Game interaction method and device, storage medium and electronic equipment
By providing a small map that can adjust the perspective in the game to display the position and height information of the virtual object, the problem of insufficient information of the existing technology is solved, and the rapid and accurate positioning of the virtual object is achieved, and the game interaction efficiency is improved.
Patent Information
- Application Number
- CN202510466374.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-14
- Publication Date
- 2025-06-13
AI Technical Summary
In the existing game interaction methods, the minimap displays less information, which makes it impossible for players to quickly and accurately locate target items or locations, thereby reducing the efficiency of game interaction.
By displaying a graphical user interface, including a partial virtual scene and a first local map, the first local map indicates a map of the controlled virtual object in the first viewing angle, including location information of the virtual object. In response to the map view angle adjustment operation, a second local map is displayed in the graphical user interface. The second local map indicates the map of the controlled virtual object under the second perspective, including the height information of the virtual object.
It realizes fast and accurate positioning of virtual objects in virtual scenes, improving game interaction efficiency.
Smart Images

Figure CN120132355A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technologies, and particularly to a game interaction method, apparatus, storage medium, and electronic device. Background Art
[0002] With the rapid development of life and technology, people often entertain themselves through game applications. In some games, players often need to use a mini-map to locate items or positions in the game.
[0003] In the research and practice of the existing technologies, it is found that in the existing game interaction methods, the information displayed on the mini-map is less, and players cannot quickly and accurately locate the search target based on the information displayed on the mini-map, thus resulting in poor game interaction efficiency. Summary of the Invention
[0004] Embodiments of this application provide a game interaction method, apparatus, storage medium, and electronic device, which can achieve quick and accurate positioning of virtual objects in a virtual scene, thereby improving game interaction efficiency.
[0005] Embodiments of this application provide a game interaction method, including:
[0006] Displaying a graphical user interface, where the graphical user interface includes at least a part of the virtual scene and a first local map, the first local map indicating a map of the virtual scene where the controlled virtual object is located from a first perspective, and the first local map including position information of virtual objects in the virtual scene;
[0007] In response to a map perspective adjustment operation, displaying a second local map in the graphical user interface, the second local map indicating a map of the virtual scene where the controlled virtual object is located from a second perspective, and the second local map including height information of the virtual object.
[0008] Correspondingly, embodiments of this application provide a game interaction apparatus, including:
[0009] A first display unit, configured to display a graphical user interface, where the graphical user interface includes at least a part of the virtual scene and a first local map, the first local map indicating a map of the virtual scene where the controlled virtual object is located from a first perspective, and the first local map including position information of virtual objects in the virtual scene;
[0010] A second display unit, configured to, in response to a map perspective adjustment operation, display a second local map in the graphical user interface, the second local map indicating a map of the virtual scene where the controlled virtual object is located from a second perspective, and the second local map including height information of the virtual object.
[0011] In addition, an embodiment of the present application further provides a computer-readable storage medium storing a computer program, which is adapted to be loaded by a processor to execute the steps in any one of the game interaction methods provided by the embodiments of the present application.
[0012] In addition, an embodiment of the present application further provides an electronic device, including a processor and a memory, where the memory stores an application program, and the processor is configured to run the application program in the memory to implement the game interaction method provided by the embodiments of the present application.
[0013] An embodiment of the present application further provides a computer program product, which includes a computer program stored in a computer-readable storage medium; when a processor of an electronic device reads the computer program from the computer-readable storage medium, the processor executes the computer program, so that the electronic device executes the steps in the game interaction method provided by the embodiments of the present application.
[0014] In an embodiment of the present application, a graphical user interface is displayed, where the graphical user interface includes at least a partial virtual scene and a first local map, the first local map indicates a map of the virtual scene where the controlled virtual object is located from a first perspective, and the first local map includes position information of virtual objects in the virtual scene; in response to a map perspective adjustment operation, a second local map is displayed in the graphical user interface, the second local map indicates a map of the virtual scene where the controlled virtual object is located from a second perspective, and the second local map includes height information of the virtual object. In this way, through a triggering operation on the first local map, a second local map indicating the map of the virtual scene from the second perspective is displayed in the graphical user interface. Based on the information shown in the second local map from the second perspective, players can intuitively and quickly obtain the height position of the virtual object in the virtual scene and the spatial position distribution of the virtual object in the virtual scene, so as to quickly and accurately locate the virtual object in the virtual scene, thereby improving the game interaction efficiency. BRIEF DESCRIPTION OF THE 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 required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those skilled in the art, without creative efforts, other drawings can be obtained based on these drawings.
[0016] Figure 1 It is a schematic diagram of an implementation scenario of a game interaction method provided by an embodiment of the present application;
[0017] Figure 2It is a schematic flowchart of a game interaction method provided by an embodiment of the present application;
[0018] Figure 3 It is a schematic map interaction diagram of a game interaction method provided by an embodiment of the present application;
[0019] Figure 4 It is another schematic map interaction diagram of a game interaction method provided by an embodiment of the present application;
[0020] Figure 5 It is a schematic structural diagram of a game interaction device provided by an embodiment of the present application;
[0021] Figure 6 It is a schematic structural diagram of an electronic device provided by an embodiment of the present application. Detailed implementation manners
[0022] Next, the technical solutions in the embodiments of the present application will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative efforts belong to the scope of protection of the present application.
[0023] An embodiment of the present application provides a game interaction method, device, storage medium, and electronic device. Among them, the game interaction device can be integrated in the electronic device, and the electronic device can be a server or a terminal device, etc.
[0024] 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 that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, network acceleration services (Content Delivery Network, CDN), and big data and artificial intelligence platforms. The terminal can include, but is not limited to, mobile phones, computers, intelligent voice interaction devices, smart home appliances, vehicle-mounted terminals, aircraft, etc. The terminal and the server can be directly or indirectly connected through wired or wireless communication methods, and the present application does not limit this.
[0025] Please refer to Figure 1 Take the game interaction device integrated in the electronic device as an example, Figure 1Schematic diagram of an implementation scenario of the game interaction method provided by an embodiment of the present application. Among them, the electronic device may be a terminal, the electronic device may display a graphical user interface, the graphical user interface includes at least a partial virtual scene and a first local map, the first local map indicates the map of the virtual scene where the controlled virtual object is located from a first perspective, and the first local map includes the position information of the virtual object in the virtual scene; in response to a map perspective adjustment operation, a second local map is displayed in the graphical user interface, the second local map indicates the map of the virtual scene where the controlled virtual object is located from a second perspective, and the second local map includes the height information of the virtual object.
[0026] It should be noted that Figure 1 The schematic diagram of the implementation environment scene of the game interaction method shown is only an example. The implementation environment scene of the game interaction method described in the embodiments of the present application is for more clearly explaining the technical solutions of the embodiments of the present application, and does not constitute a limitation on the technical solutions provided by the embodiments of the present application. Those of ordinary skill in the art know that with the evolution of data processing and the emergence of new business scenarios, the technical solutions provided by the present application are equally applicable to similar technical problems.
[0027] The solution provided by the embodiments of the present application is specifically described through the following embodiments. It should be noted that the description order of the following embodiments does not serve as a limitation on the preferred order of the embodiments.
[0028] This embodiment will be described from the perspective of a game interaction device. The game interaction device may be specifically integrated in an electronic device. The electronic device may be a terminal and / or a server, and the present application does not make any restrictions here.
[0029] Please refer to Figure 2 , Figure 2 which is a flowchart of the game interaction method provided by an embodiment of the present application. The game interaction method includes:
[0030] In step 101, a graphical user interface is displayed.
[0031] Among them, the graphical user interface may include at least a partial virtual scene and a first local map. The first local map may indicate the map of the virtual scene where the controlled virtual object is located from a first perspective, and the first local map may include the position information of the virtual object in the virtual scene.
[0032] Among them, the graphical user interface can be obtained by executing a software application on the processor of the terminal device and rendering it on the display. It can be the display interface of the terminal device. The graphical user interface can present the entire virtual scene or only a part of the virtual scene. The virtual scene can also be called a game scene, which can be the virtual scene displayed (or provided) when a game application runs on the terminal or server. Players play games in the virtual scene by manipulating game objects. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., and can also be a venue for game battles that exists independently in the virtual scene. The embodiments of the present application do not make any limitations here.
[0033] The first partial map can be a partial map of the virtual scene and can be a map indicating the virtual scene where the controlled virtual object is located from the first perspective. The first perspective can be a top view, a front view, etc. When the first perspective is a top view, the first partial map can be a partial top view of the virtual scene map. Optionally, the first partial map can be a game thumbnail, which is usually located in the upper left corner of the game interface. It can reflect the plan view formed by the game scene map from the first perspective, indicating the position of the player in the entire game scene map for the player, and can also be called a mini-map. The controlled virtual object can be the virtual character controlled by the current player. The first position identifier can be an identifier indicating the position of the controlled virtual object in the first partial map. The virtual object can include a controlled virtual object and a target virtual object. The target virtual object can be a virtual character, a virtual item, or a position that the current player needs to locate in the virtual scene, etc.
[0034] Optionally, the first partial map includes a height indication identifier, which can indicate the height position relationship between the target virtual object and the controlled virtual object.
[0035] For example, the height indication identifier can include a first indication identifier and a second indication identifier. The first indication identifier can be located below the first object identifier of the target virtual object, indicating that the height position of the target virtual object is lower than the height position of the controlled virtual object. The second indication identifier can be located above the first object identifier of the target virtual object, indicating that the height position of the target virtual object is higher than the height position of the controlled virtual object.
[0036] For example, please refer to Figure 3 , Figure 3It is a schematic diagram of map interaction for a game interaction method provided by an embodiment of the present application. In the first local map, it may include the position identifier of the controlled virtual object and the position identifier of the target virtual object. The target virtual object may include target virtual object A, target virtual object B, and target virtual object C. Based on the position identifiers of the controlled virtual object and the target virtual object distributed and displayed in the first local map, players can conveniently and intuitively obtain the horizontal position distance between the target virtual object and the controlled virtual object.
[0037] In addition, please continue to refer to Figure 3 , a first indication identifier is displayed below the position identifier of target virtual object A. For example, it can be a triangular arrow pointing downward, which is used to indicate that the position of target virtual object A is lower than the position of the controlled virtual object. A second indication identifier is displayed above the position identifier of target virtual object B. For example, it can be a triangular arrow pointing upward, which is used to indicate that the position of target virtual object B is higher than the position of the controlled virtual object. In this way, based on the position identifiers of the controlled virtual object and the target virtual object and the height indication identifiers displayed in the first local map, players can conveniently, intuitively, and quickly obtain the spatial position relationship between the controlled virtual object and the target virtual object, which is convenient for players to quickly and accurately locate the target virtual object and improve the efficiency of game interaction.
[0038] In step 102, in response to the map perspective adjustment operation, a second local map is displayed in the graphical user interface.
[0039] Among them, the second local map can indicate the map of the virtual scene where the controlled virtual object is located from the second perspective. The second perspective can be a side view perspective, and the second local map can include the height information of the virtual object.
[0040] Among them, the second local map may include the position identifier of the virtual object. The position identifier can be information used to indicate the position of the virtual object in the virtual scene. For example, the second local map may include the position identifier of the controlled virtual object and the position identifiers of at least some of the target virtual objects. The positions of the controlled virtual object and the target virtual object in the second local map are respectively used to indicate the height positions of the controlled virtual object and the target virtual object in the virtual scene.
[0041] Optionally, a second position identifier of the target virtual object can be displayed in the second local map, and the second position identifier indicates the height position of the target virtual object in the virtual scene.
[0042] Among them, the second position identifier can be the position identifier of the target virtual object in the second local map, which can be used to indicate the position of the target virtual object in the second local map.
[0043] For example, please refer to Figure 4 or Figure 3 , where Figure 4 is another schematic diagram of map interaction of a game interaction method provided by an embodiment of the present application. The second position identifiers of the target virtual object A, the target virtual object B, and the target virtual object C can be displayed in the second local map. The second position identifier can be a rectangular identifier or the like. The vertical position of the second position identifier of the target virtual object in the second local map can indicate the height position of the target virtual object in the virtual scene. For example, in the second local map shown by Figure 4 or Figure 3 , the height position of the target virtual object B in the virtual scene is higher than that of the target virtual object C and the target virtual object A, and the height position of the target virtual object C in the virtual scene is higher than that of the target virtual object A.
[0044] Wherein, the second local map can be a local map of the virtual scene from a side view perspective. For example, it can be a local side view height map of the virtual scene. The distribution of the position identifiers of the controlled virtual object and the position identifiers of the target virtual object in the second local map can be determined according to the azimuth relationship and the height position difference between the controlled virtual object and the target virtual object in the virtual scene.
[0045] Wherein, in the side view height map corresponding to the second local map, the position of the target virtual object will be displayed with an obvious identifier, which can facilitate the player to quickly locate the height position of the target virtual object.
[0046] Optionally, the second object identifiers of all target virtual objects can be displayed in the second local map, or only the second object identifiers of some target virtual objects can be displayed. For example, only the second object identifiers of the selected target virtual objects can be displayed, or only the target virtual objects with a relatively small height difference from the controlled virtual object can be displayed. For example, when the height difference between the height position of the target virtual object in the virtual scene and the position where the controlled virtual object is located is relatively large, it may not be displayed due to the limited display range of the second local map.
[0047] For example, please continue to refer to Figure 3, in the second local map, the position identifier of the controlled virtual object can be displayed, as well as the position identifiers of target virtual object A, target virtual object B, and target virtual object C. Among them, since the height position of target virtual object C in the virtual scene is the same as that of the controlled virtual object, therefore, in the second local map, the position identifier of target virtual object C and the position identifier of the controlled virtual object are on the same horizontal line. Since the height position of target virtual object A in the virtual scene is lower than that of the controlled virtual object, and target virtual object A is in the northwest direction of the controlled virtual object, therefore, in the second local map, the position identifier of target virtual object A is located at the lower left of the position identifier of the controlled virtual object. Since the height position of target virtual object B in the virtual scene is higher than that of the controlled virtual object, therefore, in the second local map, the position identifier of target virtual object B is located above the position identifier of the controlled virtual object.
[0048] Optionally, the display style of the first position identifier in the local maps of the controlled virtual object under different perspectives is different; among them, in the first local map under the top-down perspective, the first position identifier is the first identifier indicating the current orientation of the controlled virtual object, and in the second local map under the side perspective, the first position identifier is the second identifier without indicating a direction.
[0049] Among them, the first position identifier can be the position identifier of the controlled virtual object in the local maps under different perspectives, the first identifier can be an arrow identifier, and the direction pointed by the arrow of the arrow identifier is the current orientation of the controlled virtual object in the virtual scene. The second identifier can be an identifier such as a circular identifier, a square identifier, or a diamond identifier.
[0050] For example, please continue to refer to Figure 3 , in the first local map, the first position identifier of the controlled virtual object is the first identifier of the arrow type, that is, the arrow identifier, and the direction pointed by the arrow of the arrow identifier is the current orientation of the controlled virtual object in the virtual scene, that is, moving forward northward. In the second local map, the first position identifier of the controlled virtual object can be the first identifier of a circle, and the position of the first identifier in the second local map can indicate the height position of the controlled virtual object in the virtual scene.
[0051] In an embodiment, the second local map can be switched back to the first local map. For example, in response to the map perspective switching operation on the second local map, the second local map can be switched to the first local map.
[0052] Among them, the map view switching operation can be an operation of switching the second local map back to the first local map. The map view switching operation can include performing a specific triggering operation in the graphical user interface. For example, it can include at least one of a triggering operation in the first local map and a triggering operation in the second local map. The triggering operation can include operations such as a sliding operation, a double-click operation, a long-press operation, and a click operation. The sliding operation can include an upward sliding operation, a downward sliding operation, etc. The specific triggering operation can be set according to actual needs, and the embodiments of the present application do not limit this here.
[0053] Among them, in response to the map view switching operation on the second local map, there can be multiple ways to switch the second local map to the first local map. For example, in response to a sliding operation on the second local map, the second local map can be switched to the first local map. Or, in response to a sliding operation on the first local map, the second local map can be switched to the first local map.
[0054] In one embodiment, the virtual scene can be a game scene with a multi-layer structure. The hierarchical position of the controlled virtual object in the virtual scene and the hierarchical position of the target virtual object in the virtual scene can be displayed in the second local map.
[0055] For example, assume that the virtual scene includes a game scene with multiple hierarchical structures. If the controlled virtual object is in the second-level game scene and the target virtual object is in the third-level game scene, then the hierarchical position of the controlled virtual object in the virtual scene can be displayed in the second local map. For example, the position identifier of the controlled virtual object can be displayed at the position corresponding to the second level in the second local map, and "2" can also be displayed in or next to the position identifier of the controlled virtual object to indicate that the controlled virtual object is currently in the second-level position. Similarly, the position identifier of the target virtual object can be displayed at the position corresponding to the third level in the second local map, and "3" can also be displayed in or next to the position identifier of the target virtual object to indicate that the target virtual object is currently in the third-level position.
[0056] Optionally, the path information indicating the path from the hierarchical position of the controlled virtual object to the hierarchical position of the target virtual object can be displayed in the second local map. In this way, the player can further obtain the position gap between the controlled virtual object and the target virtual object, achieve accurate positioning of the target virtual object, and thus improve the positioning efficiency of the player for the target virtual object. Specifically, the path from the hierarchical position where the controlled virtual object is located to the hierarchical position where the target virtual object is located can be determined; and the path can be displayed in the second local map.
[0057] Optionally, the second partial map may include height information corresponding to the controlled virtual object and the target virtual object, and the height information may include at least one of height, floor, and hierarchical position.
[0058] For example, in the second partial map, the height information corresponding to the target virtual object may be displayed next to the position identifier of the target virtual object. For example, it may be indicated that the current height of the target virtual object is 80 meters, or it may be indicated that the target virtual object is on the 3rd floor, or it may be indicated that the target virtual object is on the map of the second level, etc. In this way, based on the second partial map, the adaptation of multi-layer maps can be achieved. In the multi-layer map, based on the hierarchical positions of the controlled virtual object and the target virtual object indicated in the second partial map in the virtual scene, it can efficiently help players determine how to reach the target level and improve the positioning efficiency in the game.
[0059] Among them, in response to the map perspective adjustment operation, there can be various ways to display the second partial map in the graphical user interface. For example, in response to the trigger operation on the first partial map, the second partial map can be displayed in the graphical user interface.
[0060] Among them, the trigger operation may include operations such as sliding operation, click operation, long press operation, double click operation, hard press operation, and gesture operation.
[0061] Among them, in response to the trigger operation on the first partial map, there can be various ways to display the second partial map in the graphical user interface. For example, in response to the first trigger operation on the first partial map, the first partial map displayed in the graphical user interface can be switched to the second partial map for display; or, in response to the second trigger operation on the first partial map, the second partial map is newly displayed in the graphical user interface; where the first trigger operation and the second trigger operation are different.
[0062] Among them, the first trigger operation and the second trigger operation may include at least one of the following: sliding operation, hard press operation, long press operation, click operation.
[0063] Among them, newly displaying the second partial map in the graphical user interface may mean displaying the second partial map at a position in the graphical user interface other than the position where the first partial map is located. For example, the second partial map can be displayed in adjacent areas such as below or to the right of the first partial map, so that players can observe and compare the first partial map and the second partial map at the same time, improving the efficiency of obtaining the position of the target virtual object, and thus improving the positioning efficiency of the target virtual object.
[0064] For example, the first trigger operation may be a swiping-up operation, and the second trigger operation may be a long-press operation. In this way, when the player swipes up the first partial map, in response to the first trigger operation on the first partial map, the first partial map displayed in the graphical user interface can be switched to the second partial map for display. When the player long-presses the first partial map, in response to the second trigger operation on the first partial map, the second partial map can be newly displayed in the graphical user interface. In this way, by performing simple and quick trigger operations on the first partial map, the display of the second partial map in the graphical user interface can be triggered, so that based on the information displayed in the second partial map, the player can intuitively, quickly, and conveniently obtain the specific height position of the target virtual object and the spatial position relationship between the controlled virtual object and the target virtual object, thereby achieving accurate positioning of the target virtual object, improving the object positioning efficiency in the game, and further improving the game interaction efficiency.
[0065] In one embodiment, please continue to refer to Figure 3 , when the player swipes up the first partial map, in response to the first trigger operation on the first partial map, the first partial map displayed in the graphical user interface can be dynamically switched to the second partial map for display. When the player long-presses the first partial map, please continue to refer to Figure 4 , in response to the second trigger operation on the first partial map, the second partial map can be newly displayed in the graphical user interface. For example, the second partial map can be dynamically generated on the side of the first partial map. The view switching process is smooth, and the player can intuitively see the process of the mini-map switching from the top view to the side view, ensuring the smoothness of the game interaction.
[0066] Optionally, there can be various ways to display the second partial map in the graphical user interface in response to the trigger operation on the first partial map. For example, in response to the swiping operation on the first partial map, according to the swiping direction of the swiping operation, the second partial map can be newly displayed in the graphical user interface, where the display position of the second partial map relative to the first partial map is in the same direction as the swiping direction.
[0067] Wherein, the swiping direction can be the direction of the swiping operation. For example, when swiping up, the swiping direction of the swiping operation is upward; when swiping down, the swiping direction of the swiping operation is downward; when swiping left, the swiping direction of the swiping operation is leftward; when swiping right, the swiping direction of the swiping operation is rightward.
[0068] Among them, the display position of the second partial map relative to the first partial map is in the same direction as the sliding direction. For example, when the sliding operation is an upward slide, the display position of the second partial map can be above the first partial map; when the sliding operation is a downward slide, the display position of the second partial map can be below the first partial map; when the sliding operation is a leftward slide, the display position of the second partial map can be to the left of the first partial map; when the sliding operation is a rightward slide, the display position of the second partial map can be to the right of the first partial map. In this way, based on the sliding direction of the sliding operation on the first partial map, the display position of the second partial map in the graphical user interface can be controlled, enabling the player to customize the control of the display position of the second partial map based on the sliding operation, facilitating the player's viewing of the second partial map, and effectively improving the game interaction efficiency.
[0069] In one embodiment, before displaying the second partial map in the graphical user interface in response to a map perspective adjustment operation, a target virtual object for which a height position view is to be obtained can be selected. For example, in response to a selection operation on the target virtual object, the second partial map can be determined based on the spatial positions of the selected target virtual object and the controlled virtual object, where the second partial map includes a position identifier of the controlled virtual object and a position identifier of the selected target virtual object.
[0070] Among them, the spatial position can include the azimuth and height position of the selected target virtual object and the controlled virtual object. In this way, after the target virtual object is selected, since only the position identifier of the selected target virtual object and the position identifier of the controlled virtual object are displayed in the second partial map, the accuracy of the positions of the target virtual object and the controlled virtual object displayed in the second partial map can be improved, thereby improving the accuracy of the player's acquisition of the spatial position of the target virtual object and the spatial position relationship between the target virtual object and the controlled virtual object, further improving the positioning accuracy of the target virtual object, and improving the efficiency of target virtual object positioning in the game.
[0071] Optionally, if the height position of the controlled virtual object in the virtual scene is lower than that of the selected target virtual object, in the second local map, the position identifier of the controlled virtual object is located at the lowest position in the second local map; if the height position of the controlled virtual object in the virtual scene is higher than that of the selected target virtual object, in the second local map, the position identifier of the controlled virtual object is located at the highest position in the second local map. Thus, since only the position identifiers of the selected target virtual object and the controlled virtual object are displayed in the second local map, the accuracy of the positions of the target virtual object and the controlled virtual object displayed in the second local map can be improved, thereby improving the accuracy of the player's acquisition of the spatial position of the target virtual object and the spatial position relationship between the target virtual object and the controlled virtual object, further improving the positioning accuracy of the target virtual object, and improving the positioning efficiency of the target virtual object in the game.
[0072] Optionally, after the second local map is displayed in the graphical user interface, the display of the second local map can be controlled according to the position relationship between the controlled virtual object and the selected target virtual object. For example, when the controlled virtual object and the selected target virtual object are at the same height in the virtual scene, the display of the second local map can be cancelled.
[0073] Among them, when the controlled virtual object and the selected target virtual object are at the same height in the virtual scene, it can indicate that the player no longer needs to view the height position of the target virtual object. At this time, the display of the second local map can be automatically cancelled to avoid interference from unnecessary information, improve the flexibility of game interaction, and further improve the player's game experience.
[0074] In one embodiment, in response to a map perspective adjustment operation, there can be various ways to display the second local map in the graphical user interface. For example, in response to a third trigger operation on the target virtual object in the first local map, the second local map is displayed in the graphical user interface, where the second local map can include the position identifier of the controlled virtual object and the position identifier of the target virtual object being operated on.
[0075] Among them, the third trigger operation can include operations such as long pressing, heavy pressing, double clicking, and swiping. Thus, through a simple operation on the target virtual object in the first local map, the target virtual object can be quickly and conveniently selected, and based on the selected target virtual object, a second local map indicating the height position of the selected target virtual object and having high position accuracy is displayed in the graphical user interface, thereby effectively improving the position acquisition efficiency of the target virtual object and the positioning efficiency of the target virtual object in the game.
[0076] In existing large-scale world games, players usually locate items or positions through a mini-map. However, the existing mini-maps have the following disadvantages:
[0077] (1) Insufficient height information: Traditional mini-maps are usually displayed in a two-dimensional plane and cannot intuitively reflect the height differences in the game world, resulting in players still being unable to find the target item when they reach the located point;
[0078] (2) Troubles with multi-layer structures: In multi-layer maps, it is difficult for players to judge their current hierarchical position, nor can they intuitively understand the hierarchical positions of target virtual objects such as items and positions to be reached in the virtual scene, resulting in low positioning efficiency;
[0079] (3) Inconvenient interaction: The existing interaction methods for mini-maps are relatively single and cannot quickly switch the map view to obtain more spatial information, affecting the player's gaming experience.
[0080] These problems seriously affect the player's gaming experience, especially in large-scale world games when players need to frequently locate items or positions, making the game positioning inefficient and prone to frustration. At the same time, when players search for target virtual objects in large-scale world games, there are often situations where the player has reached the located point, but due to height differences in the map, the target virtual object cannot be found. Or in multi-layer maps, players do not know which layer of the virtual scene the controlled virtual object is on, let alone how to reach the target layer. It can be seen that in the existing game interaction methods, the information displayed in the mini-map is less, and players cannot quickly and accurately locate the search target based on the information displayed in the mini-map, thus resulting in poor game interaction efficiency.
[0081] Therefore, the embodiments of this application provide a game interaction method to improve the positioning efficiency of target virtual objects in the game by providing an interaction method for switching the top-down view of the mini-map in a large-scale world game. Specifically, when the player swipes up the mini-map, the top-down view mini-map will dynamically switch to a side-view height map. When the player presses the mini-map again, a side-view height map can be dynamically generated at the side position of the original mini-map. Thus, based on the convenient operation of the mini-map, a second partial map in the side-view can be displayed in the graphical user interface. Based on the height positions of the target virtual object and the controlled virtual object shown in the second partial map, players can conveniently, intuitively, and quickly obtain the height position of the target virtual object in the virtual scene and the spatial position relationship between the target virtual object and the controlled virtual object, thereby facilitating players to quickly and accurately locate the target virtual object and greatly improving the game interaction efficiency.
[0082] As can be seen from the above, in the embodiment of the present application, by displaying a graphical user interface, the graphical user interface includes at least part of a virtual scene and a first local map. The first local map indicates the map of the virtual scene where the controlled virtual object is located from a first perspective. The first local map includes the position information of the virtual object in the virtual scene. In response to a map perspective adjustment operation, a second local map is displayed in the graphical user interface. The second local map indicates the map of the virtual scene where the controlled virtual object is located from a second perspective. The second local map includes the height information of the virtual object. In this way, through the triggering operation on the first local map, a second local map indicating the map of the virtual scene from the second perspective is displayed in the graphical user interface. Based on the information displayed in the second local map from the second perspective, players can intuitively and quickly obtain the height position of the virtual object in the virtual scene and the spatial position distribution of the virtual object in the virtual scene, so as to quickly and accurately locate the virtual object in the virtual scene, thereby improving the game interaction efficiency.
[0083] To better implement the above method, an embodiment of the present invention further provides a game interaction device. The game interaction device can be integrated in an electronic device, and the electronic device can be a terminal.
[0084] For example, as Figure 5 shown, it is a schematic structural diagram of the game interaction device provided by the embodiment of the present application. The game interaction device may include a first display unit 201 and a second display unit 202, as follows:
[0085] The first display unit 201 is configured to display a graphical user interface. The graphical user interface includes at least part of a virtual scene and a first local map. The first local map indicates the map of the virtual scene where the controlled virtual object is located from a first perspective. The first local map includes the position information of the virtual object in the virtual scene.
[0086] The second display unit 202 is configured to, in response to a map perspective adjustment operation, display a second local map in the graphical user interface. The second local map indicates the map of the virtual scene where the controlled virtual object is located from a second perspective. The second local map includes the height information of the virtual object.
[0087] In some embodiments, the first perspective is a top-down perspective, and the second perspective is a side view perspective.
[0088] In some embodiments, the display styles of the first position identifiers in the local maps of the controlled virtual object from different perspectives are different;
[0089] Among them, in the first local map from the top-down perspective, the first position identifier is a first identifier indicating the current orientation of the controlled virtual object. In the second local map from the side view perspective, the first position identifier is a second identifier without indicating a direction.
[0090] In some embodiments, the game interaction device further includes a perspective switching unit for:
[0091] In response to a map perspective switching operation on the second local map, switch the second local map to the first local map.
[0092] In some embodiments, the game interaction device further includes a position display unit for:
[0093] Display a second position identifier of the target virtual object in the second local map, where the second position identifier indicates the height position of the target virtual object in the virtual scene.
[0094] In some embodiments, the virtual scene is a game scene with a multi-layer structure. The game interaction device further includes a hierarchical position display unit for:
[0095] Display the hierarchical position of the controlled virtual object in the virtual scene and the hierarchical position of the target virtual object in the virtual scene in the second local map.
[0096] In some embodiments, the game interaction device further includes a path display unit for:
[0097] Determine a path from the hierarchical position where the controlled virtual object is located to the hierarchical position where the target virtual object is located;
[0098] Display the path in the second local map.
[0099] In some embodiments, the second display unit 202 is for:
[0100] In response to a trigger operation on the first local map, display the second local map in the graphical user interface.
[0101] In some embodiments, the above-mentioned response to the trigger operation on the first local map and display the second local map in the graphical user interface is specifically for:
[0102] In response to a first trigger operation on the first local map, switch the first local map displayed in the graphical user interface to the second local map for display;
[0103] Or,
[0104] In response to a second trigger operation on the first local map, newly display the second local map in the graphical user interface;
[0105] Wherein, the first trigger operation and the second trigger operation are different.
[0106] In some embodiments, the first triggering operation and the second triggering operation include at least one of the following: a sliding operation, a pressing operation, a long-pressing operation, and a clicking operation.
[0107] In some embodiments, in response to a triggering operation on the first local map, a second local map is displayed in the graphical user interface, specifically for:
[0108] In response to a sliding operation on the first local map, a second local map is newly displayed in the graphical user interface according to the sliding direction of the sliding operation, wherein the display position of the second local map relative to the first local map has the same direction as the sliding direction.
[0109] In specific implementation, each of the above units can be implemented as an independent entity, or can be combined arbitrarily to be implemented as the same or several entities. For the specific implementation of each of the above units, reference can be made to the foregoing method embodiments, which will not be elaborated herein.
[0110] As can be seen from the above, in the embodiment of the present application, the first display unit 201 displays a graphical user interface, which includes at least part of a virtual scene and a first local map. The first local map indicates the map of the virtual scene where the controlled virtual object is located from a first perspective, and the first local map includes the position information of the virtual object in the virtual scene; the second display unit 202, in response to a map perspective adjustment operation, displays a second local map in the graphical user interface. The second local map indicates the map of the virtual scene where the controlled virtual object is located from a second perspective, and the second local map includes the height information of the virtual object. In this way, through a triggering operation on the first local map, a second local map indicating the map of the virtual scene from the second perspective is displayed in the graphical user interface. Based on the information displayed in the second local map from the second perspective, players can intuitively and quickly obtain the height position of the virtual object in the virtual scene and the spatial position distribution of the virtual object in the virtual scene, so as to quickly and accurately locate the virtual object in the virtual scene, thereby improving the game interaction efficiency.
[0111] The embodiment of the present application further provides an electronic device, as Figure 6 shown, which shows a schematic structural diagram of the electronic device involved in the embodiment of the present application. The electronic device can be a terminal, specifically:
[0112] The electronic device 300 includes a processor 301 having one or more processing cores, a memory 302 having one or more computer-readable storage media, and a computer program stored on the memory 302 and executable on the processor. Among them, the processor 301 is electrically connected to the memory 302. Those skilled in the art can understand that the structure of the electronic device shown in the figure does not constitute a limitation on the electronic device, and it may include more or fewer components than shown in the figure, or combine certain components, or have different component arrangements.
[0113] The processor 301 is the control center of the electronic device 300, connecting various parts of the entire electronic device 300 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 302, and calling data stored in the memory 302, it executes various functions of the electronic device 300 and processes data, thereby monitoring the entire electronic device 300.
[0114] In the embodiment of the present application, the processor 301 in the electronic device 300 will load the instructions corresponding to the processes of one or more application programs into the memory 302 according to the following steps, and the processor 301 will run the application programs stored in the memory 302 to implement various functions:
[0115] Display a graphical user interface, the graphical user interface includes at least part of a virtual scene and a first local map, the first local map indicates the map of the virtual scene where the controlled virtual object is located from a first perspective, and the first local map includes the position information of the virtual object in the virtual scene;
[0116] In response to a map perspective adjustment operation, display a second local map in the graphical user interface, the second local map indicates the map of the virtual scene where the controlled virtual object is located from a second perspective, and the second local map includes the height information of the virtual object.
[0117] In some embodiments, the first perspective is a top-down perspective, and the second perspective is a side view perspective.
[0118] In some embodiments, the display styles of the first position identifiers in the local maps of the controlled virtual object from different perspectives are different;
[0119] Among them, in the first local map from the top-down perspective, the first position identifier is a first identifier indicating the current orientation of the controlled virtual object, and in the second local map from the side view perspective, the first position identifier is a second identifier without indicating a direction.
[0120] In some embodiments, the game interaction method provided by the embodiment of the present application further includes:
[0121] In response to a map view switching operation on the second local map, switch the second local map to the first local map.
[0122] In some embodiments, the game interaction method provided by the embodiments of the present application further includes:
[0123] Display a second position identifier of the target virtual object in the second local map, and the second position identifier indicates the height position of the target virtual object in the virtual scene.
[0124] In some embodiments, the virtual scene is a game scene with a multi-layer structure, and the game interaction method provided by the embodiments of the present application further includes:
[0125] Display the hierarchical position where the controlled virtual object is located in the virtual scene and the hierarchical position where the target virtual object is located in the virtual scene in the second local map.
[0126] In some embodiments, the game interaction method provided by the embodiments of the present application further includes:
[0127] Determine a path from the hierarchical position where the controlled virtual object is located to the hierarchical position where the target virtual object is located;
[0128] Display the path in the second local map.
[0129] In some embodiments, in response to a map view adjustment operation, displaying a second local map in the graphical user interface includes:
[0130] In response to a trigger operation on the first local map, display a second local map in the graphical user interface.
[0131] In some embodiments, in response to a trigger operation on the first local map, displaying a second local map in the graphical user interface includes:
[0132] In response to a first trigger operation on the first local map, switch the first local map displayed in the graphical user interface to the second local map for display;
[0133] Or,
[0134] In response to a second trigger operation on the first local map, newly display a second local map in the graphical user interface;
[0135] Wherein, the first trigger operation and the second trigger operation are different.
[0136] In some embodiments, the first trigger operation and the second trigger operation include at least one of the following: a sliding operation, a long-press operation, a long-touch operation, a click operation.
[0137] In some embodiments, in response to a triggering operation on a first partial map, a second partial map is displayed in a graphical user interface, including:
[0138] In response to a sliding operation on the first partial map, according to the sliding direction of the sliding operation, a second partial map is newly displayed in the graphical user interface, wherein the display position of the second partial map relative to the first partial map has the same direction as the sliding direction.
[0139] This solution can display a graphical user interface, which includes at least part of a virtual scene and a first partial map. The first partial map indicates the map of the virtual scene where the controlled virtual object is located from a first perspective. The first partial map includes the position information of the virtual object in the virtual scene. In response to a map perspective adjustment operation, a second partial map is displayed in the graphical user interface. The second partial map indicates the map of the virtual scene where the controlled virtual object is located from a second perspective. The second partial map includes the height information of the virtual object. Thus, through the triggering operation on the first partial map, a second partial map indicating the map of the virtual scene from the second perspective is displayed in the graphical user interface. Based on the information shown in the second partial map from the second perspective, players can intuitively and quickly obtain the height position of the virtual object in the virtual scene and the spatial position distribution of the virtual object in the virtual scene, thereby achieving rapid and accurate positioning of the virtual object in the virtual scene and further improving the game interaction efficiency.
[0140] For the specific implementation of each of the above operations, reference can be made to the previous embodiments and will not be elaborated here.
[0141] Optionally, as Figure 6 shown, the electronic device 300 further includes: a touch display screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. Among them, the processor 301 is electrically connected to the touch display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307 respectively. Those skilled in the art can understand that Figure 6 the structure of the electronic device shown in
[0142] The touch display screen 303 can be used to display a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. The touch display screen 303 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces 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 of the user on or near it (such as operations of the user using a finger, a stylus, or any suitable object or accessory on or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute the corresponding program. Optionally, the touch panel can include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch orientation of the user, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, and then sends it to the processor 301, and can receive and execute the commands sent by the processor 301. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 301 to determine the type of touch event. Subsequently, the processor 301 provides a corresponding visual output on the display panel according to the type of touch event. In the embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 303 to implement input and output functions. However, in some embodiments, the touch panel and the touch panel can be implemented as two independent components to implement input and output functions. That is, the touch display screen 303 can also be used as a part of the input unit 306 to implement the input function.
[0143] The radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with a network device or other electronic devices through wireless communication, and transmit and receive signals with the network device or other electronic devices.
[0144] The audio circuit 305 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 305 can transmit the electrical signal converted from the received audio data to the speaker, and the speaker converts it into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 305 and then converted into audio data. After the audio data is output to the processor 301 for processing, it is transmitted through the radio frequency circuit 304 to, for example, another electronic device, or the audio data is output to the memory 302 for further processing. The audio circuit 305 may also include an earphone jack to provide communication between the peripheral earphone and the electronic device.
[0145] The input unit 306 can be used to receive input digital, character information or user characteristic information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control.
[0146] The power supply 307 is used to supply power to each component of the electronic device 300. Optionally, the power supply 307 can be logically connected to the processor 301 through a power management system, so as to realize functions such as management of charging, discharging, and power consumption management through the power management system. The power supply 307 can also include any components such as one or more DC or AC power supplies, a recharge system, a power failure detection circuit, a power converter or inverter, and a power status indicator.
[0147] Although Figure 6 not shown in the figure, the electronic device 300 may further include a camera, a sensor, a Wi-Fi module, a Bluetooth module, etc., which will not be elaborated here.
[0148] In the above embodiments, the descriptions of each embodiment have their own focuses. For the parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments. It should be noted that the electronic device provided in the embodiments of the present application and the game interaction method in the above embodiments belong to the same concept. The specific implementation process can be found in the above method embodiments and will not be elaborated here.
[0149] As can be seen from the above, the electronic device provided in the embodiments of the present application can display a graphical user interface, which includes at least a partial virtual scene and a first local map. The first local map indicates the map of the virtual scene where the controlled virtual object is located from a first perspective. The first local map includes the position information of the virtual object in the virtual scene; in response to a map perspective adjustment operation, a second local map is displayed in the graphical user interface. The second local map indicates the map of the virtual scene where the controlled virtual object is located from a second perspective. The second local map includes the height information of the virtual object. In this way, through the triggering operation of the first local map, a second local map indicating the map of the virtual scene from the second perspective is displayed in the graphical user interface. Based on the information displayed in the second local map from the second perspective, players can intuitively and quickly obtain the height position of the virtual object in the virtual scene and the spatial position distribution of the virtual object in the virtual scene, so as to quickly and accurately locate the virtual object in the virtual scene, thereby improving the game interaction efficiency.
[0150] Those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by a computer program or by controlling related hardware through a computer program. The computer program can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0151] For this reason, an embodiment of the present application provides a computer-readable storage medium storing a computer program that can be loaded by a processor to execute the steps in any one of the game interaction methods provided by the embodiments of the present application. For example, the computer program can execute the following steps:
[0152] Display a graphical user interface, which includes at least part of a virtual scene and a first local map. The first local map indicates the map of the virtual scene where the controlled virtual object is located from a first perspective. The first local map includes the position information of the virtual object in the virtual scene;
[0153] In response to a map perspective adjustment operation, display a second local map in the graphical user interface. The second local map indicates the map of the virtual scene where the controlled virtual object is located from a second perspective. The second local map includes the height information of the virtual object.
[0154] This solution can display a graphical user interface, which includes at least part of a virtual scene and a first local map. The first local map indicates the map of the virtual scene where the controlled virtual object is located from a first perspective. The first local map includes the position information of the virtual object in the virtual scene; in response to a map perspective adjustment operation, display a second local map in the graphical user interface. The second local map indicates the map of the virtual scene where the controlled virtual object is located from a second perspective. The second local map includes the height information of the virtual object. In this way, through the triggering operation on the first local map, display a second local map indicating the map of the virtual scene from the second perspective in the graphical user interface. Based on the information displayed in the second local map from the second perspective, players can intuitively and quickly obtain the height position of the virtual object in the virtual scene and the spatial position distribution of the virtual object in the virtual scene, so as to quickly and accurately locate the virtual object in the virtual scene, thereby improving the game interaction efficiency.
[0155] For the specific implementation of the above operations, reference can be made to the previous embodiments and will not be elaborated here.
[0156] Among them, the computer-readable storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disc, etc.
[0157] Since the computer program stored in the computer-readable storage medium can execute the steps in any of the game interaction methods provided in the embodiments of the present application, the beneficial effects achievable by any of the game interaction methods provided in the embodiments of the present application can be realized. For details, refer to the previous embodiments and will not be elaborated herein.
[0158] Wherein, according to one aspect of the present application, a computer program product is provided. The computer program product includes a computer program, and the computer program is stored in a computer-readable storage medium; when a processor of an electronic device reads the computer program from the computer-readable storage medium, the processor executes the computer program, so that the electronic device executes the methods provided in the various alternative implementations provided in the above embodiments.
[0159] The above has introduced in detail a game interaction method, device, storage medium and electronic device provided in the embodiments of the present application. Specific examples are used herein to elaborate on the principle and implementation manner of the present application. The description of the above embodiments is only used to help understand the method and its core idea of the present application; at the same time, for those skilled in the art, according to the idea of the present application, there will be changes in the specific implementation manner and application scope. In summary, the content of this specification should not be construed as a limitation to the present application.
Claims
1. A game interaction method, characterized in that: include: Displaying a graphical user interface, the graphical user interface including at least a portion of a virtual scene and a first local map, the first local map indicating a map of a virtual scene where a controlled virtual object is located at a first perspective, the first local map including position information of the virtual object in the virtual scene; In response to the map perspective adjustment operation, a second local map is displayed in the graphical user interface, wherein the second local map indicates a map of the virtual scene where the controlled virtual object is located at a second perspective, and the second local map includes height information of the virtual object.
2. The game interaction method according to claim 1, characterized in that: The first viewing angle is a top-down viewing angle, and the second viewing angle is a side-view viewing angle.
3. The game interaction method according to claim 2, characterized in that: The display styles of the first position mark of the controlled virtual object in the local map at different viewing angles are different; Among them, in the first local map under the top-down perspective, the first position identifier is a first identifier indicating the current direction of the controlled virtual object, and in the second local map under the side-view perspective, the first position identifier is a second identifier without indicating a direction.
4. The game interaction method according to claim 1, characterized in that: The method further comprises: In response to a map perspective switching operation on the second local map, the second local map is switched to the first local map.
5. The game interaction method according to claim 1, characterized in that: The method further comprises: A second position marker of the target virtual object is displayed in the second local map, where the second position marker indicates the height position of the target virtual object in the virtual scene.
6. The game interaction method according to claim 1, characterized in that: The virtual scene is a game scene with a multi-layer structure, and the method further includes: The hierarchical position of the controlled virtual object in the virtual scene and the hierarchical position of the target virtual object in the virtual scene are displayed in the second local map.
7. The game interaction method according to claim 6, characterized in that: The method further comprises: Determine a path from the hierarchical position where the controlled virtual object is located to the hierarchical position where the target virtual object is located; The route is displayed in the second local map.
8. The game interaction method according to any one of claims 1 to 7, characterized in that: In response to the map viewing angle adjustment operation, displaying the second local map in the graphical user interface includes: In response to a triggering operation on the first local map, a second local map is displayed in the graphical user interface.
9. The game interaction method according to claim 8, characterized in that: The step of displaying a second local map in the graphical user interface in response to a triggering operation on the first local map comprises: In response to a first trigger operation on the first local map, switching the first local map displayed in the graphical user interface to a second local map for display; or, In response to a second trigger operation on the first local map, additionally displaying a second local map in the graphical user interface; The first trigger operation and the second trigger operation are different.
10. The game interaction method according to claim 9, characterized in that: The first trigger operation and the second trigger operation include at least one of the following: a sliding operation, a re-pressing operation, a long pressing operation, and a clicking operation.
11. The game interaction method according to claim 8, characterized in that: The step of displaying a second local map in the graphical user interface in response to a triggering operation on the first local map comprises: In response to a sliding operation on the first local map, a second local map is newly displayed in the graphical user interface according to the sliding direction of the sliding operation, wherein the display position of the second local map relative to the first local map is the same as the sliding direction.
12. A game interaction device, characterized in that: include: A first display unit, configured to display a graphical user interface, wherein the graphical user interface includes at least a portion of a virtual scene and a first local map, wherein the first local map indicates a map of a virtual scene where a controlled virtual object is located at a first perspective, and wherein the first local map includes position information of the virtual object in the virtual scene; A second display unit is used to display a second local map in the graphical user interface in response to a map perspective adjustment operation, wherein the second local map indicates a map of the virtual scene where the controlled virtual object is located at a second perspective, and the second local map includes height information of the virtual object.
13. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores a computer program, and when the computer program is executed by the processor, the processor executes the steps of any one of the methods of claims 1 to 11.
14. A computer-readable storage medium, characterized in that: The method comprises a computer program. When the computer program is run on an electronic device, the computer program is used to enable the electronic device to execute the steps of any one of the methods of claims 1 to 11.