Game map display method and device, computer device and readable storage medium

By controlling the rotation of the game map to match the relative position of the target virtual object, the problem of insufficient guidance in existing game maps is solved, enabling rapid location of the target virtual object's position and direction, thus improving the player's gaming experience.

CN119951133BActive Publication Date: 2025-12-05NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510228029.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-02-27
Publication Date
2025-12-05
Estimated Expiration
2045-02-27

AI Technical Summary

Technical Problem

The existing game maps lack guidance when displayed, making it difficult for players to quickly find target virtual objects, especially in complex game scenes where misjudgment is easy to occur, affecting the game experience.

Method used

By identifying the target virtual object in the virtual game scene, and controlling the rotation of the game map based on the relative positions of the controlled virtual object and the target virtual object on the map, the relative positions are made to conform to the specified relative positions, thereby quickly locating the position and direction of the target virtual object on the game map.

Benefits of technology

The game map's guidance has been enhanced, helping players make quick game decisions and improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Embodiments of the present application disclose a game map display method and device, computer equipment and a readable storage medium. A game interface is displayed, the game interface including at least part of a virtual game scene and a controlled virtual object in the virtual game scene, and the game interface further including a game map corresponding to the virtual game scene. A target virtual object triggering a target game event in the virtual game scene is determined. According to a first map position corresponding to the controlled virtual object and a second map position corresponding to the target virtual object, the rotation of the game map is controlled so that the relative position meets a specified relative position. Based on the specified relative position, a player can quickly determine the position of the target virtual object in the game map and judge the direction in which the target virtual object is located, thereby enhancing the guiding property of the game map, and further helping the player to quickly make a game decision and improving the game experience of the player.
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Description

TECHNICAL FIELD

[0001] The present application relates to the game technical field, and in particular to a game map display method and device, computer equipment and readable storage medium. BACKGROUND

[0002] In the game, the game map can provide a more macroscopic perspective for the player, and the player can determine the direction of the position to be arrived based on the game map. However, in the existing game, the game map is usually displayed in a fixed perspective, and the orientation of the virtual object controlled by the player in the virtual scene is constantly changing. If the player wants to go to the position of a certain character, the player needs to find the character on the entire map first, and then determine the direction of the character combined with the orientation of the player. The game map has poor guiding performance, which leads to a long overall reaction time of the player. Moreover, when the game map is complex or the game situation is complex, the player is prone to make mistakes, which leads to a poor game experience of the player. SUMMARY

[0003] The game map display method and device, computer equipment and readable storage medium provided by the embodiments of the present application enhance the guiding performance of the game map, thereby helping the player to make a game decision quickly and improving the game experience of the player.

[0004] The game map display method provided by the embodiments of the present application comprises the following steps.

[0005] displaying a game interface, the game interface comprising at least part of a virtual game scene and a controlled virtual object in the virtual game scene, and the game interface further comprising a game map corresponding to the virtual game scene;

[0006] determining a target virtual object triggering a target game event in the virtual game scene;

[0007] controlling the rotation of the game map according to the relative direction between a first map position corresponding to the controlled virtual object and a second map position corresponding to the target virtual object, so that the relative direction conforms to a specified relative direction.

[0008] Correspondingly, the game map display device provided by the embodiments of the present application comprises the following.

[0009] a display unit configured to display a game interface, the game interface comprising at least part of a virtual game scene and a controlled virtual object in the virtual game scene, and the game interface further comprising a game map corresponding to the virtual game scene;

[0010] a determination unit configured to determine a target virtual object triggering a target game event in the virtual game scene;

[0011] a control unit configured to control rotation of the game map according to a relative position of a first map position corresponding to the controlled virtual object and a second map position corresponding to the target virtual object, so that the relative position conforms to a specified relative position.

[0012] Correspondingly, the embodiment of the present application also provides a computer device, comprising a memory and a processor; the memory stores a computer program, and the processor is used to run the computer program in the memory to execute any game map display method provided by the embodiment of the present application.

[0013] Correspondingly, the embodiment of the present application also provides a computer readable storage medium, which is used to store a computer program, and the computer program is loaded by a processor to execute any game map display method provided by the embodiment of the present application.

[0014] The embodiment of the present application can realize that the relative position of the second map position of the controlled virtual object triggering the target game event and the first map position of the target virtual object conforms to the specified relative position by displaying a game interface, the game interface comprising at least part of a virtual game scene and a controlled virtual object in the virtual game scene, the game interface further comprising a game map corresponding to the virtual game scene; determining a target virtual object triggering a target game event in the virtual game scene; controlling rotation of the game map according to a relative position of a first map position corresponding to the controlled virtual object and a second map position corresponding to the target virtual object, so that the relative position conforms to a specified relative position. The player can not only quickly determine the position of the target virtual object on the game map, but also quickly judge the direction of the target virtual object based on the specified relative position, which enhances the guiding property of the game map, and thus can help the player to quickly make a game decision and improve the game experience of the player. BRIEF DESCRIPTION OF DRAWINGS

[0015] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings needed to be used in the embodiment description. Obviously, the drawings in the following description are only some embodiments of the present application, and other drawings can also be obtained by those skilled in the art without any creative effort based on these drawings.

[0016] Figure 1 is a flowchart of the game map display method provided by the embodiment of the present application;

[0017] FIG. 2(1) is a schematic diagram of a game map provided by the embodiment of the present application;

[0018] FIG. 2(2) is a schematic diagram of a game map provided by the embodiment of the present application;

[0019] Figure 3 is a game interface schematic diagram provided by an embodiment of the present application;

[0020] Figure 4 is a map rotation and control schematic diagram provided by an embodiment of the present application;

[0021] Figure 5 is a map rotation and control schematic diagram provided by an embodiment of the present application;

[0022] Figure 6 is a second game map schematic diagram provided by an embodiment of the present application;

[0023] Figure 7 is a game map display device schematic diagram provided by an embodiment of the present application;

[0024] Figure 8 is a computer device structure schematic diagram provided by an embodiment of the present application. DETAILED DESCRIPTION

[0025] The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, rather than all the embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work fall within the scope of the present application.

[0026] The present application provides a game map display method, device, computer device and computer readable storage medium. The game map display device can be integrated in a computer device, which can be a server, a terminal or the like.

[0027] Among them, the terminal can include a mobile phone, a wearable smart device, a tablet computer, a notebook computer, a personal computer (PC), and a vehicle-mounted computer, etc.

[0028] Among them, the server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content distribution networks (CDN), and big data and artificial intelligence platforms, etc. Basic cloud computing services.

[0029] The following will be described in detail. It should be noted that the description order of the following embodiments is not limited as the preferred order of the embodiments.

[0030] Firstly, some nouns related to the embodiments of the present application are described:

[0031] The game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The interface includes the UI interface for the player to interact and the game picture. In an optional implementation, the UI interface can include interface elements, such as game controls (such as view adjustment controls and the like), indication marks, information display areas, or game setting controls (such as system settings, stores, gold coins, and the like). In an optional implementation, the game picture is a display picture corresponding to the virtual scene displayed by the terminal device. The game picture can include virtual objects such as game characters, NPC characters, AI characters, and the like performing game logic in the virtual scene.

[0032] The game scene (or virtual scene) is a virtual scene displayed (or provided) by the application running on the terminal or server. Optionally, the game scene is a simulation environment of the real world, or a virtual environment that is half-simulated and half-fictional, or a purely fictional virtual environment. The game scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the game environment can be sky, land, ocean, and the like, wherein the land includes desert, city, and the like. environment elements. Among them, the virtual scene is a scene in which a user controls a virtual object to complete the game logic, for example, for a sandbox 3D shooting game, the game scene is a 3D game world for the player to control the virtual object to fight, and an example of the game scene can include at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles.

[0033] The game character is a dynamic object that can be controlled in the virtual scene. The virtual object is a character controlled by the player through the input device, or an artificial intelligence (AI) set in the virtual environment for battle, or a non-player character (NPC) set in the virtual scene for battle. Optionally, the virtual object is a virtual person competing in the virtual scene. Optionally, the number of virtual objects in the virtual scene battle is pre-set, or dynamically determined according to the number of clients joining the battle, and the embodiments of the present application do not limit this. In a possible implementation, the player can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, and the like, and can also control the virtual object to use the skills, virtual props, and the like provided by the application to fight with other virtual objects.

[0034] The embodiments will be described from the perspective of the game map display device, which can be integrated in a computer device, which can be a server, a terminal, or the like.

[0035] The game map display method provided by the embodiments of the present application can be used for displaying a game map of a game. Figure 1 As shown in the figure, the specific process of the game map display method can be as follows:

[0036] 101, display a game interface, the game interface including at least part of a virtual game scene and a controlled virtual object in the virtual game scene, the game interface further including a game map corresponding to the virtual game scene.

[0037] The game interface can be displayed in a first-person perspective or a third-person perspective, the game map can be a map corresponding to the virtual game scene, the game map can be a plane map, and the game map can show the spatial layout of the virtual game scene. Optionally, the game map can further include an identifier indicating the position of the controlled virtual object, such as a small red dot, an arrow, a triangle, or other display styles. The identifier with a directional pointer can also indicate the orientation of the controlled virtual object in the virtual scene.

[0038] The game map can be a global map of the virtual game scene or a local map corresponding to part of the virtual game scene, and the controlled virtual object can be located in the part of the virtual scene corresponding to the local map.

[0039] 102, determine a target virtual object triggering a target game event in the virtual game scene.

[0040] The target virtual object is different from the controlled virtual object, and the target virtual object can be a virtual character such as a teammate, an enemy, or an NPC in the game of the controlled virtual object. The target virtual object can also be a virtual prop in the virtual game scene, such as an alchemy furnace, a warship, etc. The target virtual object can also be a scene object, such as every building in the virtual scene, etc. The specific game rules can be set according to the specific game rules.

[0041] The target game event can include an event that a player (hereinafter referred to as a player) controlling the controlled virtual object is interested in, such as the player performing alchemy in the alchemy furnace in the virtual game scene. When the alchemy furnace completes the alchemy, the target game event is triggered. For example, the player sends his team to besiege a city. When the battle is won or lost, or is about to be lost, the target game event is triggered. That is, the target game event can be related to a game task started by the player in the game.

[0042] Optionally, the target game event can also be an event such as the virtual game scene dropping a treasure, or the object that the controlled virtual object is interested in appearing in the virtual game scene.

[0043] In an embodiment, the target game event includes at least one of a specified interaction event and a specified sound event of the controlled virtual object.

[0044] The specified interaction event can include the target virtual object initiating an assistance invitation to the controlled virtual object, or the target virtual object initiating a combination invitation to the controlled virtual object, etc.

[0045] Optionally, the target virtual object can be an opponent of the controlled virtual object, and the specified interaction event can be that the target virtual object enters a preset detection range corresponding to the controlled virtual object. In an embodiment, the specified interaction event can also include an attack event. The attack event can be an event triggered by the target virtual object attacking the controlled virtual object. The target virtual object attacking the controlled virtual object can include, for example, the target virtual object shooting the controlled virtual object with a virtual gun, or the target virtual object throwing a virtual projectile at the controlled virtual object, or the target virtual object releasing an attack skill to the controlled virtual object, etc.

[0046] The specified sound event can be a specified sound emitted or produced by the target virtual object in the virtual game scene. For example, the target virtual object can emit a footstep sound in the virtual game scene, or a virtual prop used by the target virtual object can emit a sound, etc. For example, the target virtual object can produce a virtual gun sound by shooting other virtual objects with a virtual gun.

[0047] 103. According to the relative position of the first map position corresponding to the controlled virtual object and the second map position corresponding to the target virtual object, the rotation of the game map is controlled to make the relative position meet the specified relative position.

[0048] The first map position is the position of the controlled virtual character in the virtual game scene, and the second map position is the position of the target virtual character in the virtual game scene.

[0049] Specifically, the relative position of the controlled virtual object and the target virtual object in the game map can be determined according to the first position of the controlled virtual object in the game map and the second position of the target virtual object in the game map.

[0050] The relative position of the first position of the controlled virtual object in the game map and the second position of the target virtual object in the game map on the game interface is the relative position of the controlled virtual object and the target virtual object in the game map. If the relative position of the controlled virtual object and the target virtual object in the game map does not meet the specified relative position, the game map is controlled to rotate. If the relative position between the first position of the controlled virtual object in the game map and the second position of the target virtual object in the game map meets the specified relative position, the game map can not be controlled to rotate.

[0051] The specified relative position can be pre-set, such as being pre-set in the code program by the developer, or being customized by the player in the game.

[0052] For example, the specified relative position can be a second map position of the target virtual object in the game map, which is directly above a first map position of the controlled virtual object in the game interface. If the second map position of the target virtual object is not directly above the first map position of the controlled virtual object when the target virtual object triggers the target game event, the game map is rotated to indicate that the second map position of the target virtual object is directly above the first map position of the controlled virtual object in the game map. For example, before the target virtual object triggers the target game event, the view angle of the game map is as shown in FIG. 2(1). When the target virtual object appears in the virtual game scene corresponding to the left map part of the first map position of the controlled virtual object, the game map is rotated to the view angle as shown in FIG. 2(2), so that the second map position of the target virtual object is directly above the first map position of the controlled virtual object in the game map. It can be understood that if the target virtual object is in the virtual game scene corresponding to the right map part of the first map position of the controlled virtual object, the game map needs to be rotated counterclockwise by 90°, so that the target virtual object is above the controlled virtual object in the game map.

[0053] Optionally, when the game map is rotated, the display direction of the label text of each location in the game map can be controlled to remain unchanged, such as always being displayed horizontally, so that the display direction of the label text of the game map remains unchanged regardless of the rotation of the game map, facilitating the player to read and reducing the difficulty for the player to obtain information from the game map.

[0054] If multiple candidate virtual objects trigger the target game event at the same time (the same time here can be considered to be very close to triggering the target game event), one of the candidate virtual objects can be determined as the target virtual object, that is, in an embodiment, the step of “determining the target virtual object triggering the target game event in the virtual game scene” includes:

[0055] If there are multiple candidate virtual objects triggering the target game event in the virtual game scene, the damage index information of each candidate virtual object to the controlled virtual object is determined.

[0056] The target virtual object is determined from the multiple candidate virtual objects according to the damage index information.

[0057] For example, if there are multiple candidate virtual objects triggering the target game event in the virtual game scene, the damage indicator information of each candidate virtual object to the controlled virtual object can be determined; the target virtual object that causes the greatest damage to the controlled virtual object or the greatest damage indicator information can be determined from the multiple candidate virtual objects according to the damage indicator information, or the target virtual object that can cause the greatest damage to the controlled virtual object is determined, so as to help the player obtain the game score in the game. Therefore, the damage indicator information can indicate the damage degree of the candidate virtual object to the controlled virtual object, or the damage degree of the controlled virtual object to the candidate virtual object.

[0058] In an embodiment, the damage indicator information can be determined based on at least one of the distance between the candidate virtual object and the controlled virtual object in the virtual game scene, the virtual attack props of the candidate virtual object, the virtual attack skills of the candidate virtual object, the game level of the candidate virtual object, and the survival indicator loss information of the controlled virtual object caused by the candidate virtual object.

[0059] Specifically, the closer the distance, the greater the damage indicator information indicates the damage to the controlled virtual object, the stronger the virtual attack props or attack skills of the candidate virtual object, the greater the damage indicator information indicates the damage to the controlled virtual object, the higher the game level of the candidate virtual object, the greater the damage indicator information indicates the damage to the controlled virtual object.

[0060] If the target game event is an attack event, the target virtual object can also be determined according to the loss of the survival indicator of the controlled virtual object caused by each candidate virtual object, wherein the survival indicator information can include blood volume, life value, etc., which can be selected according to the game setting, and the loss value (i.e. survival indicator loss information) of the survival indicator of the controlled virtual object caused by each candidate virtual object attacking the controlled virtual object can be recorded. The greater the survival indicator loss information, the greater the damage indicator information indicates the damage to the controlled virtual object.

[0061] In an embodiment, the damage indicator information can be a damage indicator value, and the candidate virtual object with the greatest damage indicator value can be selected as the target virtual object.

[0062] When the position of the target virtual object cannot be detected at the target position, a new target virtual object can be determined, that is, in an embodiment, after the step of "determining the relative position of the first map position corresponding to the controlled virtual object and the second map position corresponding to the target virtual object", the game map display method provided by the embodiment of the application can further include:

[0063] In response to the orientation detection failure event of the target virtual object at the target position, a new target virtual object is determined from the plurality of candidate virtual objects, wherein the target position is a scene position corresponding to the target game event;

[0064] The step of controlling the rotation of the game map according to the relative orientation of the first map position corresponding to the controlled virtual object and the second map position corresponding to the target virtual object is performed.

[0065] The orientation detection failure event can also be that the target virtual object fails to trigger the target game event within a preset time. For example, if the target virtual object fails to perform the target behavior again within the preset time after triggering the target game event by performing the target behavior, the orientation detection failure event is triggered.

[0066] Optionally, the orientation detection failure event can indicate that the target virtual object cannot be detected at the target position. For example, the orientation detection failure event can be triggered by the target virtual object leaving the target position, or the target virtual object being defeated in the game, etc. In an embodiment, the orientation detection failure event includes at least one of the target virtual object being defeated in the virtual game scene, the target virtual object leaving the target position by more than a first preset distance threshold, the distance between the target virtual object and the controlled virtual object exceeding a second preset distance threshold, and the distance between the target virtual object and the target game event exceeding a preset time length.

[0067] The terminal controls the rotation of the game map based on the relative orientation of the controlled virtual object and the target virtual object. If the target virtual object continues to perform the target behavior at the target position within a preset time, the relative orientation of the controlled virtual object and the target virtual object can be used to control the rotation of the game map.

[0068] Optionally, the target virtual object can be selected from the candidate virtual objects that are still triggering the target game event.

[0069] After the game map is rotated to the perspective angle that meets the specified relative orientation, if there is no virtual object in the virtual game scene that triggers the target game event, the game map can be controlled to return to the default perspective angle for display. In an embodiment, after the step of “controlling the rotation of the game map according to the relative orientation of the first map position corresponding to the controlled virtual object and the second map position corresponding to the target virtual object”, the game map display method provided by the embodiment of the application can further include:

[0070] If there is no virtual object in the virtual game scene that triggers the target game event, the game map is controlled to rotate to the default perspective angle for display.

[0071] If there is no virtual object triggering the target game event in the virtual game scene, and the display perspective of the game map is not the default perspective, the game map can be controlled to rotate to the default perspective for display.

[0072] The default perspective can be preset by a developer in a game program, set by a player in the game, or determined based on a target position in the virtual scene. For example, the default perspective can be determined at a destination in the game or a survival circle, so that in the game map at the default perspective, the destination or the survival circle is located above, below, or in another direction of the virtual object. The specific direction can be flexibly set as needed.

[0073] Alternatively, the default perspective can also be determined based on the orientation of the controlled virtual object, that is, in an embodiment, the default perspective is a preset perspective or a perspective determined based on the orientation of the controlled virtual object in the game map.

[0074] In the game map displayed based on the perspective determined based on the orientation of the controlled virtual object in the virtual game scene, the orientation of the controlled virtual object in the game map can always point to a specified direction, such as upward or downward, and the specific direction can be flexibly set as needed.

[0075] In an embodiment, the default perspective is a perspective determined based on the orientation of the controlled virtual object, and the step of “controlling the game map to rotate to the default perspective for display” can include:

[0076] determining the current map orientation of the controlled virtual object in the game map;

[0077] controlling the game map to rotate according to the map orientation so that the map orientation conforms to the specified orientation.

[0078] For example, the specified orientation can be upward. Assuming that the current map orientation of the controlled virtual object in the game map is directed to the positive left as shown by the position marker in FIG. 2(1), the game map can be controlled to rotate clockwise by 90° so that the map orientation of the controlled virtual object in the game map is directed to the positive up as shown by the position marker in FIG. 2(2).

[0079] In an embodiment, the player can flexibly set whether to take the preset perspective as the default perspective or determine the default perspective based on the orientation of the controlled virtual object as needed, and the current determination of the default perspective can be switched by a perspective switching instruction. The perspective switching instruction can be an instruction triggered by a gesture, voice, or the like, or be selected by a perspective switching control on the game interface, that is, the game interface further includes a default perspective switching control. Before the step "if there is no virtual object triggering the target game event in the virtual game scene, the game map is rotated to the default perspective for display", the game map display method provided by the embodiment of the present application can further include:

[0080] In response to the switching operation on the default perspective switching control, the perspective determination strategy for determining the default perspective is determined, and the perspective determination strategy is to take the preset perspective as the default perspective or to determine the default perspective based on the orientation of the controlled virtual object.

[0081] The switching operation is an interactive operation with the default perspective switching control. The operation involved in the embodiment of the present application can include at least one of a touch operation, a mouse operation, a keyboard operation, voice interaction, gesture control, and game operation.

[0082] For example, as shown in Figure 3 the player can switch the way of determining the default perspective by operating the default perspective switching control. For example, the game currently takes the preset perspective as the default perspective. In response to the switching operation of the player on the default perspective switching control, the strategy for determining the default perspective is switched to determining the default perspective based on the orientation of the controlled virtual object. The determination of the default perspective based on the orientation of the controlled virtual object can refer to the related content in the foregoing, which is not described herein.

[0083] In an embodiment, the target game event in step 102 can be at least one of a specified interaction event and a specified sound event, which can be set in advance according to the characteristics of the game, or a rotation strategy selection control can be provided for the player to select the specific event of the target game event, so that the player can flexibly set according to his own game needs. The rotation strategy selection control can be displayed in the game interface in advance, or be displayed in response to the operation of the player. For example, as shown in Figure 3 in response to the triggering operation of the player on the strategy display control, the rotation strategy selection control is displayed.

[0084] According to the rotation strategy selection control on the game interface, the target rotation strategy is selected, that is, before the step "according to the relative position of the first map position corresponding to the controlled virtual object and the second map position corresponding to the target virtual object", the game map display method provided by the embodiment of the present application can further include:

[0085] In response to a selection operation on the rotation strategy selection control, a target rotation strategy indicated by the selection operation is determined.

[0086] If the target rotation strategy is the first rotation strategy, a target game event triggering the rotation of the game map is determined as a specified interaction event.

[0087] If the target rotation strategy is the second rotation strategy, the target game event triggering the rotation of the game map is determined as a specified sound event.

[0088] Specifically, the selection operation can include at least one of a touch operation, a mouse operation, a keyboard operation, voice interaction, gesture control, and game operation. The rotation strategy selection control is a control for switching the rotation strategy. For example, in response to a selection operation on the rotation strategy selection control, the current rotation strategy can be switched to the next rotation strategy based on a preset order of multiple rotation strategies.

[0089] If the target rotation strategy is the first rotation strategy, a target game event triggering the rotation of the game map is determined as a specified interaction event. When the target virtual object triggers the specified interaction event, the rotation of the game map is controlled based on the map position of the target virtual object in the game map.

[0090] If the target rotation strategy is the second rotation strategy, the target game event triggering the rotation of the game map is determined as a specified sound event. When the target virtual object triggers the specified sound event, the rotation of the game map is controlled based on the map position of the target virtual object in the game map.

[0091] Optionally, if the target rotation strategy is the first rotation strategy and the second rotation strategy, the target game event triggering the rotation of the game map is determined as the specified interaction event and the specified sound event. When the target virtual object triggers the specified interaction event and the specified sound event, the rotation of the game map is controlled based on the map position of the target virtual object in the game map.

[0092] Optionally, according to the number of rotation strategies of the provided game map, a corresponding number of rotation strategy selection controls can be displayed on the game interface. Each rotation strategy selection control corresponds to one rotation strategy of the game map, and at least one rotation strategy can be selected by the player. In an embodiment, the rotation strategy selection control has multiple rotation strategy selection controls, each rotation strategy selection control corresponds to one rotation strategy, and the step of “in response to a selection operation on the rotation strategy selection control, determining a target rotation strategy indicated by the selection operation” can include:

[0093] In response to a selection operation on the rotation strategy selection control, a target rotation strategy indicated by the selection operation is determined.

[0094] Specifically, the player can select a target rotation strategy selection control in the plurality of rotation strategy selection controls, and the terminal determines the target rotation strategy in response to the selection operation on the target rotation strategy selection control.

[0095] If the player selects the first rotation strategy and the second rotation strategy, the target game event triggering the rotation of the game map is determined as a specified interaction event and a specified sound event, and when the target virtual object triggers the specified interaction event or the specified sound event, the rotation of the game map is controlled based on the map position of the target virtual object in the game map.

[0096] In an embodiment, a third rotation strategy can also be provided, that is, the rotation strategy corresponding to the game map also includes a third rotation strategy, and the step of "determining the target virtual object triggering the target game event in the virtual game scene" includes:

[0097] If the target rotation strategy is the first rotation strategy and / or the second rotation strategy, the target virtual object triggering the target game event in the virtual game scene is determined.

[0098] The method further includes:

[0099] If the target rotation strategy is the third rotation strategy, the rotation information for the game map is determined.

[0100] The rotation of the game map is controlled according to the rotation information.

[0101] The rotation information can be the rotation angle of the game map, such as 90°, which can control the game map to rotate 90° clockwise, or -90°, which can control the game map to rotate 90° counterclockwise.

[0102] Specifically, the rotation information can be determined according to the player's gesture, for example, the player can rotate the game map by dragging it with a finger, and the terminal determines the rotation angle of the game map according to the finger drag and controls the rotation of the game map.

[0103] Optionally, the display perspective of the game map can also be adjusted through the map perspective adjustment control provided by the game interface, that is, in an embodiment, the game interface also includes a map perspective adjustment control, and the step of "determining the rotation information for the game map" can include:

[0104] In response to the adjustment operation on the map perspective adjustment control, the rotation information indicated by the adjustment operation is determined.

[0105] The adjustment operation can include at least one of a touch operation, a mouse operation, a keyboard operation, a voice interaction, a gesture control, and a game operation.

[0106] Specifically, the map perspective adjustment control can be a control for inputting rotation information, i.e. in an embodiment, the map perspective adjustment control comprises an input region, and the step of "determining rotation information indicated by the adjustment operation in response to the adjustment operation on the map perspective adjustment control" can comprise:

[0107] acquiring input information in the input region in response to an information input operation on the input region;

[0108] determining rotation information based on the input information.

[0109] Specifically, the input region can be in the form of an input box, and the player inputs information in the input region through a keyboard, a virtual keyboard, or voice input, etc., and the rotation information is determined according to the information input by the player in the input region.

[0110] The map perspective adjustment control can also comprise a slider bar and a slider, and the player can adjust the rotation information by controlling the position of the slider on the slider bar, and the terminal determines the rotation information according to the position of the slider on the slider bar in response to the end of the adjustment operation of the player; the map perspective adjustment control can also comprise a first sub-control and a second sub-control, the first sub-control is used to trigger an increase in the rotation information, and the second sub-control is used to trigger a decrease in the rotation information, and the player can adjust the rotation information through the first sub-control and the first sub-control.

[0111] In an embodiment, the map perspective adjustment control can also comprise an operation region and a movement control, and the step of "determining rotation information indicated by the adjustment operation in response to the adjustment operation on the map perspective adjustment control" comprises:

[0112] controlling the movement of the movement control on the operation region in response to a movement operation on the movement control;

[0113] determining rotation information based on the position of the movement control on the operation region in response to the end of the movement operation.

[0114] The operation region is available for the movement control to move therein to adjust the rotation information, and the operation region can be, for example, a slider bar, and the movement control can be a slider, and the slider bar can represent the total angle of rotation of the game map, and the rotation information can be determined according to the position of the movement control on the slider.

[0115] Alternatively, the operation region can also be a circular region as shown in Figure 4 , and the movement control can be an arrow as shown in Figure 4 , and the movement control can also be other display styles, such as Figure 4 , the position of the movement control in the operation region indicates that the rotation information is 0°, and Figure 5 , the position of the movement control in the operation region indicates that the rotation information is 90°, and at this time the game map isFigure 4 the perspective of the game map is rotated 90°.

[0116] Optionally, at least one map perspective adjustment control can be displayed on the game interface, and the player can adjust the rotation information of the game map through one of the map perspective adjustment controls. After the player adjusts one of the map perspective adjustment controls, the other map perspective adjustment controls can be controlled to update the display style according to the rotation information indicated by the adjusted map perspective adjustment control. The display style of the updated map perspective adjustment control is the same as the rotation information indicated by the adjusted map perspective adjustment control.

[0117] For example, as shown in Figure 4 and Figure 5 , the map perspective adjustment control can include a map perspective adjustment control for inputting rotation information (referred to as a first map perspective adjustment control for distinction) and a map perspective adjustment control including an operation area and a movement control (referred to as a second map perspective adjustment control for distinction). When the player controls the movement control of the second map perspective adjustment control to rotate to a position as shown in Figure 5 , the first map perspective adjustment control can display 90° in the input area. If the player controls the movement control of the second map perspective adjustment control to rotate to a position as shown in Figure 4 , the first map perspective adjustment control can display 0° in the input area, that is, the rotation information indicated by the first map perspective adjustment control and the second map perspective adjustment control is the same.

[0118] Further, assuming that three rotation strategies of the game map are provided in the game, which are automatic rotation of the map according to the mark, automatic rotation of the map according to the hit direction, and automatic rotation of the map according to the enemy sound source, the game interface can be as shown in Figure 4 and Figure 5 , the game interface provides rotation strategy selection controls corresponding to the three rotation strategies, and each rotation strategy selection control can further display prompt information corresponding to the rotation strategy. Figure 4 In the above-mentioned

[0119] Optionally, after the player selects the rotation strategy of automatic rotation of the map according to the mark, the rotation information can be adjusted through the map perspective adjustment control, and if another rotation strategy is selected, the map perspective adjustment control cannot be operated.

[0120] In an embodiment, the game map in step 101 can be a first game map in a first display mode, and a sub-interface is further displayed on the game interface, and the first game map is displayed in the sub-interface.

[0121] The sub-interface can be a graphical user interface in the form of a pop-up window or a panel, and the first game map is displayed on the sub-interface.

[0122] The first game map can be a global map or a local map. The global map can show the spatial layout of the entire virtual game scene, and the local map can show the spatial layout of a part of the virtual game scene in which the controlled virtual object is located.

[0123] Optionally, the display mode of the game map displayed on the game interface can be switched, such as switching from a global map to a local map, or switching from a local map to a global map. In an embodiment, the game map display method provided by the present application can further include:

[0124] In response to the display mode switching operation on the game map, the sub-interface is canceled from being displayed on the game interface, and a second game map in a second display mode is displayed in the game map. The display perspective of the first game map and the second game map is the same.

[0125] Specifically, the player can switch the display mode of the game map displayed on the game interface through the display mode switching control. The first game map in the first display mode and the second game map in the second display mode can be displayed at the same position on the game interface, or at different positions.

[0126] The first game map is displayed in the sub-interface on the game interface. When the display switching instruction input by the player is received, the sub-interface is canceled from being displayed, and the second game map in the second display mode is displayed on the game interface. The second game map can be displayed through a component or a container in the game interface.

[0127] In an embodiment, the sub-interface further includes at least one of a rotation strategy selection control, a perspective adjustment control, and a default perspective switching control. The functions of the rotation strategy selection control, the perspective adjustment control, and the default perspective switching control can be referred to the related content in the foregoing description, and will not be repeated here.

[0128] In an embodiment, the first game map is a global map of the virtual game scene, and the second game map is a local map of the virtual game scene.

[0129] For example, the game interface can be as shown in Figure 4 The first game map can be the map shown in Figure 4 The display mode switching operation can be an operation on the close control as shown in Figure 4 or an operation on the close control as shown in Figure 4The operation on the screen position outside the window is shown, when the player operates the closing control, the terminal cancels the display of the first game map in the first display mode in response to the display mode switching operation, and displays the second game map in the second display mode on the game interface as shown in Figure 6 The player can trigger the terminal to display the first game map in the first display mode again by clicking (or other operations).

[0130] Optionally, the second game map can be the game map in the default display mode, and the second game map in the second display mode is displayed during the game process, and the player can trigger the display of the first game map by operating the second game map.

[0131] Optionally, the first game map can be displayed in a target window on the game interface, and the target window can also include the target rotation strategy selection control, the map view angle adjustment control, the default view angle switching control, and the like mentioned above.

[0132] As shown in Figure 4 and Figure 6 The game interface can also include a map zoom control for adjusting the zoom ratio of the game map, and can also include environment state prompt information for prompting the current environment state and the remaining time to enter the next environment state. The environment state can include day and night, or two environments with different brightness.

[0133] Optionally, as shown in Figure 6 The game interface can also include a plurality of game controls, which can be used to control the controlled virtual object to make specified behaviors in the virtual game scene, such as Figure 6 The virtual joystick in Figure 6 The controls in can also control the controlled virtual object to crouch, lie down, jump, and the controls for the controlled virtual object to shoot, and the like.

[0134] From the above, the embodiment of the application can display a game interface, the game interface including at least part of a virtual game scene, a game map corresponding to the virtual game scene, and a controlled virtual object in the virtual game scene; determine a target virtual object triggering a target game event in the virtual game scene; and control rotation of the game map according to a first map position corresponding to the controlled virtual object and a second map position corresponding to the target virtual object, so that the relative positions meet a specified relative position. The relative positions of the target virtual object triggering the target game event and the controlled virtual object on the game map can meet the specified relative position, the player can quickly determine the position of the target virtual object in the game map and quickly determine the direction of the target virtual object based on the specified relative position, the guide property of the game map is enhanced, and the player can quickly make a game decision and the game experience of the player is improved.

[0135] To facilitate better implementation of the game map display method provided by the embodiment of the application, a game map display device is further provided in an embodiment. The meanings of the terms are the same as those in the above game map display method, and the specific implementation details can be referred to the description in the method embodiment.

[0136] The game map display device can be integrated in a computer device, for example, as shown in the figure, the game map display device can include a display unit 301, a determination unit 302, and a control unit 303, and the details are as follows. Figure 7

[0137] (1) The display unit 301 is configured to display a game interface, the game interface including at least part of a virtual game scene and a controlled virtual object in the virtual game scene, and the game interface further including a game map corresponding to the virtual game scene.

[0138] (2) The determination unit 302 is configured to determine a target virtual object triggering a target game event in the virtual game scene.

[0139] In an embodiment, the target game event includes at least one of a specified interaction event and a specified sound event with the controlled virtual object.

[0140] In an embodiment, the specified interaction event includes an attack event.

[0141] In an embodiment, the determination unit 302 can be further configured to:

[0142] If there are multiple candidate virtual objects triggering the target game event in the virtual game scene, the determination unit 302 can be further configured to determine an injury index information of each candidate virtual object to the controlled virtual object.

[0143] ​The target virtual object is determined from the plurality of candidate virtual objects according to the injury index information.

[0144] In an embodiment, the injury index information is determined based on at least one of a distance between the candidate virtual object and the controlled virtual object in the virtual game scene, a virtual attack prop of the candidate virtual object, a virtual attack skill of the candidate virtual object, a game level of the candidate virtual object, and survival index loss information of the controlled virtual object caused by the candidate virtual object.

[0145] (3) The control unit 303 is configured to control rotation of the game map according to a relative orientation between a first map position corresponding to the controlled virtual object and a second map position corresponding to the target virtual object, so that the relative orientation conforms to a specified relative orientation.

[0146] In an embodiment, the game interface further includes a rotation strategy selection control, and the game map display apparatus provided in the embodiments of the present application can further include:

[0147] The strategy determination unit is configured to determine a target rotation strategy indicated by a selection operation on the rotation strategy selection control in response to the selection operation.

[0148] The first event determination unit is configured to determine that a target game event triggering the rotation of the game map is the specified interaction event if the target rotation strategy is the first rotation strategy.

[0149] The second event determination unit is configured to determine that the target game event triggering the rotation of the game map is the specified sound event if the target rotation strategy is the second rotation strategy.

[0150] In an embodiment, the rotation strategy selection control includes a plurality of rotation strategy selection controls, and each rotation strategy selection control corresponds to a rotation strategy, and the strategy determination unit can be further configured to:

[0151] The target rotation strategy is determined according to a target rotation strategy selection control in the plurality of rotation strategy selection controls in response to a selection operation on the target rotation strategy selection control.

[0152] In an embodiment, the rotation strategy corresponding to the game map further includes a third rotation strategy, and the strategy determination unit can be further configured to:

[0153] If the target rotation strategy is the first rotation strategy and / or the second rotation strategy, a target virtual object triggering a target game event in the virtual game scene is determined.

[0154] The game map display apparatus provided in the embodiments of the present application can further include:

[0155] an information determining unit, configured to determine rotation information of the game map according to the target rotation strategy.

[0156] control the game map to rotate according to the rotation information.

[0157] In an embodiment, the game interface further comprises a map perspective adjusting control, and the information determining unit is further configured to:

[0158] determine the rotation information indicated by an adjusting operation on the map perspective adjusting control.

[0159] In an embodiment, the map perspective adjusting control comprises an input area, and the information determining unit is further configured to:

[0160] obtain input information in the input area in response to an information input operation on the input area;

[0161] determine the rotation information based on the input information.

[0162] In an embodiment, the map perspective adjusting control comprises an operation area and a moving control, and the information determining unit is further configured to:

[0163] control the moving control to move on the operation area in response to a moving operation on the moving control;

[0164] determine the rotation information based on a position of the moving control on the operation area in response to an end of the moving operation.

[0165] In an embodiment, the game map display apparatus provided by the embodiments of the present application further comprises:

[0166] an object selecting unit, configured to determine a new target virtual object from a plurality of candidate virtual objects in response to a position detection failure event of the target virtual object at a target position, wherein the target position is a scene position corresponding to the target game event;

[0167] the control unit is further configured to:

[0168] perform the step of controlling the game map to rotate according to a relative position between a first map position corresponding to the controlled virtual object and a second map position corresponding to the target virtual object.

[0169] In an embodiment, the orientation detection failure event includes at least one of the following: the target virtual object being defeated in the virtual game scene, the target virtual object moving away from the target position by more than a first preset distance threshold, the distance between the controlled virtual object and the target virtual object being greater than a second preset distance threshold, and the distance between the controlled virtual object and the target virtual object being greater than a preset time length.

[0170] In an embodiment, the game map display apparatus provided by the embodiments of the present application can further include:

[0171] The view angle recovery unit is configured to, if there is no virtual object in the virtual game scene that triggers the target game event, control the game map to be displayed in a default view angle.

[0172] In an embodiment, the default view angle is a preset view angle or a view angle determined based on the orientation of the controlled virtual object.

[0173] In an embodiment, the default view angle is a view angle determined based on the orientation of the controlled virtual object in the game map, and the view angle recovery unit can be further configured to:

[0174] determine the map orientation of the controlled virtual object in the game map;

[0175] control the game map to be rotated according to the map orientation, so that the map orientation of the controlled virtual object in the game map conforms to a specified orientation.

[0176] In an embodiment, the game interface further includes a default view angle switching control, and the game map display apparatus provided by the embodiments of the present application can further include:

[0177] The default view angle switching unit is configured to, in response to a switching operation on the default view angle switching control, determine a view angle determination strategy of the default view angle, the view angle determination strategy being to set a preset view angle as the default view angle or to determine the default view angle based on the orientation of the controlled virtual object.

[0178] In an embodiment, the game map is a first game map in a first display mode, and the game interface further displays a sub-interface, and the first game map is displayed in the sub-interface.

[0179] In an embodiment, the game map display apparatus provided by the embodiments of the present application can further include:

[0180] The map mode switching unit is configured to, in response to a display mode switching operation for the game map, cancel display of the sub-interface on the game interface and display a second game map in a second display mode in the game map, wherein the display perspective of the first game map is the same as that of the second game map.

[0181] In an embodiment, the first game map is a global map of the virtual game scene, and the second game map is a local map of the virtual game scene.

[0182] In an embodiment, the sub-interface further includes at least one of a rotation strategy selection control, a perspective adjustment control and a default perspective switching control.

[0183] The rotation strategy selection control is configured to configure the target game event, the perspective adjustment control is configured to configure rotation information for controlling rotation of the game map, and the default perspective switching control is configured to configure a default perspective of the game map.

[0184] As can be seen from the above, the game map display device according to the embodiments of the present application displays a game interface by the display unit 301, the game interface including at least part of a virtual game scene, a game map corresponding to the virtual game scene, and a controlled virtual object in the virtual game scene; the determination unit 302 determines a target virtual object triggering a target game event in the virtual game scene; the control unit 303 controls rotation of the game map according to a first map position corresponding to the controlled virtual object and a second map position corresponding to the target virtual object, so that the relative positions meet a specified relative position, which can ensure that the relative positions of the target virtual object triggering the target game event and the controlled virtual object on the game map meet the specified relative position, and the player can quickly determine the position of the target virtual object in the game map and quickly determine the direction of the target virtual object based on the specified relative position, which enhances the guiding property of the game map and helps the player to quickly make a game decision and improve the game experience of the player.

[0185] Correspondingly, the embodiments of the present application further provide a computer device, which can be a terminal. As shown in Figure 8 Figure 8 ​A structural schematic diagram of a computer device provided in an embodiment of the present application. The computer device 500 includes a processor 501 having one or more processing cores, a memory 502 having one or more computer readable storage media, and a computer program stored on the memory 502 and executable on the processor. The processor 501 is electrically connected to the memory 502. Those skilled in the art can understand that the computer device structure shown in the figure does not constitute a limitation on the computer device, and can include more or fewer components than shown in the figure, or combine certain components, or different component arrangements.

[0186] The processor 501 is the control center of the computer device 500, and connects various parts of the entire computer device 500 through various interfaces and lines, executes various functions and processes data of the computer device 500 by running or loading software programs and / or modules stored in the memory 502 and calling data stored in the memory 502, thereby overall monitoring the computer device 500.

[0187] In an embodiment of the present application, the processor 501 in the computer device 500 will load the instructions corresponding to the processes of one or more application programs into the memory 502, and run the application programs stored in the memory 502 by the processor 501, thereby realizing various functions according to the following steps:

[0188] displaying a game interface, the game interface including at least part of a virtual game scene and a controlled virtual object located in the virtual game scene, and the game interface further including a game map corresponding to the virtual game scene;

[0189] determining a target virtual object triggering a target game event in the virtual game scene;

[0190] controlling rotation of the game map according to a first map position corresponding to the controlled virtual object and a second map position corresponding to the target virtual object, so that the relative positions conform to a specified relative position.

[0191] In an embodiment, the target game event includes at least one of a specified interaction event and a specified sound event with the controlled virtual object.

[0192] In an embodiment, the specified interaction event includes an attack event.

[0193] In an embodiment, the game interface further includes a rotation strategy selection control, and before the step of "controlling rotation of the game map according to a first map position corresponding to the controlled virtual object and a second map position corresponding to the target virtual object, so that the relative positions conform to a specified relative position", the game map display method provided in the present application further includes:

[0194] in response to a selection operation on the rotation strategy selection control, determining a target rotation strategy indicated by the selection operation;

[0195] if the target rotation strategy is the first rotation strategy, determining that a target game event triggering the rotation of the game map is a specified interaction event;

[0196] if the target rotation strategy is the second rotation strategy, determining that the target game event triggering the rotation of the game map is a specified sound event.

[0197] In an embodiment, the rotation strategy selection control has multiple rotation strategy selection controls, each rotation strategy selection control corresponding to a rotation strategy, and the step of “in response to a selection operation on the rotation strategy selection control, determining a target rotation strategy indicated by the selection operation” includes:

[0198] in response to a selection operation on a target rotation strategy selection control of the multiple rotation strategy selection controls, determining the target rotation strategy according to the target rotation strategy selection control.

[0199] In an embodiment, the rotation strategy corresponding to the game map further includes a third rotation strategy, and the step of “determining a target virtual object triggering the target game event in the virtual game scene” includes:

[0200] if the target rotation strategy is the first rotation strategy and / or the second rotation strategy, determining a target virtual object triggering the target game event in the virtual game scene;

[0201] The game map display method provided in the present application further includes:

[0202] if the target rotation strategy is the third rotation strategy, determining rotation information of the game map;

[0203] controlling the game map to rotate according to the rotation information.

[0204] In an embodiment, the game interface further includes a map perspective adjustment control, and the step of “determining rotation information of the game map” includes:

[0205] in response to an adjustment operation on the map perspective adjustment control, determining rotation information indicated by the adjustment operation.

[0206] In an embodiment, the map perspective adjustment control includes an operation area and a movement control, and the step of “in response to an adjustment operation on the map perspective adjustment control, determining rotation information indicated by the adjustment operation” includes:

[0207] in response to a movement operation on the movement control, controlling the movement control to move on the operation area;

[0208] In response to the end of the moving operation, the rotation information is determined based on the position of the moving control on the operation area.

[0209] In an embodiment, the step of "determining a target virtual object triggering a target game event in a virtual game scene" comprises:

[0210] If there are multiple candidate virtual objects triggering the target game event in the virtual game scene, the damage indicator information of each candidate virtual object to the controlled virtual object is determined.

[0211] The target virtual object is determined from the multiple candidate virtual objects according to the damage indicator information.

[0212] In an embodiment, after the step of "controlling the rotation of the game map according to the relative orientation of the first map position corresponding to the controlled virtual object and the second map position corresponding to the target virtual object, so that the relative orientation meets the specified relative orientation", the game map display method provided by the present application further comprises:

[0213] In response to an orientation detection failure event of the target virtual object at the target position, a new target virtual object is determined from the multiple candidate virtual objects, wherein the target position is a scene position corresponding to the target game event;

[0214] The step of "controlling the rotation of the game map according to the relative orientation of the first map position corresponding to the controlled virtual object and the second map position corresponding to the target virtual object" is performed.

[0215] In an embodiment, the orientation detection failure event includes at least one of an event triggered by the target virtual object being defeated in the virtual game scene, the target virtual object leaving the target position exceeding a first preset distance threshold, the distance between the target virtual object and the controlled virtual object exceeding a second preset distance threshold, and the distance between the target virtual object and the controlled virtual object performing a target game operation exceeding a preset time length.

[0216] In an embodiment, the damage indicator information is determined based on at least one of the distance between the candidate virtual object and the controlled virtual object in the virtual game scene, the virtual attack props of the candidate virtual object, the virtual attack skills of the candidate virtual object, the game level of the candidate virtual object, and the survival indicator loss information of the controlled virtual object caused by the candidate virtual object.

[0217] In an embodiment, after the step of "controlling the rotation of the game map according to the relative orientation of the first map position corresponding to the controlled virtual object and the second map position corresponding to the target virtual object, so that the relative orientation meets the specified relative orientation", the game map display method provided by the present application further comprises:

[0218] If the virtual game scene does not contain the virtual object triggering the target game event, the game map is controlled to rotate to the default view angle for display.

[0219] In an embodiment, the default view angle is a preset view angle or a view angle determined based on the orientation of the controlled virtual object.

[0220] In an embodiment, the default view angle is a view angle determined based on the orientation of the controlled virtual object in the game map, and the step of "controlling the game map to rotate to the default view angle for display" comprises:

[0221] determining a map orientation of the controlled virtual object in the game map;

[0222] controlling the game map to rotate according to the map orientation, so that the map orientation of the controlled virtual object in the game map conforms to the specified orientation.

[0223] In an embodiment, the game interface further comprises a default view angle switching control, and before the step of "if the virtual game scene does not contain the virtual object triggering the target game event, the game map is controlled to rotate to the default view angle for display", the game map display method provided by the application further comprises:

[0224] in response to a switching operation on the default view angle switching control, determining a view angle determination strategy of the default view angle, the view angle determination strategy being to take a preset view angle as the default view angle or to determine the default view angle based on the orientation of the controlled virtual object.

[0225] In an embodiment, the game map is a first game map in a first display mode, and the game map display method provided by the application further comprises:

[0226] in response to a display mode switching operation on the game map, displaying a second game map in a second display mode on the game interface, the display view angle of the first game map and the second game map being the same.

[0227] As can be seen from the above, the embodiments of the application can keep the relative orientation of the target virtual object triggering the target game event and the controlled virtual object in the game map in line with the specified relative orientation, so that the player can not only quickly determine the position of the target virtual object in the game map, but also quickly judge the direction in which the target virtual object is located, thereby enhancing the guiding nature of the game map and helping the player to quickly make game decisions and improve the player's game experience.

[0228] The specific implementation of each operation can be referred to the previous embodiments, which will not be described here.

[0229] Optionally, as Figure 8As shown, the computer device 500 further includes a touch display screen 503, a radio frequency circuit 504, an audio circuit 505, an input unit 506, and a power supply 507. The processor 501 is electrically connected with the touch display screen 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506, and the power supply 507, respectively. Those skilled in the art can understand that Figure 8 The computer device structure shown in the figure is not a limitation on the computer device, and can include more or fewer components than shown, or combine certain components, or different component arrangements.

[0230] The touch display screen 503 can be used to display a graphical user interface and receive operation instructions generated by user actions on the graphical user interface. The touch display screen 503 can include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user and various graphical user interfaces of the computer device, which can be composed of graphics, text, icons, videos, 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 user operations on or near the touch panel using a finger, a stylus, or any suitable object or accessory) of the user thereon or nearby, 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 signals generated by the touch operation, and transmits the signals 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 501, and can also receive commands from the processor 501 and execute them. The touch panel can cover the display panel, and when the touch panel detects a touch operation thereon or nearby, it transmits to the processor 501 to determine the type of touch event, and then the processor 501 provides corresponding visual output on the display panel according to the type of touch event. In the embodiments of the present application, the touch panel and the display panel can be integrated into the touch display screen 503 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can realize the input and output functions as two independent components. That is, the touch display screen 503 can also realize the input function as part of the input unit 506.

[0231] The radio frequency circuit 504 can be used to transceive radio frequency signals to establish wireless communication with network devices or other computer devices, and transceive signals between network devices or other computer devices.

[0232] The audio circuit 505 can be used to provide an audio interface between a user and the computer device through a speaker and a microphone. The audio circuit 505 can convert received audio data into an electrical signal and transmit the electrical signal to the speaker for conversion into an audible signal. 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 505 and converted into audio data. The audio data is then output to the processor 501 for processing and transmitted to another computer device through the radio frequency circuit 504 or stored in the memory 502 for further processing. The audio circuit 505 can also include a jack for a headset to provide communication between the headset and the computer device.

[0233] The input unit 506 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.

[0234] The power supply 507 is used to supply power to various components of the computer device 500. Optionally, the power supply 507 can be logically connected to the processor 501 through a power management system, so that the power management system can be used to manage charging, discharging and power consumption management, etc. The power supply 507 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.

[0235] Although Figure 8 The computer device 500 can also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which are not shown in the figure.

[0236] 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.

[0237] Those skilled in the art can understand that all or part of the steps in the methods of the above embodiments can be completed by instructions, or by related hardware controlled by the instructions, which can be stored in a computer readable storage medium and loaded and executed by a processor.

[0238] To this end, the embodiments of the present application provide a computer readable storage medium, which stores a plurality of computer programs. The computer programs can be loaded by a processor to execute the steps in any of the game map display methods provided by the embodiments of the present application. For example, the computer programs can execute the following steps:

[0239] display a game interface, the game interface including at least a part of a virtual game scene and a controlled virtual object in the virtual game scene, and further including a game map corresponding to the virtual game scene;

[0240] determine a target virtual object triggering a target game event in the virtual game scene;

[0241] according to a first map position corresponding to the controlled virtual object and a second map position corresponding to the target virtual object, control rotation of the game map so that the relative position conforms to a specified relative position.

[0242] As can be seen from the above, the embodiments of the present application can keep the relative position of the target virtual object triggering the target game event and the controlled virtual object on the game map in conformity with the specified relative position, so that the player can not only quickly determine the position of the target virtual object in the game map based on the specified relative position, but also quickly judge the direction where the target virtual object is located, thereby enhancing the guiding property of the game map, and further helping the player to quickly make a game decision and improving the game experience of the player.

[0243] The specific implementation of each operation can refer to the foregoing embodiments, which will not be described here.

[0244] The storage medium can include a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0245] The game map display method, device, computer device and computer storage medium provided by the embodiments of the present application are described in detail above, and the principle and implementation manner of the present application are described by applying specific examples; the above embodiment descriptions are only used to help understand the method and core idea of the present application; meanwhile, according to the idea of the present application, the specific implementation manner and application range will be changed by those skilled in the art, and the above description should not be understood as limiting the present application.

Claims

1. A game map display method characterized by, The method comprises: displaying a game interface, the game interface comprising at least a part of a virtual game scene and a controlled virtual object in the virtual game scene, and further comprising a game map corresponding to the virtual game scene; determining a target virtual object triggering a target game event in the virtual game scene, wherein the target game event comprises at least one of a specified interaction event and a specified sound event with the controlled virtual object; controlling rotation of the game map according to a first map position corresponding to the controlled virtual object and a relative position of a second map position corresponding to the target virtual object, so that the relative position meets a specified relative position; wherein the game interface further comprises a rotation strategy selection control, and before the rotation of the game map is controlled according to the first map position corresponding to the controlled virtual object and the relative position of the second map position corresponding to the target virtual object, the method further comprises: determining a target rotation strategy indicated by a selection operation on the rotation strategy selection control in response to the selection operation; if the target rotation strategy is a first rotation strategy, determining that the target game event triggering the rotation of the game map is the specified interaction event; if the target rotation strategy is a second rotation strategy, determining that the target game event triggering the rotation of the game map is the specified sound event.

2. The method of claim 1, wherein, The specified interaction event comprises an attack event.

3. The method of claim 1, wherein, The rotation strategy selection control has a plurality of rotation strategy selection controls, each rotation strategy selection control corresponding to a rotation strategy, and the determination of the target rotation strategy indicated by the selection operation on the rotation strategy selection control in response to the selection operation on the rotation strategy selection control comprises: determining the target rotation strategy according to a target rotation strategy selection control in the plurality of rotation strategy selection controls in response to a selection operation on the target rotation strategy selection control.

4. The method of claim 1, wherein, The rotation strategy corresponding to the game map further comprises a third rotation strategy, and the determination of the target virtual object triggering the target game event in the virtual game scene comprises: if the target rotation strategy is the first rotation strategy and / or the second rotation strategy, determining the target virtual object triggering the target game event in the virtual game scene. The method further comprises: if the target rotation strategy is the third rotation strategy, determining rotation information for the game map; and controlling the game map to rotate according to the rotation information.

5. The method of claim 4, wherein, The game interface further comprises a map perspective adjustment control, and the determination of the rotation information for the game map comprises: determining the rotation information indicated by an adjustment operation on the map perspective adjustment control in response to the adjustment operation on the map perspective adjustment control.

6. The method of claim 5, wherein, The map perspective adjustment control comprises an input area, and the determination of the rotation information indicated by the adjustment operation on the map perspective adjustment control in response to the adjustment operation on the map perspective adjustment control comprises: acquiring input information in the input area in response to an information input operation on the input area; and determining the rotation information based on the input information.

7. The method of claim 5, wherein, The map perspective adjustment control includes an operation area and a movement control, and the method comprises: determining rotation information indicated by an adjustment operation on the map perspective adjustment control in response to the adjustment operation; controlling the movement control to move on the operation area in response to a movement operation on the movement control; 8. The method of claim 1, wherein, determining the rotation information based on a position of the movement control on the operation area in response to an end of the movement operation. The method further comprises: if there are multiple candidate virtual objects triggering a target game event in the virtual game scene, determining damage indicator information of each candidate virtual object to the controlled virtual object; 9. The method of claim 8, wherein, determining the target virtual object from the multiple candidate virtual objects according to the damage indicator information. After the step of controlling the rotation of the game map according to the relative position between the first map position corresponding to the controlled virtual object and the second map position corresponding to the target virtual object, the method further comprises: determining a new target virtual object from the multiple candidate virtual objects in response to a position detection failure event of the target virtual object at a target position, wherein the target position is a scene position corresponding to the target game event; 10. The method of claim 9, wherein, performing the step of controlling the rotation of the game map according to the relative position between the first map position corresponding to the controlled virtual object and the second map position corresponding to the target virtual object.

11. The method of claim 8, wherein, The position detection failure event includes at least one of an event triggered by the target virtual object being defeated in the virtual game scene, the target virtual object leaving the target position by more than a first preset distance threshold, the distance between the target virtual object and the controlled virtual object exceeding a second preset distance threshold, and the distance between the target virtual object and the target game event exceeding a preset time length.

12. The method of claim 1, wherein, The damage indicator information is determined based on at least one of the distance between the candidate virtual object and the controlled virtual object in the virtual game scene, a virtual attack prop of the candidate virtual object, a virtual attack skill of the candidate virtual object, a game level of the candidate virtual object, and survival indicator loss information of the controlled virtual object caused by the candidate virtual object. After the step of controlling the rotation of the game map according to the relative position between the first map position corresponding to the controlled virtual object and the second map position corresponding to the target virtual object, the method further comprises:

13. The method of claim 12, wherein, if there is no virtual object triggering the target game event in the virtual game scene, controlling the game map to rotate to a default perspective for display.

14. The method of claim 13, wherein, The default perspective is a preset perspective or a perspective determined based on the orientation of the controlled virtual object. The default perspective is a perspective determined based on the orientation of the controlled virtual object in the game map, and the step of controlling the game map to rotate to the default perspective for display comprises: determining a map orientation of the controlled virtual object in the game map; controlling the game map to rotate according to the map orientation so that the map orientation of the controlled virtual object in the game map conforms to a specified orientation.

15. The method of claim 13, wherein, The game interface further includes a default view switching control, and before the game map is controlled to rotate to a default view for display when the virtual object triggering the target game event does not exist in the virtual game scene, the method further includes: In response to a switching operation on the default view switching control, a view determination strategy of the default view is determined, the view determination strategy being that a preset view is the default view or the default view is determined based on an orientation of the controlled virtual object.

16. The method according to any one of claims 1 to 15, characterized in that, The game map is a first game map in a first display mode, and the game interface further displays a sub-interface, and the first game map is displayed in the sub-interface.

17. The method of claim 16, wherein, The method further includes: In response to a display mode switching operation on the game map, the sub-interface is removed from the game interface, and a second game map in a second display mode is displayed in the game map, the display view of the first game map being the same as that of the second game map.

18. The method of claim 17, wherein, The first game map is a global map of the virtual game scene, and the second game map is a local map of the virtual game scene.

19. The method of claim 16, wherein, The sub-interface further includes at least one of a rotation strategy selection control, a view adjustment control, and a default view switching control; The rotation strategy selection control is used to configure the target game event, the view adjustment control is used to configure rotation information for controlling the rotation of the game map, and the default view switching control is used to configure a default view of the game map.

20. A game map display device characterized by comprising: The game interface includes at least a part of a virtual game scene and a controlled virtual object in the virtual game scene, and further includes a game map corresponding to the virtual game scene; A determination unit is configured to determine a target virtual object triggering a target game event in the virtual game scene, wherein the target game event includes at least one of a specified interaction event and a specified sound event of the controlled virtual object; A control unit is configured to control the rotation of the game map according to a first map position corresponding to the controlled virtual object and a relative orientation of a second map position corresponding to the target virtual object, so that the relative orientation meets a specified relative orientation. The game interface further includes a rotation strategy selection control, and the game map display apparatus further includes: A strategy determination unit is configured to determine a target rotation strategy indicated by a selection operation on the rotation strategy selection control in response to the selection operation; A first event determination unit is configured to determine that the target game event triggering the rotation of the game map is the specified interaction event if the target rotation strategy is a first rotation strategy; A second event determination unit is configured to determine that the target game event triggering the rotation of the game map is the specified sound event if the target rotation strategy is a second rotation strategy. The game map display apparatus includes a memory and a processor, the memory stores a computer program, and the processor is configured to run the computer program in the memory to execute the game map display method in any one of claims 1 to 19.

21. A computer device, comprising: The game map display apparatus includes a memory and a processor, the memory stores a computer program, and the processor is configured to run the computer program in the memory to execute the game map display method in any one of claims 1 to 19.

22. A computer-readable storage medium, characterized in that, The computer readable storage medium is used to store a computer program, and the computer program is loaded by the processor to execute the game map display method in any one of claims 1 to 19.

Citation Information

Patent Citations

  • Game map display method and device, terminal and storage medium

    CN113546419A