Game processing method and device, electronic equipment and storage medium
By displaying the position buoy at the target location in the graphical user interface in the strategic mode and allowing players to jump directly to the destination by clicking the buoy, the problem of excessive personal information and complex operations in the existing technology is solved, and the gaming experience is improved.
Patent Information
- Application Number
- CN202510450999.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-10
- Publication Date
- 2025-05-30
AI Technical Summary
In existing large-scale multiplayer online strategy games, too much personal information is displayed on the graphical user interface, which leads to complex operations when players jump to destinations in the game scene, which is not conducive to the game experience.
When the strategic mode is turned on, only the position buoy of the target location in the game scene is displayed in the graphical user interface, and directly jump to the game screen corresponding to the destination location by clicking the position buoy.
It simplifies the operation method of players jumping to their destination, improves the intuitiveness and efficiency of game operations, and improves the player's gaming experience.
Smart Images

Figure CN120053979A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technologies, and in particular, to a game processing method, apparatus, electronic device, and storage medium. Background Art
[0002] In a strategic simulation game (SLG), the core operations of players are concentrated in the sand table map. In an existing massively multiplayer online simulation game (MMOSLG), it is necessary to display personal information and map information in a graphical user interface, and personal information is preferentially displayed.
[0003] When a player needs to go to a certain destination in the sand table map, they can find a pre-created marker or building through the location list for jumping, or jump to the location where their own troops are located, and then look for the destination near the location where the troops are located. In addition, they can also use the infinite zoom function of the game map to first expand the map view to find the general area where the destination is located, and then narrow the view to focus on the destination.
[0004] It can be seen that too much personal information is displayed in the existing graphical user interface, and the destination jumping method is too complex to operate, which is not conducive to the game operation experience of players. Summary of the Invention
[0005] The purpose of this application is to provide a game processing method, apparatus, electronic device, and storage medium for quickly jumping to a destination in view of the above deficiencies in the prior art.
[0006] To achieve the above purpose, the technical solutions adopted in the embodiments of this application are as follows:
[0007] In a first aspect, an embodiment of this application provides a game processing method. An image user interface is provided through a terminal device, and the method includes:
[0008] Display a first game screen of the game scene in the current perspective in the graphical user interface;
[0009] In response to the opening operation of the strategic mode, display a position buoy of the target location in the game scene in the graphical user interface;
[0010] In response to the triggering operation on the position buoy, display a second game screen of the corresponding perspective of the target location in the graphical user interface.
[0011] Second aspect, an embodiment of the present application further provides a game processing device, which provides a graphical user interface through a terminal device. The device includes:
[0012] A screen display module, configured to display a first game screen of a game scene from the current perspective in the graphical user interface;
[0013] A buoy display module, configured to display a position buoy of a target location in the game scene in the graphical user interface in response to an operation of enabling the strategic mode;
[0014] The screen display module is further configured to display a second game screen from the perspective corresponding to the target location in the graphical user interface in response to a trigger operation on the position buoy.
[0015] Third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores program instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus, and the processor executes the program instructions to perform the steps of the game processing method according to any one of the first aspect.
[0016] Fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it performs the steps of the game processing method according to any one of the first aspect.
[0017] The beneficial effects of the present application are:
[0018] The game processing method, device, electronic device, and storage medium provided by the present application can, when the strategic mode is enabled, only display the position buoy of the target location in the game scene in the graphical user interface, facilitating players to intuitively grasp the information of important locations in the game scene, facilitating players to formulate strategies, and by clicking on the position buoy, they can directly jump to the game screen corresponding to the destination location, simplifying the operation method of jumping to the destination and improving the game experience of players. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings required for use in the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and thus should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can be obtained based on these drawings without creative efforts.
[0020] Figure 1 Flow schematic of the game processing method provided by the embodiment of the present application Figure 1 ;
[0021] Figure 2 Schematic diagram of the graphical user interface provided by the embodiment of the present application Figure 1 ;
[0022] Figure 3 Flow schematic diagram of the game processing method provided by the embodiment of the present application Figure 2 ;
[0023] Figure 4 Flow schematic diagram of the game processing method provided by the embodiment of the present application Figure 3 ;
[0024] Figure 5 Schematic diagram of the graphical user interface provided by the embodiment of the present application Figure 2 ;
[0025] Figure 6 Schematic diagram of the graphical user interface provided by the embodiment of the present application Figure 3 ;
[0026] Figure 7 Flow schematic diagram of the game processing method provided by the embodiment of the present application Figure 4 ;
[0027] Figure 8 Schematic diagram of the graphical user interface provided by the embodiment of the present application Figure 4 ;
[0028] Figure 9 Schematic structural diagram of the game processing device provided by the embodiment of the present application;
[0029] Figure 10 Schematic diagram of the electronic device provided by the embodiment of the present application. Detailed implementation manners
[0030] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Apparently, the described embodiments are some, but not all, of the embodiments of the present application.
[0031] Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed present application, but merely represents selected embodiments of the present application. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present application without creative efforts shall fall within the protection scope of the present application.
[0032] In addition, the terms "first", "second", etc. in the description, claims, and the above-mentioned drawings of the present application are used to distinguish similar objects and do not necessarily describe a specific order or sequence. It should be understood that the data used in this way can be interchanged under appropriate circumstances so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "comprising" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products, or devices.
[0033] It should be noted that, without conflict, the features in the embodiments of the present application can be combined with each other.
[0034] In existing MMOSLG games, the graphical user interface mainly displays the player's personal information, which contains a lot of content. When a player needs to go to a certain destination in the game scene, the following several methods are mainly used:
[0035] (1) If there is a previously created marker or building at the destination, the previously created marker or building can be found through the location list, and the player can jump by clicking on the marker or building.
[0036] (2) If there is no previously created marker or building, but a unit commanded by the player is near the destination, the player can first click on the unit to jump to the location where the unit is located, and then find the destination by sliding and zooming around the location where the unit is located.
[0037] (3) Using the infinite zoom function of the game map, first expand the viewing range of the map to find the general area where the destination is located, and then narrow the viewing range so that the view focuses on the destination.
[0038] It can be seen that for players who need to be responsible for commanding and formulating strategies in the game, too much personal information displayed on the graphical user interface is less useful to the players, affects the players' vision, and the way for the players to control the jump to the destination is too cumbersome, which is not conducive to the players' gaming experience.
[0039] Based on the problems existing in the above-mentioned prior art, the present application intends to provide a game processing method, device, electronic device and storage medium, which can, when the strategic mode is enabled, only display the position buoy of the target location in the game scene in the graphical user interface, facilitating players to intuitively grasp the information of important locations in the game scene, facilitating players to formulate strategies, and by clicking on the position buoy, they can directly jump to the game screen corresponding to the destination location, simplifying the operation method of jumping to the destination and improving the game experience of players.
[0040] The game processing method in one embodiment of the present application can run on a local terminal device or a server. When the game processing method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0041] In an alternative embodiment, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the game processing method are completed on the cloud game server, and the role of the client device is for data reception, transmission, and the presentation of the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, the client device decodes and outputs the game screen.
[0042] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through the graphical user interface, that is, conventionally, the game program is downloaded and installed on the electronic device and run. The way the local terminal device provides the graphical user interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, which includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0043] In an alternative embodiment, the embodiments of the present application provide a game processing method, which provides a graphical user interface through a terminal device. The terminal device may be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system.
[0044] In a possible implementation, Figure 1 is a schematic flow of the game processing method provided by the embodiments of the present application Figure 1 , as Figure 1 shown, the method may include:
[0045] S101. Display a first game screen of the game scene from the current perspective in the graphical user interface.
[0046] In this embodiment, in an MMOSLG game, the game scene is displayed in the form of a sand table map. The graphical user interface displays a first game screen corresponding to a part of the scene in the sand table map from the current perspective. The player can switch the game screen corresponding to the scene displayed in the graphical user interface by adjusting the perspective, and the player can also adjust the height of the field of view to adjust the range of the scene displayed in the graphical user interface. The lower the height of the field of view, the smaller the displayed scene range, that is, the more detailed the displayed scene picture. The higher the height of the field of view, the larger the displayed scene range, that is, the more concise the displayed scene picture.
[0047] The game provides the player with a normal mode and a strategic mode. In the normal mode, the player is more focused on their own operations. Therefore, the player's personal information is also displayed in the graphical user interface. For example, Figure 2 is a schematic diagram of the graphical user interface provided by the embodiments of the present application Figure 1 , as Figure 2 shown, the graphical user interface displays a first game screen 11 of the game scene from the current perspective and the player's personal information 12. The personal information at least includes the player's personal combat power information, the player's personal troops, and the location of the player's personal main city.
[0048] S102. In response to the operation of opening the strategic mode, display a position floating mark of the target location in the game scene in the graphical user interface.
[0049] In this embodiment, in the strategic mode, the player is more focused on the operations of the team. The player needs to view important target locations in the entire sand table map for their own team or alliance so that the player can make strategic deployments. The target location is a location pre-marked by any virtual character in the player's own team in the game scene or a location in a combat state.
[0050] When the player needs to enter the strategic mode, such as Figure 2As shown, a strategic mode control is also displayed in the graphical user interface. In response to a trigger operation on the strategic mode control 13, the strategic mode is enabled, and a position buoy of the target location is displayed in the graphical user interface.
[0051] In some embodiments, indication information of the target location is displayed in the position buoy, and the player can determine whether to go to the target location according to the indication information of the target location.
[0052] Exemplarily, the indication information of the target location can be the name of the target location or the marker type of the target location.
[0053] S103. In response to a trigger operation on the position buoy, a second game screen from the perspective of the target location is displayed in the graphical user interface.
[0054] In this embodiment, for the multiple position buoys displayed in the graphical user interface, if the player determines that they need to go to any target location according to the indication information of the target location displayed on the position buoy, then by clicking on the position buoy corresponding to any target location, the second game screen from the perspective of the target location is switched and displayed in the graphical user interface.
[0055] Among them, the second game screen of the target location is a game screen displayed at a preset perspective and a preset viewing height. After jumping to and displaying the second game screen of the target location, the player can adjust the perspective and viewing height of the second game screen of the target location.
[0056] The game processing method provided in the above embodiment can, when the strategic mode is enabled, only display the position buoy of the target location in the game scene in the graphical user interface, facilitating the player to intuitively grasp the information of the important locations in the game scene, facilitating the player to formulate strategies, and by clicking on the position buoy, directly jump to the game screen corresponding to the destination location, simplifying the operation method of jumping to the destination location and improving the player's gaming experience.
[0057] In a possible implementation manner, Figure 3 is the flowchart of the game processing method provided in the embodiment of the present application Figure 2 , as Figure 3 shown, the process of the above S102 responding to the opening operation of the strategic mode and displaying the position buoy of the target location in the game scene in the graphical user interface can include:
[0058] S201. In response to the opening operation of the strategic mode, determine the locations that meet the preset strategic conditions in the game scene as the target locations.
[0059] S202. Display the position buoys corresponding to the target locations in the graphical user interface.
[0060] In this embodiment, in the strategic mode, players only focus on the situations at specific locations in the game scene. They can screen out the locations that meet the preset strategic conditions from the game scene as target locations according to the preset strategic conditions. The preset strategic conditions can be conditions uniformly set by the game program or conditions customized by players. The preset strategic conditions can include one condition or multiple conditions. The multiple conditions can be satisfied alternatively, that is, as long as a location meets one strategic condition, it is the target location. The multiple conditions can also be satisfied concurrently, that is, only the location that meets multiple strategic conditions simultaneously is the target location.
[0061] For example, the preset strategic condition can be the location type. That is, according to the types of each location in the game scene, select the locations with the target type as the target locations. The preset strategic condition can also be the location level. That is, according to the levels of each location in the game scene, select the locations with the level reaching the target level as the target locations. The preset strategic condition can also be other conditions, and this embodiment does not limit this.
[0062] After the player activates the strategic mode, screen out the target locations from the game scene according to the preset strategic conditions, and display the position buoys corresponding to the target locations in the graphical user interface.
[0063] The game processing method provided in the above embodiment determines the target locations from the game scene based on the preset strategic conditions, so as to display the position buoys of the target locations that meet the preset strategic conditions in the graphical user interface, which is convenient for players to quickly master the locations important for the game strategy and convenient for players to formulate strategies.
[0064] In a possible implementation manner, the preset strategic condition is the target game event. The process of determining the locations that meet the preset strategic conditions as the target locations in S201 above may include:
[0065] According to the target game event in the game scene, determine the target locations corresponding to the target game event from the game scene.
[0066] In this embodiment, during the process of players formulating strategies, they need to formulate the next-step strategies by combining the game events occurring at each location in the game scene. Therefore, after the player activates the strategic mode, for each location in the game scene, it can be judged whether a game event has occurred at each location, and the location where the game event occurs is determined as the target location.
[0067] Furthermore, there are many types of game events occurring in the game scene. The target game events related to the strategies formulated by players can be determined in advance from various game events, so that when a preset target game event appears at any location in the game scene, that location is determined as the target location.
[0068] The game processing method provided by the above embodiments determines the location where the target game event occurs as the target location according to the game events occurring in the game scene, which facilitates players to quickly understand the location where important events occur in the game scene and is convenient for players to formulate strategies.
[0069] In a possible implementation manner, the process of determining the target location corresponding to the target game event from the game scene according to the target game event in the game scene may include:
[0070] Determine the combat location as the target location according to the combat events in the game scene within a preset time period.
[0071] In this embodiment, for players, the locations where battles have occurred within a preset time period are crucial for formulating strategies. Therefore, when a combat event is detected in the game scene, the combat location is determined as the target location.
[0072] In some embodiments, the combat event may be an event in which any team in the player's own camp battles against a team in the enemy camp within a preset time period. When it is detected that any team in the player's own camp has a combat event in the game scene, the combat location where any team in the player's own camp conducts the battle is determined as the target location.
[0073] In another embodiment, the combat event may be an event in which any team in the enemy camp attacks the camp of the player's own camp. When it is detected that any team in the enemy camp attacks the camp of the player's own camp, the location of the camp of the player's own camp being attacked is determined as the target location.
[0074] In another possible implementation manner, the process of determining the target location corresponding to the target game event from the game scene according to the target game event in the game scene may include:
[0075] Determine the location corresponding to the marking event as the target location according to the marking event performed by any game account in the player's own camp in the game scene.
[0076] In this embodiment, for the player's own camp, in addition to the locations where battles occur playing a crucial role in the strategic formulation of the player's own camp, when each player in the player's own camp controls their respective teams or their virtual characters in the game scene to move, some locations important to the player's own camp will also be discovered. In order to facilitate all players in the player's own camp to master the information related to this location, the player who discovers this location will mark this location so that other players can determine the location of this location.
[0077] The game account of one's own camp performs a marking generation operation at the corresponding location to generate a corresponding mark at that location. When a mark event corresponding to the marking generation operation of the game account of one's own camp in the game scene is detected, the location where the mark event is located is determined as the target location.
[0078] Furthermore, the game provides players with various types of marks. When players of one's own camp mark a location, they select the corresponding type of mark according to the information about the location that needs to be conveyed to other players.
[0079] For example, if a player determines that the location is a place that needs to be noticed by other players of one's own camp, the player can choose to generate a general type of mark at that location. If a player determines that the location is a place where one's own camp needs to launch an attack, the player can choose to generate an attack type of mark at that location. If a player determines that the location is a place where one's own camp needs to defend, the player can choose to generate a defense type of mark at that location. If a player needs to convey game information related to the location to other players of one's own camp, the player can choose to generate a communication type of mark at that location and input the game information of the location, such as "Supplies are found here", "A group of enemies are found here", etc.
[0080] The game processing method provided in the above embodiment determines the location where the combat event or mark event occurs as the target location based on the combat event or mark event that occurs in the game scene, and displays a position floating mark corresponding to the target location of the combat event or mark event in the graphical user interface, so that players can intuitively master the position information of the target location important to their own camp, which is convenient for players to formulate strategies and improves the game experience of players.
[0081] In a possible way, Figure 4 is the process schematic of the game processing method provided in the embodiment of the present application Figure 3 As Figure 4 shown, the process of displaying the position floating mark of the target location in the game scene in the above S102 may include:
[0082] S301. Determine the type of the position floating mark according to the type of the target game event.
[0083] S302. Display the position floating mark in a corresponding display manner according to the type of the position floating mark.
[0084] In this embodiment, in order to facilitate players to determine the relevant information to be conveyed by the target location through the display manner of the position floating mark, the type of the position floating mark can be determined according to the type of information to be conveyed by the target location, and the position floating mark is displayed in a corresponding display manner.
[0085] Among them, the type of information to be transmitted at the target location can be determined according to the type of the target game event.
[0086] In some embodiments, different display icons can be used to display the position buoy according to the type of the position buoy.
[0087] In other embodiments, different colors can be used to display the position buoy according to the type of the position buoy.
[0088] In other embodiments, different shapes can be used to display the position buoy according to the type of the position buoy.
[0089] In other embodiments, different display icons, different shapes and different colors can be used to display the position buoy according to the type of the position buoy.
[0090] Furthermore, the types of the target game events are: combat event, location marking event, task marking event or communication marking event.
[0091] In this embodiment, if the target game event is a combat event, the position buoy is a battle buoy; if the target game event is a location marking event, the position buoy is a general marking buoy; if the target game event is a task marking event and the task type marked by the task marking event is an offensive task, the position buoy is an offensive marking buoy; if the target game event is a task marking event and the task type marked by the task marking event is a defensive task, the position buoy is a defensive marking buoy; if the target game event is a communication marking event, the position buoy is a communication buoy.
[0092] Exemplarily, Figure 5 is a schematic diagram of the graphical user interface provided by the embodiment of the present application Figure 2 , such as Figure 5 shown, various types of position buoys are displayed in different display manners in the graphical user interface. Among them, the battle buoy 14 is used to indicate that a battle has occurred at this location within a preset time period; the general marking buoy 15 is used to indicate that the player should pay attention to this location; the offensive marking buoy 16 is used to indicate that the player controls the team to go to this location to launch an attack; the defensive marking buoy 17 is used to indicate that the player controls the team to go to this location for defense; the communication buoy 18 is used to indicate that the player can view the communication information at this location.
[0093] In some embodiments, when the player generates a mark, the mark content can be set, for example, the attack time, the defense time, etc. In response to a first touch operation on the general marking buoy 15, the offensive marking buoy 16, the defensive marking buoy 17 or the communication buoy 18, the mark content is viewed. In response to a second touch operation on the general marking buoy 15, the offensive marking buoy 16, the defensive marking buoy 17 or the communication buoy 18, the player jumps to the target location corresponding to the buoy.
[0094] Exemplarily, the first touch operation may be a single - click operation, and the second touch operation may be a double - click operation or a long - press operation. This embodiment does not limit this.
[0095] The game processing method provided by the above - mentioned embodiment displays the position floating mark in different display modes according to the type of the target game event, so that the player can intuitively understand the information represented by different position floating marks, which is convenient for the player to quickly and efficiently select the corresponding position floating mark and improve the player's operation efficiency.
[0096] In a possible implementation manner, the process of the above - mentioned S102 of displaying the position floating mark of the target location in the game scene in response to the opening operation of the strategic mode may include:
[0097] In response to the opening operation of the strategic mode, cancel the display of the object information of the controlled virtual object in the graphical user interface and display the position floating mark of the target location.
[0098] In this embodiment, in the normal mode, the object information controlled by the player is displayed in the graphical user interface. The controlled virtual object includes the virtual character controlled by the player, the team controlled by the player, the virtual plot occupied by the player, the alliance camp to which the player belongs, etc. The object information includes: combat power information, resource information, camp information, level information, alliance messages, etc. After the player turns on the combat power mode, the player no longer pays attention to the object information. Therefore, the object information can be cancelled from the display in the graphical user interface and the position floating mark of the target location can be displayed.
[0099] In some embodiments, a thumbnail map, a world dialog box, various information viewing controls, etc. are also displayed in the graphical user interface. After the strategic mode is turned on, these contents can all be cancelled from the display.
[0100] The contents cancelled from the display in the strategic mode can be customized by the player or can adopt the default settings.
[0101] The game processing method provided by the above - mentioned embodiment cancels the display of the object information in the graphical user interface and displays the position floating mark of the target location after the strategic mode is turned on, which can simplify the contents displayed in the graphical user interface, facilitate the player to intuitively master the important information, and improve the player's game experience.
[0102] In a possible implementation manner, the process of the above - mentioned S102 of displaying the position floating mark of the target location in the game scene in the graphical user interface may include:
[0103] Display the position floating mark of the target location at the corresponding position in the graphical user interface according to the position relationship between the target location and the reference point under the current perspective.
[0104] In this embodiment, the reference point in the current perspective can be the position corresponding to the reference point in the graphical user interface in the first game screen of the current perspective. For example, the reference point can be the center point of the graphical user interface. If the first game screen in the current perspective is the screen of the first town, then the reference point in the current perspective is the position corresponding to the center point in the first town.
[0105] To facilitate players in understanding the positional relationship between the target locations corresponding to the buoys at different positions and the current location, position buoys of the target locations can be displayed at corresponding positions in the graphical user interface according to the positional relationship between the target locations and the reference point in the current perspective.
[0106] Among them, the positional relationship can at least include the direction relationship. According to the direction relationship between the target location and the reference point in the current perspective, position buoys of the target location are displayed in the corresponding direction at the edge position of the graphical user interface.
[0107] The positional relationship can also include the distance relationship. According to the distance relationship between the target location and the reference point in the current perspective, an equivalent-proportion distance on the graphical user interface is determined, and position buoys of the target location are displayed at the corresponding direction and corresponding distance in the graphical user interface.
[0108] In some embodiments, distance information between the target location and the reference point in the current perspective is also displayed in the position buoy.
[0109] For example, as Figure 5 shown, distance information is displayed in the position buoy to indicate the distances between the target locations corresponding to the respective position buoys and the current location.
[0110] The game processing method provided in the above embodiment displays position buoys of the target locations at corresponding positions in the graphical user interface according to the positional relationship between the target locations and the reference point in the current perspective, so that players can understand the positions of the target locations based on the display positions of the position buoys, which is convenient for players to make strategic decisions and improves the players' gaming experience.
[0111] In a possible implementation manner, after the step S102 of displaying position buoys of the target locations in the game scene in the graphical user interface, the method may further include:
[0112] Responding to an adjustment operation for the viewing height range of the game scene, and displaying position buoys of the corresponding type corresponding to the current viewing height range in the graphical user interface.
[0113] In this embodiment, the game scene map provides a field of view height adjustment function. By zooming in on the game scene map, the field of view height of the game scene map can be adjusted. The field of view height is the height of the virtual camera from the preset reference horizontal plane in the game scene map. Based on different field of view heights, the range and fineness of the game scene in the game screen displayed in the graphical user interface are different. The higher the field of view height, the wider the range of the game scene in the displayed game screen, and the lower the screen fineness. The lower the field of view height, the narrower the range of the game scene in the displayed game screen, and the higher the screen fineness. For example, at a low field of view height, the buildings in the game scene can be seen, and at a high field of view height, only the plots corresponding to the buildings are displayed.
[0114] At different field of view heights, the richness of the information that players need to pay attention to is different. Therefore, the types of position floating marks displayed in the image user interface are different. Among them, the higher the field of view height, the lower the richness of the information that players need to pay attention to, and the lower the field of view height, the higher the richness of the information that players need to pay attention to.
[0115] In some embodiments, the range between the lowest field of view height and the highest field of view height that the game can provide is divided into multiple field of view height ranges. For example, the conventional field of view height range from 10 meters to 100 meters, the strategic field of view height range from 100 meters to 300 meters, and the world-class field of view height range from 300 meters to 500 meters. Display levels are set for various types of position floating marks, and the display levels of the position floating marks corresponding to each field of view height range are determined.
[0116] For example, the field of view height is divided into: the world-class field of view height range, the strategic field of view height range, and the conventional field of view height range. Among them, the world-class field of view height range is the highest, and the conventional field of view height range is the lowest. The position floating marks are divided into the first-level position floating marks, the second-level position floating marks, and the third-level position floating marks. Among them, only the first-level position floating marks are displayed in the world-class field of view height range, the first-level position floating marks and the second-level position floating marks are displayed in the strategic field of view height range, and the first-level position floating marks, the second-level position floating marks, and the third-level position floating marks are displayed in the conventional field of view height range.
[0117] Exemplarily, the first-level position buoy is a battle buoy, the second-level position buoys are general marker buoys, offensive marker buoys, and defensive marker buoys, and the third-level position buoy is a communication buoy. At the world-class view height range, players focus on the overall battle situation, so only the battle buoys corresponding to the locations where battles occur in the game scene within a preset time period are displayed, avoiding interference to players caused by redundant information; at the strategic view height range, players need to focus on the battlefield situation and strategic tasks, so the battle buoys and marker buoys, such as general marker buoys, offensive marker buoys, and defensive marker buoys, are displayed; at the regular view height range, players need to obtain detailed information about the battlefield, so not only the battle buoys and marker buoys need to be displayed, but also the communication buoys need to be displayed to ensure that players can quickly capture every detail in the game scene.
[0118] Figure 6 Schematic diagram of the graphical user interface provided by the embodiment of the present application Figure 3 , such as Figure 6 As shown, at the world-class view height range (which can also be called the infinite zoom map view), each location in the game scene displayed in the graphical user interface is in the form of plot 19, and the position buoys displayed in the graphical user interface only include battle buoys 14.
[0119] The game processing method provided by the above embodiment displays position buoys of the corresponding type according to the view height within the current view height range, so that players can focus on different types of position buoys at different view height ranges, better understand the battlefield information for strategic decision-making, and improve the game experience of players.
[0120] In a possible implementation manner, the method may further include:
[0121] Responding to an adjustment operation of the view height for the game scene within the same view height range, displaying the corresponding number of position buoys in the graphical user interface corresponding to the current view height.
[0122] In this embodiment, position buoys of the corresponding type are displayed in the graphical user interface under each view height range, and within the same view height range, as the player adjusts the view height, the number of position buoys of the corresponding type displayed in the graphical user interface will change.
[0123] Specifically, within the same view height range, as the view height increases, the number of position buoys of the corresponding type displayed in the graphical user interface increases.
[0124] In some embodiments, in response to an adjustment operation of the viewing height within the strategic-level viewing height range, the number of marker buoys is adjusted. Specifically, as the viewing height within the strategic-level viewing height range increases, the number of marker buoys displayed in the graphical user interface increases.
[0125] In the game processing method provided in the above embodiments, as the viewing height of the game scene is adjusted within the same viewing height range, position buoys corresponding to the current viewing height are displayed, so that players can quickly identify key information in a wider view, improving the players' gaming experience.
[0126] In a possible implementation manner, Figure 7 is a flowchart of the game processing method provided by an embodiment of the present application Figure 4 , as Figure 7 shown, after displaying the position buoy of the target location in the game scene in the graphical user interface in S102 above, the method may further include:
[0127] S401. In response to the opening operation of the battlefield perspective, determine at least one combat location in the game scene according to the position buoy.
[0128] S402. Display a combat view list in the graphical user interface, where the combat view list displays combat views corresponding to at least one combat location, and each combat view displays a game screen corresponding to the corresponding combat location.
[0129] In this embodiment, in order to facilitate players to quickly understand the real-time dynamic situation of the combat location without jumping to the combat location, a viewing operation of the combat view of the combat location is provided for the players.
[0130] Specifically, as Figure 5 or Figure 6 shown, a battlefield perspective control 20 is also displayed in the graphical user interface. In response to a trigger operation on the battlefield perspective control 20, the battlefield perspective function is enabled. In enabling the battlefield perspective function, a battle buoy is determined from multiple position buoys, and the target location corresponding to the battle buoy is determined as the combat location.
[0131] Display a combat view list in the graphical user interface. By way of example, Figure 8 is a schematic diagram of the graphical user interface provided by an embodiment of the present application Figure 4 , as Figure 8 shown, the combat view list includes at least one combat view 21, each combat view corresponds to a combat location, and the combat view displays a game screen corresponding to the combat location.
[0132] Among them, when the system detects a battle participated by its own camp in the game scene, a virtual camera is automatically generated at the center coordinate of the battle. The game screen of the battle location is obtained through the virtual camera, and the real-time dynamics of the battle location are displayed to the player through the battle view.
[0133] Among them, the real-time dynamics may include: the terrain of the battle location, the real-time occupation status of the buildings, the marching status and battle information of the troops of its own camp and the enemy camp respectively.
[0134] For the game processing method provided in the above embodiment, by providing the battle view of the battle location, the player can view the real-time battle situation of the battle location without jumping to the battle location, reducing the situation where the player frequently jumps between multiple battle locations and improving the player's game experience.
[0135] In a possible implementation manner, the method may further include:
[0136] In response to a touch operation on the viewing control of the first battle view in the battle view list, a third game screen corresponding to the first battle location is displayed in the graphical user interface.
[0137] In this embodiment, as Figure 8 shown, the viewing control 22 corresponding to each battle view 21 is also displayed in the graphical user interface. If the player determines the first battle location to go to by viewing the game screens in the battle views of multiple battle locations, the player can click the viewing control 22 corresponding to the first battle view of the first battle location to display the third game screen corresponding to the first battle location in the graphical user interface.
[0138] For the game processing method provided in the above embodiment, through the viewing control corresponding to the battle view, it is possible to jump to the corresponding battle location, improving the operation efficiency of jumping to the target location and improving the player's game experience.
[0139] In a possible implementation manner, the method may further include:
[0140] In response to a touch operation on the viewing height adjustment control of the second battle view in the battle view list, the viewing height of the fourth game screen corresponding to the second battle location displayed in the second battle view is adjusted.
[0141] In this embodiment, as Figure 8 shown, the viewing height adjustment control 23 corresponding to each battle view is also displayed in the battle view list. The player can click the viewing height adjustment control 23 corresponding to the second battle view to adjust the viewing height of the fourth game screen corresponding to the second battle location, so as to adjust the range of the game scene displayed in the second battle view.
[0142] Among them, the "+" control can increase the field of view height, making the range of the game scene displayed in the combat view wider, that is, the content in the fourth game screen corresponding to the displayed second combat location increases, and the "-" control can decrease the field of view height, making the range of the game scene displayed in the combat view narrower, that is, the content in the fourth game screen corresponding to the displayed second combat location decreases.
[0143] For the game processing method provided in the above embodiment, through the field of view height adjustment control corresponding to the combat view, the field of view height of the game screen displayed in the combat view can be adjusted, and the game screen of the target location can be viewed at different field of view heights without jumping to the target location, improving the game experience of players.
[0144] Based on the above method embodiment, an embodiment of the present application further provides a game processing device, which provides a graphical user interface through a terminal device. Figure 9 As shown in the structure schematic diagram of the game processing device provided by the embodiment of the present application, Figure 9 as shown, the device may include:
[0145] A screen display module 501, configured to display a first game screen of the game scene at the current perspective in the graphical user interface;
[0146] A buoy display module 502, configured to display a position buoy of the target location in the game scene in the graphical user interface in response to the opening operation of the strategic mode;
[0147] The screen display module 501 is further configured to display a second game screen at the perspective corresponding to the target location in the graphical user interface in response to the triggering operation on the position buoy.
[0148] Optionally, the buoy display module 502 includes:
[0149] A location determination unit, configured to determine a location that meets the preset strategic conditions in the game scene as the target location in response to the opening operation of the strategic mode;
[0150] A buoy display unit, configured to display a position buoy corresponding to the target location in the graphical user interface.
[0151] Optionally, the location determination unit is specifically configured to determine the target location corresponding to the target game event from the game scene according to the target game event in the game scene.
[0152] Optionally, the location determination unit is further configured to determine the combat location as the target location according to the combat events in the game scene within a preset time period.
[0153] Optionally, the location determination unit is further configured to determine the location corresponding to the marking event as the target location according to the marking event performed by any game account in its own camp in the game scene.
[0154] Optionally, the buoy display module 502 is further configured to determine the type of the position buoy according to the type of the target game event; and display the position buoy in a corresponding display manner according to the type of the position buoy.
[0155] Optionally, the types of the target game events are: combat event, location marking event, task marking event or communication marking event.
[0156] Optionally, the buoy display module 502 is further configured to, in response to the opening operation of the strategic mode, cancel the display of the object information of the controlled virtual object in the graphical user interface and display the position buoy of the target location.
[0157] Optionally, the buoy display module 502 is further configured to display the position buoy of the target location at a corresponding position in the graphical user interface according to the positional relationship between the target location and the reference point in the current perspective.
[0158] Optionally, the distance information between the target location and the reference point in the current perspective is also displayed in the position buoy.
[0159] Optionally, the buoy display module 502 is further configured to, in response to the adjustment operation of the field of view height range of the game scene, display the position buoy of the corresponding type in the graphical user interface corresponding to the current field of view height range.
[0160] Optionally, the buoy display module 502 is further configured to, in response to the adjustment operation of the field of view height of the game scene under the same field of view height range, display the position buoys corresponding to the current field of view height in the graphical user interface.
[0161] Optionally, the screen display module 501 is further configured to, in response to the opening operation of the battlefield perspective, determine at least one combat location in the game scene according to the position buoy; and display a combat view list in the graphical user interface, where the combat view list displays combat views corresponding to at least one combat location, and each combat view displays the game screen of the corresponding combat location.
[0162] Optionally, the screen display module 501 is further configured to, in response to the touch operation on the viewing control of the first combat view in the combat view list, display the third game screen corresponding to the first combat location in the graphical user interface.
[0163] Optionally, the combat view list also displays a field of view height adjustment control corresponding to each combat view, and the screen display module 501 is further configured to:
[0164] In response to a touch operation on the field of view height adjustment control for the second combat view in the combat view list, adjust the field of view height of the fourth game screen corresponding to the second combat location displayed in the second combat view.
[0165] The game processing device provided in the above embodiment can, when the strategic mode is enabled, only display the position floating mark of the target location in the game scene in the graphical user interface, facilitating the player to intuitively grasp the information of the important locations in the game scene, facilitating the player to formulate strategies, and by clicking on the position floating mark, the player can directly jump to the game screen corresponding to the destination location, simplifying the operation method of jumping to the destination and improving the player's game experience.
[0166] These above modules can be one or more integrated circuits configured to implement the above methods. For example: one or more application specific integrated circuits (ASICs), or, one or more microprocessors, or, one or more field programmable gate arrays (FPGAs), etc. Again, when a certain above module is implemented in the form of a processing element dispatching program code, the processing element can be a general-purpose processor, such as a central processing unit (CPU) or other processors that can call program code. Again, these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0167] Figure 10 Schematic diagram of the electronic device provided in the embodiment of the present application, as Figure 10 shown, the electronic device 600 may include: a processor 601, a storage medium 602, and a bus. The storage medium 602 stores program instructions executable by the processor 601. When the electronic device 600 runs, communication occurs between the processor 601 and the storage medium 602 through the bus, and the processor 601 executes the program instructions to execute the above method embodiments.
[0168] Specifically, when the processor executes the steps of the above game processing method, it may include:
[0169] Display the first game screen of the game scene from the current perspective in the graphical user interface; in response to the opening operation of the strategic mode, display the position floating mark of the target location in the game scene in the graphical user interface; in response to the trigger operation on the position floating mark, display the second game screen from the perspective corresponding to the target location in the graphical user interface.
[0170] Optionally, when the processor executes the above steps of displaying the position floating mark of the target location in the game scene in response to the activation of the strategic mode, it may include:
[0171] In response to the activation of the strategic mode, determine the location that meets the preset strategic conditions in the game scene as the target location; display the corresponding position floating mark of the target location in the graphical user interface.
[0172] Optionally, the preset strategic condition is a target game event. When the processor executes the above step of determining the location that meets the preset strategic conditions in the game scene as the target location, it may include:
[0173] Determine the target location corresponding to the target game event in the game scene according to the target game event in the game scene.
[0174] Optionally, when the processor executes the above step of determining the target location corresponding to the target game event in the game scene according to the target game event in the game scene, it may include:
[0175] Determine the combat location as the target location according to the combat events in the game scene within a preset time period.
[0176] Optionally, when the processor executes the above step of determining the target location corresponding to the target game event in the game scene according to the target game event in the game scene, it may include:
[0177] Determine the location corresponding to the marking event as the target location according to the marking event performed by any game account in the own camp in the game scene.
[0178] Optionally, when the processor executes the above step of displaying the position floating mark of the target location in the graphical user interface, it may include:
[0179] Determine the type of the position floating mark according to the type of the target game event; display the position floating mark in a corresponding display manner according to the type of the position floating mark.
[0180] Optionally, the types of the target game events are: combat event, location marking event, task marking event, or communication marking event.
[0181] Optionally, when the processor executes the above steps of displaying the position floating mark of the target location in the game scene in response to the activation of the strategic mode, it may include:
[0182] In response to the activation of the strategic mode, cancel the display of the object information of the controlled virtual object in the graphical user interface and display the position floating mark of the target location.
[0183] Optionally, the steps for the processor to execute the above-mentioned step of displaying the position floating mark of the target location in the game scene in the graphical user interface may include:
[0184] Display the position floating mark of the target location at the corresponding position in the graphical user interface according to the positional relationship between the target location and the reference point in the current perspective.
[0185] Optionally, the distance information between the target location and the reference point in the current perspective is also displayed in the position floating mark.
[0186] Optionally, after the processor executes the above-mentioned step of displaying the position floating mark of the target location in the game scene in the graphical user interface, the steps for the processor to execute the above-mentioned game processing method may further include:
[0187] In response to the adjustment operation for the field of view height range of the game scene, display the position floating mark of the corresponding type corresponding to the current field of view height range in the graphical user interface.
[0188] Optionally, the steps for the processor to execute the above-mentioned game processing method may further include:
[0189] In response to the adjustment operation for the field of view height of the game scene under the same field of view height range, display the position floating marks corresponding to the current field of view height in the graphical user interface.
[0190] Optionally, after the processor executes the above-mentioned step of displaying the position floating mark of the target location in the game scene in the graphical user interface, the steps for the processor to execute the above-mentioned game processing method may further include:
[0191] In response to the opening operation of the battlefield perspective, determine at least one combat location in the game scene according to the position floating mark; display a combat view list in the graphical user interface, where the combat view list displays combat views corresponding to at least one combat location, and each combat view displays the game screen of the corresponding combat location.
[0192] The steps for the processor to execute the above-mentioned game processing method may further include: in response to the touch operation on the viewing control of the first combat view in the combat view list, display the third game screen corresponding to the first combat location in the graphical user interface.
[0193] Optionally, the field of view height adjustment control corresponding to each combat view is also displayed in the combat view list, and the steps for the processor to execute the above-mentioned game processing method may further include:
[0194] In response to the touch operation on the field of view height adjustment control of the second combat view in the combat view list, adjust the field of view height of the fourth game screen corresponding to the second combat location displayed in the second combat view.
[0195] The game processing method executed by the processor in the above embodiments can, when the strategic mode is enabled, only display the position buoy of the target location in the game scene in the graphical user interface, facilitating players to intuitively grasp the information of important locations in the game scene, facilitating players to formulate strategies, and by clicking on the position buoy, they can directly jump to the game screen corresponding to the destination location, simplifying the operation method of jumping to the destination and improving the game experience of players.
[0196] Optionally, the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is run by a processor, it executes the method embodiments described above.
[0197] Specifically, the steps for the processor to execute the above game processing method may include:
[0198] Display a first game screen of the game scene in the current perspective in the graphical user interface; in response to the opening operation of the strategic mode, display the position buoy of the target location in the game scene in the graphical user interface; in response to the trigger operation for the position buoy, display a second game screen in the graphical user interface from the perspective corresponding to the target location.
[0199] Optionally, when the processor executes the step of displaying the position buoy of the target location in the game scene in the graphical user interface in response to the opening operation of the strategic mode, it may include:
[0200] In response to the opening operation of the strategic mode, determine the location that meets the preset strategic conditions in the game scene as the target location; display the corresponding position buoy of the target location in the graphical user interface.
[0201] Optionally, the preset strategic condition is a target game event. When the processor executes the step of determining the location that meets the preset strategic conditions in the game scene as the target location, it may include:
[0202] According to the target game event in the game scene, determine the target location corresponding to the target game event in the game scene.
[0203] Optionally, when the processor executes the step of determining the target location corresponding to the target game event in the game scene according to the target game event in the game scene, it may include:
[0204] According to the battle events in the game scene within a preset time period, determine the battle location as the target location.
[0205] Optionally, when the processor executes the step of determining the target location corresponding to the target game event in the game scene according to the target game event in the game scene, it may include:
[0206] Determine the location corresponding to the marking event as the target location according to the marking event performed by any game account in one's own camp in the game scenario.
[0207] Optionally, when the processor executes the step of displaying the position floating icon corresponding to the target location in the graphical user interface as described above, it may include:
[0208] Determine the type of the position floating icon according to the type of the target game event; display the position floating icon in a corresponding display manner according to the type of the position floating icon.
[0209] Optionally, the type of the target game event is: combat event, location marking event, task marking event or communication marking event.
[0210] Optionally, when the processor executes the step of displaying the position floating icon of the target location in the game scenario in the graphical user interface in response to the opening operation of the strategic mode, it may include:
[0211] In response to the opening operation of the strategic mode, cancel the display of the object information of the controlled virtual object in the graphical user interface, and display the position floating icon of the target location.
[0212] Optionally, when the processor executes the step of displaying the position floating icon of the target location in the game scenario in the graphical user interface as described above, it may include:
[0213] Display the position floating icon of the target location at the corresponding position in the graphical user interface according to the positional relationship between the target location and the reference point under the current perspective.
[0214] Optionally, the distance information between the target location and the reference point under the current perspective is also displayed in the position floating icon.
[0215] Optionally, after the processor executes the step of displaying the position floating icon of the target location in the game scenario in the graphical user interface as described above, when the processor executes the steps of the above game processing method, it may further include:
[0216] In response to the adjustment operation of the field of view height range of the game scenario, display the position floating icon of the corresponding type corresponding to the current field of view height range in the graphical user interface.
[0217] Optionally, when the processor executes the steps of the above game processing method, it may further include:
[0218] In response to the adjustment operation of the field of view height of the game scenario under the same field of view height range, display the position floating icons corresponding to the current field of view height quantity in the graphical user interface.
[0219] Optionally, after the processor executes the step of displaying the position buoy of the target location in the game scene in the graphical user interface as described above, the steps of the game processing method executed by the processor may further include:
[0220] In response to the operation of opening the battlefield perspective, determine at least one combat location in the game scene according to the position buoy; display a combat view list in the graphical user interface, where the combat view list displays combat views corresponding to at least one combat location, and each combat view displays a game screen of the corresponding combat location.
[0221] The steps of the game processing method executed by the processor may further include: in response to a touch operation on the viewing control of the first combat view in the combat view list, display a third game screen corresponding to the first combat location in the graphical user interface.
[0222] Optionally, the combat view list also displays a field of view height adjustment control corresponding to each combat view. The steps of the game processing method executed by the processor may further include:
[0223] In response to a touch operation on the field of view height adjustment control of the second combat view in the combat view list, adjust the field of view height of the fourth game screen corresponding to the second combat location displayed in the second combat view.
[0224] For the game processing method executed by the processor in the above embodiment, when the strategic mode is enabled, only the position buoy of the target location in the game scene is displayed in the graphical user interface, which is convenient for players to intuitively grasp the information of important locations in the game scene, facilitates players to formulate strategies, and by clicking on the position buoy, they can directly jump to the game screen corresponding to the destination location, simplifying the operation method of jumping to the destination and improving the game experience of players.
[0225] In several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division, and there may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some interfaces, and the indirect couplings or communication connections of the devices or units can be in electrical, mechanical or other forms.
[0226] The unit described as a separation component may or may not be physically separated. The component shown as a unit may or may not be a physical unit, that is, it may be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0227] In addition, in each embodiment of the present application, each functional unit may be integrated in a processing unit, or each unit may exist physically alone, or two or more units may be integrated in one unit. The above integrated unit may be implemented in the form of hardware or in the form of a hardware plus software functional unit.
[0228] The above integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above software functional unit stored in a storage medium includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the methods described in each embodiment of the present application. The foregoing storage medium includes: USB flash drives, mobile hard disks, read-only memories (English: Read-Only Memory, abbreviated as: ROM), random access memories (English: Random Access Memory, abbreviated as: RAM), magnetic disks or optical disks and other various media that can store program codes.
[0229] The above is only the specific implementation manner of the present application, but the protection scope of the present application is not limited thereto. Any person skilled in the art can easily think of changes or substitutions within the technical scope disclosed in the present application, and all of them should be covered by the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.
Claims
1. A game processing method, characterized in that: Providing a graphical user interface through a terminal device, the method comprising: Displaying a first game screen of the game scene at the current viewing angle in the graphical user interface; In response to the start-up operation of the strategic mode, a location buoy of a target location in the game scene is displayed in the graphical user interface; In response to a triggering operation on the location buoy, a second game screen under a perspective corresponding to the target location is displayed in the graphical user interface.
2. The method according to claim 1, characterized in that In response to the operation of starting the strategic mode, displaying the location buoy of the target location in the game scene in the graphical user interface includes: In response to the start-up operation of the strategic mode, determining a location in the game scene that meets a preset strategic condition as the target location; A location buoy corresponding to the target location is displayed in the graphical user interface.
3. The method according to claim 2, characterized in that The preset strategic condition is a target game event, and the location that satisfies the preset strategic condition is determined from the game scene as the target location, including: According to the target game event in the game scene, a target location corresponding to the target game event is determined from the game scene.
4. The method according to claim 3, characterized in that The step of determining a target location corresponding to the target game event from the game scene according to the target game event in the game scene includes: According to the battle events in the game scene within a preset time period, the battle location is determined as the target location.
5. The method according to claim 3, characterized in that The step of determining a target location corresponding to the target game event from the game scene according to the target game event in the game scene includes: According to a marking event performed by any game account in the own camp in the game scene, a location corresponding to the marking event is determined as the target location.
6. The method according to claim 3, characterized in that The step of displaying the location buoy corresponding to the target location in the graphical user interface includes: Determining the type of the location buoy according to the type of the target game event; According to the type of the location buoy, the location buoy is displayed in a corresponding display manner.
7. The method according to claim 3, characterized in that The types of the game operation events are: combat events, location marking events, mission marking events or communication marking events.
8. The method according to claim 1, characterized in that In response to the operation of starting the strategic mode, displaying the location buoy of the target location in the game scene in the graphical user interface includes: In response to the start-up operation of the strategic mode, the object information of the controlled virtual object is cancelled from being displayed in the graphical user interface, and a position buoy of the target location is displayed.
9. The method according to claim 1, characterized in that The step of displaying a location buoy of a target location in the game scene in the graphical user interface comprises: According to the positional relationship between the target location and the reference point under the current viewing angle, a position buoy of the target location is displayed at a corresponding position in the graphical user interface.
10. The method according to claim 9, characterized in that The location buoy also displays the distance information between the target location and the reference point under the current viewing angle.
11. The method according to claim 1, characterized in that After displaying the location buoy of the target location in the game scene in the graphical user interface, the method includes: In response to an adjustment operation on the field of view height range of the game scene, a position buoy of a type corresponding to the current field of view height range is displayed in the graphical user interface.
12. The method according to claim 11, characterized in that The method further comprises: In response to an adjustment operation of the field of view height of the game scene within the same field of view height range, a number of position buoys corresponding to the current field of view height are displayed in the graphical user interface.
13. The method according to claim 1, characterized in that After displaying the location buoy of the target location in the game scene in the graphical user interface, the method further includes: In response to an opening operation of a battlefield perspective, determining at least one battle location in the game scene according to the position buoy; A battle view list is displayed in the graphical user interface, wherein the battle view list displays battle views corresponding to the at least one battle location, and each battle view displays a game screen corresponding to the battle location.
14. The method according to claim 13, characterized in that The method further comprises: In response to a touch operation on a viewing control of a first battle view in the battle view list, a third game screen corresponding to the first battle location is displayed in the graphical user interface.
15. The method according to claim 14, characterized in that The battle view list also displays a field of view height adjustment control corresponding to each battle view, and the method further includes: In response to a touch operation on a field of view height adjustment control of a second battle view in the battle view list, a field of view height of a fourth game screen corresponding to a second battle location displayed in the second battle view is adjusted.
16. A game processing device, characterized in that: Providing a graphical user interface through a terminal device, the device comprises: A screen display module, used for displaying a first game screen of a game scene at a current viewing angle in the graphical user interface; A buoy display module, for displaying a location buoy of a target location in the game scene in the graphical user interface in response to an operation of starting the strategic mode; The screen display module is also used to respond to the trigger operation on the location buoy and display the second game screen under the corresponding perspective of the target location in the graphical user interface.
17. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform the steps of the game processing method as described in any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the game processing method according to any one of claims 1 to 15 are executed.