet computer, a smart Bluetooth device, a notebook computer, a game console, or a personal computer (PC) and the like.

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

[0036] Optionally, the server can be an independent server, or a server network or a 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 a plurality of servers. The cloud server is composed of a large number of computers or network servers based on cloud computing.

[0037] The game display method in one embodiment of the present disclosure can run on a local terminal device or a server. When the game interaction method runs on the 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 embodiment, various cloud applications can be run under the cloud interaction system, for example, cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a game mode based on cloud computing. In the running mode of cloud gaming, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the interaction method in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud gaming server in the cloud end performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server, the cloud gaming server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.

[0039] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is used for presenting a game picture. The local terminal device is used for interacting with the player through a graphical user interface, that is, a conventional game program is downloaded and installed on an electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen used for presenting a graphical user interface including a game picture and a processor used for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0040] The embodiments will be described in detail below with reference to the accompanying drawings. In the embodiments, the execution subject is taken as an example of a terminal device. It should be noted that the sequence of the following embodiments is not limited as the preferred sequence of the embodiments. Although a logical sequence is shown in the flowchart, in some cases, the steps shown or described can be performed in a sequence different from that shown in the drawings.

[0041] The game display method of the embodiments can reduce the situation that the user cannot respond to the sudden situation caused by the virtual object in the virtual scene outside the game picture in time, so as to improve the user experience.

[0042] Reference is made to Figure 1 Taking a terminal as an example, the embodiments provide a game display method, which provides a graphical user interface, the graphical user interface displays a first game picture, the first game picture includes at least part of a virtual scene and at least one virtual object in the virtual scene, and the specific process of the game display method can include the following steps 101-103, wherein:

[0043] Step 101, determining a target object type in response to an object type filtering operation.

[0044] The first game screen is a game screen currently displayed by the graphical user interface, and the virtual object in the first game screen can or can not include a virtual object controlled by a current user account, which is not limited by the present disclosure.

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

[0046] In this embodiment, the player can perform an object type filtering operation on the terminal to determine a target object type indicated by the object type filtering operation, to filter virtual objects in all virtual scenes, and to filter virtual objects that meet the target object type, i.e., to display only related information of a virtual object that the player currently wants to view on the graphical user interface. In this way, the player can more intuitively view the related information that the player wants to view.

[0047] In some embodiments, the object type filtering operation includes, but is not limited to, a quick gesture operation performed by the player on the graphical user interface, an operation performed by the player on a specific area of the graphical user interface, and an operation performed by the player on a specific control of the graphical user interface.

[0048] Specifically, the graphical user interface can further include a type editing control. In response to the object type filtering operation, the terminal can determine the target object type based on information edited by the player in the type editing control, such as information input by the player in the type editing control by typing.

[0049] Specifically, the graphical user interface can further include at least two object type controls. In response to the object type filtering operation, the terminal can determine the target object type based on a selection operation performed by the player on the at least two object type controls, such as a selection operation performed by the player on a target object type control from the at least two object type controls. In response to the selection operation performed by the player on the target object type control, the terminal can determine an object type indicated by the target object type control as the target object type.

[0050] As shown in the example, Figure 2 As shown in the example, Figure 2 As shown in the example, the lower right corner of the game screen displays three object type controls, namely a "city" control, a "my side" control and an "enemy side" control, wherein the "city" control is used to indicate that the target object type is a city type, the "my side" control is used to indicate that the target object type is an object type with an identity of the my side camp, and the "enemy side" control is used to indicate that the target object type is an object type with an identity of the enemy side camp.

[0051] Based on the example shown, Figure 2 As shown in the example, the player can select from the "city" control, the "my side" control and the "enemy side" control, such as the player selecting the "enemy side" control from the "city" control, the "my side" control and the "enemy side" control, and the terminal can determine the object type with an identity of the enemy side camp indicated by the above-mentioned "enemy side" control as the target object type in response to the selection operation of the player on the "enemy side" control.

[0052] Step 102, displaying an object identifier corresponding to a first virtual object in the above-mentioned graphical user interface, wherein the first virtual object is a virtual object not in the above-mentioned first game screen and belonging to the above-mentioned target object type.

[0053] Wherein, the object identifier includes but is not limited to a combination of information such as text, avatar and icon, which can be set according to requirements and is not limited herein.

[0054] In this embodiment, the terminal can display the virtual object conforming to 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 conforming to the target object type are not in the virtual scene in the first game screen, the terminal can display the object identifier of the corresponding virtual object to prompt the player to understand the corresponding situation of the first virtual object conforming to the target object type and not in the first game screen.

[0055] It can be understood that, in order to facilitate the player to intuitively view the virtual object conforming to the target object type in the first game screen, the virtual object conforming to the target object type can be highlighted in a preset display style, wherein the preset display style can be a display style different from that of other virtual objects in the first game screen, for example, the virtual object conforming to the target object type and other virtual objects in the first game screen can be displayed in different display styles, and for another example, other virtual objects in the first game screen can be cancelled, while the display of the virtual object conforming to the target object type in the first game screen is retained, which can be set according to requirements and is not limited herein.

[0056] In some embodiments, the display parameter of the object identifier is determined based on the position and / or object attribute of the first virtual object, and the display parameter includes but is not limited to display position, display style, etc., wherein the position and / or object attribute of the first virtual object can be indicated by the display position, or the position and / or object attribute of the first virtual object can be indicated by the display style.

[0057] The display style can be used to indicate the position and / or object attribute of different first virtual objects according to changes in the object identifier content or style, for example, the object identifier contains a direction indication information such as an arrow, which is used to indicate the moving direction of the virtual object conforming to the target object type.

[0058] Specifically, the display parameter includes the display position, and the display of the at least one object identifier can include: the terminal can obtain the relative position between the first virtual object and the virtual scene in the first game picture, then determine the display position of the object identifier of the first virtual object based on the relative position, and display the object identifier at the display position.

[0059] The display position can be the intersection between the edge of the virtual scene corresponding to the first game picture and the relative position, or a specific area in the graphical user interface, etc., which can be set according to requirements and is not limited herein.

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

[0061] Specifically, the display parameter includes the display style, and the display style changes with the distance between the first virtual object and the virtual scene in the first game picture, for example, the display style includes the identifier size of the object identifier, and the identifier size becomes larger as the distance between the first virtual object and the virtual scene in the first game picture becomes smaller.

[0062] For example, as shown in Figure 3 If the object type determined as the target object type is the enemy camp, the virtual objects displayed in the Figure 3 may all be enemy virtual objects, or the Figure 3The virtual object displayed in the specific style is set as an enemy virtual object (in this example, the enemy virtual object is not displayed in a specific style).

[0063] In the lower right corner of Figure 3 The "enemy" control selected by the player is displayed, indicating to the player that the target object type is an object type with an enemy camp identity, and in the left area of Figure 3 In the left area of Figure 3 The top and lower left positions of the left area of Figure 3 In the example provided by

[0064] In Figure 3 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, so the distance between the first virtual object indicated by identifier 301 and the virtual scene in the first game screen is the smallest, the distance between the first virtual object indicated by identifier 302 and the virtual scene in the first game screen is farther, and the distance between the first virtual object indicated by identifier 303 and the virtual scene in the first game screen is the farthest.

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

[0066] The object attribute and the target display style have a preset mapping relationship, for example, different attribute threshold intervals are divided for the object attribute, and different attribute threshold intervals correspond to different target display styles.

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

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

[0069] The triggering operation for the aforementioned object identifier can be a direct operation on the object identifier, such as a click operation, a press operation, a swipe operation, etc., or it can be an operation without operating the object identifier, such as a shortcut gesture operation or an operation on the control associated with the object identifier, etc. The specific settings can be set according to the requirements and are not limited here.

[0070] The aforementioned scene indication information can be either a direct display of the target virtual scene where the first virtual object is located, or an indirect display of the target virtual scene where the first virtual object is located, such as displaying it through a window or dividing the interface to display different game screens in different areas. It can also display scene description information related to the target virtual scene, etc. The specific settings can be configured according to the requirements and are not limited here.

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

[0072] The window display trigger operation for the aforementioned object identifier can be an operation performed directly on the object identifier, such as a click operation, a press operation, or a swipe operation, or it can be an operation without performing an operation on the object identifier, such as a shortcut gesture operation or an operation performed on the control associated with the object identifier. The specific settings can be configured according to the requirements and are 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. Furthermore, the object description information may also include, but is not limited to, a combination of at least one type of information such as the object attributes and equipment information of the first virtual object.

[0074] For example, based on Figure 3 As shown in the example, the player can trigger a window display operation on 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 identifier 301, such as... Figure 4as shown, Figure 4 the window in the scene window, Figure 4 the first virtual object corresponding to the identifier 301 is displayed in the scene window, and the target virtual scene in which the first virtual object corresponding to the identifier 301 is located. In addition, Figure 4 a distance of 50 meters is also displayed in the scene window, to indicate that the distance between the first virtual object corresponding to the identifier 301 and the third virtual object is 50 meters.

[0075] In some embodiments, after displaying the scene window on the above-mentioned graphical user interface, the player can also continue to perform subsequent operations based on the displayed scene window on the graphical user interface, such as 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 implementation can be set according to the requirements, which is not limited here.

[0076] Specifically, the terminal can receive the operation of the player on the scene window to trigger the window end event of the scene window, so that the terminal can cancel the display of the above-mentioned scene window on the above-mentioned graphical user interface in response to the window end event of the above-mentioned scene window.

[0077] Specifically, the terminal can switch the camera view angle for shooting the above-mentioned virtual scene in response to the object positioning operation on the above-mentioned scene window, to switch the above-mentioned first game picture to a second game picture, that is, the game picture on the graphical user interface is updated through camera view angle adjustment, wherein the above-mentioned second game picture includes the above-mentioned first virtual object and at least part of the target virtual scene in which the first virtual object is located, and the first virtual object is the virtual object corresponding to the triggered object identifier.

[0078] The 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 can be an operation not performed on the above-mentioned scene window, such as a shortcut gesture operation, an operation performed on a control associated with the scene window (such as a window closing control, and the player closes the scene window by triggering the window closing control), etc., or can be an end operation of the player on the scene window, such as the player ending the triggering operation of triggering the display of the scene window, and the specific implementation can be set according to the requirements, which is not limited here.

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

[0080] Accordingly, the above-mentioned response to the window end event of the above-mentioned scene window to cancel the display of the above-mentioned scene window on the above-mentioned graphical user interface may include: the terminal may respond to the end of the above-mentioned pressing operation, that is, release the press on the graphical user interface, so as to cancel the display of the above-mentioned scene window on the above-mentioned graphical user interface.

[0081] Accordingly, the above-mentioned response to the object positioning operation of the scene window, switching the camera perspective of the virtual scene to switch the first game screen to the second game screen, may include: the terminal may respond to a sliding operation that is continuous with the pressing operation to determine the end position of the sliding operation; then, the terminal may respond to the fact that the end position of the sliding operation is within the scene window, indicating that the player wants to further view the surrounding environment of the first virtual object, therefore, the terminal needs to switch the camera perspective of the virtual scene to switch the first game screen to the second game screen.

[0082] In some embodiments, since the 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 its original position. Sometimes, the player may want to 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 for the third virtual object and, in response to the player's location adjustment operation for the third virtual object, control the third virtual object to move to the target virtual scene.

[0083] Alternatively, players may sometimes need to return to the virtual scene where the third virtual object is located to continue executing the corresponding game logic, or there may be no third virtual object at present, and the player simply wants to view the original virtual scene again. Therefore, the above-mentioned graphical user interface may also include a return control, so that after the second game screen is displayed, the terminal may 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] The aforementioned location adjustment operation can be an operation performed directly by the player on the aforementioned third virtual object, such as a click operation, a press operation, a swipe operation, etc., or it can be without operating the third virtual object, such as a quick gesture operation, an operation on the control associated with the third virtual object, etc., or it can be based on information from other player operations to adjust the location of the aforementioned third virtual object, etc. The specific settings can be set according to the needs, and there are no limitations here.

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

[0086] The confirmation operation on the object route can be an operation directly performed on the object route by the player, such as a click operation, a press operation, a sliding operation, etc., can be an operation not performed on the object route, such as a shortcut gesture operation, an operation performed on a control associated with the object route, etc., or can be that the player does not operate within a preset time to trigger the confirmation of the object route, etc. The specific operation can be set according to requirements, which is not limited herein.

[0087] It should be noted that the position adjustment of the third virtual object and the display of the second game screen can be executed synchronously or sequentially, etc. The specific operation can be set according to requirements, which is not limited herein.

[0088] In some embodiments, in response to the trigger operation on the object identifier, the terminal can display scene indication information of the first virtual object on the graphical user interface, which can include that the terminal can switch the camera view angle for shooting the virtual scene in response to the view angle switching trigger operation on the object identifier, to display a second game screen, the second game screen including the first virtual object and at least part of the target virtual scene where the first virtual object is located.

[0089] The window display trigger operation on the object identifier can be an operation directly performed on the object identifier, such as a click operation, a press operation, a sliding operation, etc., can be an operation not performed on the object identifier, such as a shortcut gesture operation, an operation performed on a control associated with the object identifier, etc. The specific operation can be set according to requirements, which is not limited herein.

[0090] It should be noted that the window display trigger operation and the view angle switching trigger operation are different.

[0091] For example, based on the example shown in FIG. 3, the player can perform a click operation on the control 302, and the terminal can switch the camera view angle for shooting the virtual scene in the first game screen in response to the click operation of the player on the control 302, to display a second game screen as shown in FIG. 4. Figure 3 For example, based on the example shown in FIG. 3, the player can perform a click operation on the control 302, and the terminal can switch the camera view angle for shooting the virtual scene in the first game screen in response to the click operation of the player on the control 302, to display a second game screen as shown in FIG. 4. Figure 3 For example, based on the example shown in FIG. 3, the player can perform a click operation on the control 302, and the terminal can switch the camera view angle for shooting the virtual scene in the first game screen in response to the click operation of the player on the control 302, to display a second game screen as shown in FIG. 4. Figure 5 For example, based on the example shown in FIG. 3, the player can perform a click operation on the control 302, and the terminal can switch the camera view angle for shooting the virtual scene in the first game screen in response to the click operation of the player on the control 302, to display a second game screen as shown in FIG. 4. Figure 5 For example, based on the example shown in FIG. 3, the player can perform a click operation on the control 302, and the terminal can switch the camera view angle for shooting the virtual scene in the first game screen in response to the click operation of the player on the control 302, to display a second game screen as shown in FIG. 4.

[0092] In some embodiments, since the third virtual object in the above virtual object can be controlled by the current user account, if the player directly switches the view, the third virtual object is still in the original position, and the player sometimes directly wants to act in the virtual scene corresponding to the second game screen without returning to the original virtual scene. In this case, 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 third virtual object, control the 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 the corresponding game logic, or there is no third virtual object currently, and the player just wants to view the original virtual scene again. Therefore, the above graphical user interface can further include a return control, such as the "return" control shown in the lower right corner, so that after displaying the second game screen, the terminal can switch from the second game screen to the first game screen on the graphical user interface in response to the triggering operation on the return control. Figure 5

[0094] Specifically, after switching the first game screen to the second game screen, the terminal can further generate and display an 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 end position of the sliding, and then in response to a confirmation operation on the object route, the terminal can control the third virtual object to move along the object route to the target virtual scene.

[0095] Specifically, after switching the first game screen to the second game screen, the terminal can further generate and display an 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 end position of the sliding, and then in response to a confirmation operation on the object route, the terminal can control the third virtual object to move along the object route to the target virtual scene.

[0096] Specifically, after switching the first game screen to the second game screen, the terminal can further generate and display an 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 end position of the sliding, and then in response to a confirmation operation on the object route, the terminal can control the third virtual object to move along the object route to the target virtual scene.

[0097] ​It can be seen from the above that 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 and at least one virtual object in the virtual scene, and in response to an object type filtering operation, a target object type is determined, that is, a type of virtual object that the user currently wants to view is determined, an object identifier corresponding to a first virtual object is displayed 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 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, and the scene indication information is used to indicate a target virtual scene in which the first virtual object is located. Therefore, the related 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 that the user cannot respond to the sudden situation caused by the virtual object in the virtual scene outside the game screen in time, and the user experience is improved.

[0098] The embodiment also provides a game display device, which provides 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 in the virtual scene, and the game display device can be integrated in a terminal device. For example, as shown in the figure, the game display device can include: Figure 6

[0099] A type determination module 601 is configured to determine a target object type in response to an object type filtering operation.

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

[0101] An information display module 603 is configured to display scene indication information of the first virtual object on the graphical user interface in response to a triggering operation on the object identifier, and the scene indication information is used to indicate a target virtual scene in which the first virtual object is located.

[0102] In some embodiments, a display parameter of the object identifier is determined based on a position and / or object attribute of the first virtual object.

[0103] In some embodiments, the display parameter includes a display position, and the identifier display module 602 is specifically configured to:

[0104] Obtain a relative position between the first virtual object and a virtual scene in the first game screen.

[0105] ​The 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 parameter includes a display style, and the display style changes with the distance between the first virtual object and the virtual scene in the first game picture.

[0107] In some embodiments, the display parameter includes a display style, and the identifier display module 602 is specifically configured to:

[0108] An object attribute of the first virtual object is obtained, and a target display style of the object identifier of the first virtual object is determined based on the object attribute;

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

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

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

[0112] In some embodiments, the game display apparatus further includes a picture display module, and the picture display module is specifically configured to:

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

[0114] In some embodiments, the picture display module is specifically configured to:

[0115] In response to an object positioning operation on the scene window, a camera view angle for shooting the virtual scene is switched to switch the first game picture to a second game picture, the second game picture includes the first virtual object and at least part of a target virtual scene in which the first virtual object is located.

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

[0117] In response to a pressing operation on the object identifier, a scene window is displayed on the graphical user interface.

[0118] The picture display module is specifically configured to:

[0119] In response to a sliding operation continuous to the pressing operation, a sliding end position of the sliding operation is determined.

[0120] In response to the end position of the sliding being in the scene window, the camera view angle for shooting the virtual scene is switched to switch the first game picture to a second game picture.

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

[0122] Based on the position of the third virtual object in the virtual scene and the scene position corresponding to the end position of the sliding, an object route of the third virtual object is generated and displayed.

[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 configured to:

[0125] In response to a view angle switching trigger operation on the object identifier, the camera view angle for shooting the virtual scene is switched to display a second game picture, the second game picture including the first virtual object and at least part 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 apparatus further includes a picture switching module, which is specifically configured to:

[0127] In response to a trigger operation on the return control, the second game picture is switched to the first game picture 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 configured to:

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

[0130] As can be seen from the above, by providing a graphical user interface (GUI), the GUI displays a first game screen, which includes at least a portion of a virtual scene and at least one virtual object located within the virtual scene. In response to an object type filtering operation, the target object type is determined, i.e., the type of virtual object the user currently wants to view is determined. An object identifier corresponding to the first virtual object is then displayed in the GUI. 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 trigger operation on the object identifier, scene indication information of the first virtual object is displayed on the GUI. This scene indication information indicates the target virtual scene where the first virtual object is located, thereby showing the user relevant scene information of the first virtual object that is not in the game screen. This reduces the likelihood of the user being unable to respond promptly to unexpected situations caused by virtual objects in virtual scenes outside the game screen, thus improving the user experience.

[0131] Accordingly, this application also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Alternatively, the electronic device can be a server.

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

[0133] The processor 701 is the control center of the electronic device 700, connects all parts of the electronic device 700 through various interfaces and lines, executes various functions of the electronic device 700 and processes data by running or loading software programs and / or units stored in the memory 702 and calling data stored in the memory 702, thereby overall monitoring the electronic device 700. The processor 701 can be a central processing unit CPU, a graphics processing unit GPU, a network processor NP, etc., and can implement or execute various methods, steps and logic block diagrams disclosed in the embodiments of the present application.

[0134] In the embodiments of the present application, the processor 701 in the electronic device 700 will load the instructions corresponding to the processes of one or more application programs into the memory 702, and run the application programs stored in the memory 702 by the processor 701, so as to realize various functions, for example:

[0135] In response to the object type filtering operation, determine the target object type;

[0136] Display the object identifier corresponding to the first virtual object in the above-mentioned graphical user interface, the first virtual object being a virtual object not in the above-mentioned first game screen and belonging to the above-mentioned target object type;

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

[0138] In some embodiments, the display parameters of the above-mentioned object identifier are determined based on the position and / or object attribute of the above-mentioned first virtual object.

[0139] In some embodiments, the display parameters include display positions, and the display of the at least one object identifier includes:

[0140] Obtain the relative position between the above-mentioned first virtual object and the virtual scene in the above-mentioned first game screen;

[0141] 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 display position.

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

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

[0144] obtaining an object attribute of the first virtual object, and determining a target display style of an object identifier of the first virtual object based on the object attribute;

[0145] displaying the object identifier based on the target display style.

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

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

[0148] In some embodiments, after the scene window is displayed 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 removed from the graphical user interface.

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

[0151] In response to an object positioning operation on the scene window, a camera view angle for shooting the virtual scene is switched to switch the first game screen to a second game screen, the second game screen includes the first virtual object and at least part of the target virtual scene in which the first virtual object is located.

[0152] In some embodiments, the scene window is displayed on the graphical user interface in response to the window display triggering operation on the object identifier, including:

[0153] In response to a pressing operation on the object identifier, the scene window is displayed on the graphical user interface.

[0154] In response to the object positioning operation on the scene window, the camera view angle for shooting the virtual scene is switched to switch the first game screen to a second game screen, including:

[0155] In response to a sliding operation continuous to the pressing operation, a sliding end position of the sliding operation is determined.

[0156] In response to the sliding end position being in the scene window, the camera view angle for shooting 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 a current user account, and after switching the first game screen to the second game screen, the method further includes:

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

[0159] in response to a confirmation operation on the object route, controlling the third virtual object 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, the method further includes displaying scene indication information of the first virtual object on the graphical user interface, including:

[0161] in response to a view angle switching triggering operation on the object identifier, switching a camera view angle for shooting the virtual scene to display a second game screen, the second game screen including the first virtual object and at least part of the target virtual scene in which 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, the method further includes:

[0163] in response to a triggering operation on the return control, switching the second game screen 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 in response to the object type filtering operation, the method further includes determining a target object type, including:

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

[0166] Therefore, the electronic device 700 provided by the embodiments can reduce the situation that the user cannot respond to the sudden situation caused by the virtual object in the virtual scene outside the game screen in time, thereby improving the user experience.

[0167] The specific implementation of each operation can be referred to the foregoing embodiments, which will not be described here.

[0168] Optionally, as Figure 7As shown, the electronic device 700 further includes a touch display 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 display 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 on the electronic device, and can include more or fewer components than shown, or combine certain components, or different component arrangements.

[0169] The touch display screen 703 can be used to display a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. The touch display screen 703 can include a display panel and a touch panel. The display panel can be used to display information input by a user or information provided to a user and various graphical user interfaces of an electronic device, which can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel can be used to collect touch operations (such as operations of a user using a finger, a stylus, or any suitable object or accessory on or near the touch panel) of a user thereon or therearound, and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel can include two parts, a touch detection device and a touch controller. The touch detection device detects the touch position of the user and 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, and converts it into touch coordinates, and then sends it to the processor 701, and can also receive commands from the processor 701 and execute them. The touch panel can cover the display panel, and when the touch panel detects a touch operation thereon or therearound, it transmits to the processor 701 to determine the type of the touch event, and then the processor 701 provides corresponding visual output on the display panel according to the type of the touch event. In the embodiments of the present application, the touch panel and the display panel can be integrated into the touch display screen 703 to realize input and output functions. However, in some embodiments, the touch panel and the touch panel can realize input and output functions as two independent components. That is, the touch display screen 703 can also realize the input function as part of the input unit 706.

[0170] The radio frequency circuit 704 can be used to transceive radio frequency signals to establish wireless communication with a network device or other electronic device, and transceive signals between the network device or other electronic device.

[0171] The audio circuit 705 can be used to provide an audio interface between a user and the electronic device through a speaker and a microphone. The audio circuit 705 can convert received audio data into an electrical signal and transmit the electrical signal to the speaker for conversion into a sound signal and output by the speaker. On the other hand, the microphone can collect a sound signal and convert the sound signal into an electrical signal, which is received by the audio circuit 705 and converted into audio data. The audio data is output to the processor 701 for processing, transmitted to another electronic device through the radio frequency circuit 704, or output to the memory 702 for further processing. The audio circuit 705 can also include a jack for a headset to provide communication between the headset and the electronic device.

[0172] The input unit 706 can be used to receive inputted digital, character information or user feature information (e.g., fingerprint, iris, face information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function controls.

[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 be used to manage charging, discharging, power consumption management, etc. The power supply 707 can also include one or more direct current or alternating current power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, etc.

[0174] Although Figure 7 The electronic device 700 can also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which are not shown in the embodiments.

[0175] In the above embodiments, the description of each embodiment focuses on different aspects, and the parts not described in detail in a certain embodiment can be referred to the related description of other embodiments.

[0176] Those of ordinary skill in the art can understand that all or part of the steps of the various methods in the above embodiments can be completed by using instructions, or by using instructions to control relevant hardware. The instructions can 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, which stores a plurality of computer programs. The computer programs can be loaded by a processor to execute any one of the game display methods provided by the embodiments of the present application. The computer programs can execute the steps of the following game display method:

[0178] In response to an object type filtering operation, determining a target object type;

[0179] displaying, in the graphical user interface, an object identifier corresponding to the first virtual object, the first virtual object being a virtual object not in the first game picture and belonging to the target object type;

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

[0181] It can be seen that the computer program can be loaded by the processor to execute any one of the game display methods provided by the embodiments of the present application, thereby bringing the following technical effects: reducing the situation that the user cannot respond to the sudden situation caused by the virtual object in the virtual scene outside the game picture in time, and improving the user experience.

[0182] The specific implementation of each operation can be referred to the foregoing embodiments, which will not be described here.

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

[0184] Due to the computer program stored in the computer readable storage medium, any one of the game display methods provided by the embodiments of the present application can be executed, and thus the beneficial effects of any one of the game display methods provided by the embodiments of the present application can be achieved. Details can be referred to the foregoing embodiments, which will not be described here.

[0185] According to an aspect of the present application, a computer program product or a computer program is also provided, which includes computer instructions stored in a computer readable storage medium. The processor of the 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 method provided in various optional implementation manners in the foregoing embodiments.

[0186] In the foregoing game display device, computer readable storage medium, electronic device, and computer program product embodiments, the description of each embodiment has its own focus, and the parts not described in detail in an embodiment can be referred to the related description of other embodiments. Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the game display device, computer readable storage medium, computer program product, electronic device, and corresponding units thereof described above and the beneficial effects brought by them can be referred to the description of the game display method in the foregoing embodiments, and will not be described here in detail.

[0187] The game display method, the game display device, the electronic device, the computer readable storage medium, and the computer program product provided by the embodiments of the present application are described in detail above, and the principles and implementation manners of the present application are described by applying specific examples. The above embodiment description is only used to help understand the method of the present application and its core idea; meanwhile, for those skilled in the art, according to the idea of the present application, the specific implementation manner and application range will be changed, and the above description 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, the graphical user interface displaying a first game screen and at least two object type controls, the first game screen including at least a portion of a virtual scene and at least one virtual object located in the virtual scene, the method comprising: In response to the selection operation of the target object type control in the object type control, the object type indicated by the target object type control is determined as the target object type; The graphical user interface displays the object identifier corresponding to the first virtual object, which is a virtual object that is not in the first game screen 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. The scene indication information is used to indicate the target virtual scene in which the first virtual object is located.

2. The game display method as described in claim 1, characterized in that, The display parameters of the object identifier are determined based on the location and / or object attributes of the first virtual object.

3. The game display method as described in claim 2, characterized in that, The display parameters include the display position, and the display of at least one object identifier includes: Obtain the relative position between the first virtual object and the virtual scene in the first game screen; The 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.

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

5. The game display method as described in claim 2, characterized in that, The display parameters include a display style, and the display of at least one object identifier includes: Obtain the object attributes of the first virtual object, and determine the target display style of the object identifier of the first virtual object based on the object attributes; The object identifier is displayed based on the target display style.

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

7. The game display method as described in claim 6, characterized in that, After displaying the scene window on the graphical user interface, the following is also included: In response to a window end event of the scene window, the scene window is de-displayed on the graphical user interface.

8. The game display method as described in claim 6, characterized in that, After displaying the scene window on the graphical user interface, the following is also included: In response to the object positioning operation of the scene window, the camera perspective for capturing the virtual scene is switched to switch the first game screen to a second game screen, the second game screen including the first virtual object and at least a portion of the target virtual scene in which the first virtual object is located.

9. The game display method as described in claim 8, characterized in that, The step of displaying a scene window on the graphical user interface in response to a window display trigger operation for the object identifier includes: In response to a press operation on the object identifier, a scene window is displayed on the graphical user interface; The step of switching the camera view of the virtual scene in response to the object positioning operation of the scene window to switch the first game screen to the second game screen includes: In response to a sliding operation that occurs consecutively with the pressing operation, the end position of the sliding operation is determined; In response to the sliding end position being within the scene window, the camera perspective for capturing the virtual scene is switched to switch the first game screen to the second game screen.

10. The game display method as described in claim 9, characterized in that, The virtual object includes a third virtual object controlled by the current user account. After switching the first game screen to the second game screen, it also includes: Based on the position of the third virtual object in the virtual scene and the scene position corresponding to the end of the sliding position, the object route of the third virtual object is generated and displayed; In response to the confirmation operation of 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 as described in claim 1, characterized in that, The step of displaying scene indication information of the first virtual object on the graphical user interface in response to a trigger operation on the object identifier includes: In response to a viewpoint switching trigger operation on the object identifier, the camera viewpoint for capturing the virtual scene is switched to display a second game screen, which includes the first virtual object and at least a portion of the target virtual scene in which the first virtual object is located.

12. The game display method as described in claim 11, characterized in that, The graphical user interface also includes a return control, and after displaying the second game screen, it also 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. A game display device, characterized in that, A graphical user interface is provided, the graphical user interface displaying a first game screen and at least two object type controls, the first game screen including at least a portion of a virtual scene and at least one virtual object located in the virtual scene, the device comprising: The type determination module is used to determine the object type indicated by the target object type control as the target object type in response to the selection operation of the target object type control in the object type control; The identifier display module is used to display the 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; 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. The scene indication information is used to indicate the target virtual scene in which the first virtual object is located.

14. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps of the game display method as described in any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the game display method as described in any one of claims 1 to 12.

Citation Information

Patent Citations

  • Display control method and device, equipment and storage medium

    CN116492680A