Map display method and device, electronic equipment and storage medium

By allowing players to customize the mapping relationship between map areas and zoom ratios on the game interface, the problem that minimaps cannot meet personalized needs is solved, and the game experience and resource usage efficiency is improved.

CN120393409APending Publication Date: 2025-08-01NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510457664.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-11
Publication Date
2025-08-01

AI Technical Summary

Technical Problem

In the prior art, the display method of minimaps cannot meet the player's personalized information acquisition needs, resulting in cumbersome operation experience, single gameplay, and large system resources consumption.

Method used

By providing a large map on the graphical user interface, players are allowed to select the target area and set the zoom magnification, establishing a mapping relationship between the area and the zoom magnification. When the controlled virtual object enters the target area, the small map is automatically displayed to personalize the zoom magnification.

Benefits of technology

It improves the game interactive experience, reduces the steps of players' manual adjustment, optimizes the efficiency of computer resource usage, and increases the personalization and richness of the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a map display method and device, electronic equipment and a storage medium, and the method comprises the steps: determining a target region in a large map through responding to a region selection operation for the large map, and building a mapping relation between the target region and a target zoom ratio through responding to a zoom ratio setting operation for the target region. And when it is detected that the controlled virtual object enters a target virtual scene corresponding to the target area, displaying a small map of the virtual scene according to the target zoom ratio. According to the method and the device, a player can carry out personalized setting on the display zoom magnification of different areas of the game map according to own requirements, so that the small map can be automatically displayed at the configured zoom magnification according to the position of the controlled virtual object during a game. Therefore, game interaction experience is improved, players can customize map display modes according to regional characteristics and personal habits, and manual repeated adjustment is not needed; and meanwhile, the game richness is improved.
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Description

Technical Field

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

[0002] Large-scale multiplayer online role-playing games (Massive Multiplayer Online Role-Playing Game, abbreviated as MMORPG) or large-world exploration games usually have open maps. Players can control characters to move freely, explore, and interact with the game environment in the virtual world, and complete various tasks and challenges. Generally, such games will be equipped with a large map that can present their overall world view, and in many games, a small map will also be supplemented. The small map generally plays the role of instant guiding and information feedback. Compared with the large map, the small map can help players quickly understand their position in the overall situation and the surrounding geographical environment during the game. In some game settings, information such as supplies and enemy information can also be seen. However, in related technologies, the position of the small map often exists in a certain corner of the screen, which is convenient for players to view instantaneously, but also to avoid disturbing the player's vision as much as possible. Since players' requirements for information acquisition in different regions are different, the existing display methods of small maps cannot meet players' personalized information acquisition requirements. Figure 1 In view of the above, the existing display methods of small maps cannot meet players' personalized information acquisition requirements. Summary of the Invention

[0003] The purpose of the present disclosure is to provide a method, apparatus, electronic device, and storage medium for map display to achieve the player's custom display effect of map areas and enhance the game exploration experience.

[0004] In a first aspect, the present disclosure provides a map display method. A graphical user interface is provided through a terminal, and the content displayed on the graphical user interface includes at least part of a virtual scene. The virtual scene includes a controlled virtual object. The method includes: responding to a trigger operation on the graphical user interface to display a large map of the virtual scene; responding to a region selection operation on the large map to determine a target region in the large map; responding to a zoom ratio setting operation on the target region to establish a mapping relationship between the target region and the target zoom ratio; and when it is detected that the controlled virtual object enters the target virtual scene corresponding to the target region, displaying a small map of the virtual scene according to the target zoom ratio.

[0005] In a second aspect, the present disclosure provides a display device for a game. The device provides a graphical user interface through a terminal. The content displayed on the graphical user interface includes at least a partial virtual scene, and the virtual scene includes a controlled virtual object. The device includes: a first display module configured to respond to a trigger operation on the graphical user interface and display a large map of the virtual scene; a determination module configured to respond to a region selection operation on the large map and determine a target region in the large map; a setting module configured to respond to a zoom ratio setting operation on the target region and establish a mapping relationship between the target region and the target zoom ratio; and a second display module configured to, when detecting that the controlled virtual object enters the target virtual scene corresponding to the target region, display a small map of the virtual scene according to the target zoom ratio.

[0006] In a third aspect, the present disclosure provides an electronic device including a processor and a memory. A computer program is stored in the memory, and when the computer program is executed by the processor, the steps in the map display method described in any one of the above are implemented.

[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium having a computer program stored thereon. When the computer program is executed by a processor, the steps in the map display method described in any one of the above are implemented.

[0008] The present disclosure provides a map display method, device, electronic device, and storage medium. By providing a large map corresponding to a virtual scene on a graphical user interface; responding to a region selection operation on the large map to determine a target region in the large map; responding to a zoom ratio setting operation on the target region to establish a mapping relationship between the target region and the target zoom ratio; and when detecting that a controlled virtual object enters the target virtual scene corresponding to the target region, displaying a small map of the virtual scene according to the target zoom ratio. Through the method provided in this embodiment, players can customize the display zoom ratio of different regions of the game map according to their own needs, so that during the game, the small map can be automatically displayed at the configured zoom ratio according to the location of the controlled virtual object, thereby providing a more personalized information interface for players. Therefore, the present disclosure improves the game interaction experience, enabling players to customize the map display method according to regional characteristics and personal habits without manual repeated adjustment; at the same time, it improves the richness of the game, provides players with more map operation options and exploration possibilities, and increases the playability and differentiated experience of the game. In addition, this on-demand customized zoom mechanism avoids the resource consumption of the system for default calculation of zoom parameters for each scene region, effectively solving the problem of computer resource utilization efficiency. BRIEF DESCRIPTION OF THE DRAWINGS

[0009] To more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the accompanying drawings required for the description of the specific embodiments or the prior art. Obviously, the accompanying drawings in the following description are some embodiments of the present disclosure. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on these drawings.

[0010] Figure 1 A schematic flowchart of a map display method provided by an embodiment of the present disclosure; Figure 2 A schematic diagram of an application scenario of the map display method provided by an embodiment of the present disclosure; Figure 3 Another schematic diagram of an application scenario of the map display method provided by an embodiment of the present disclosure; Figure 4 Another schematic diagram of an application scenario of the map display method provided by an embodiment of the present disclosure; Figure 5 A schematic diagram of the structure of a display device of a game provided by an embodiment of the present disclosure; Figure 6 A schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Specific embodiments

[0011] The following will clearly and completely describe the technical solutions of the present disclosure in combination with the embodiments. Obviously, the described embodiments are some embodiments of the present disclosure, rather than all embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those of ordinary skill in the art without creative efforts belong to the scope of protection of the present disclosure.

[0012] In the related art, the mini - map on the game interface will automatically zoom according to the different regional terrains where the player is located. For example, the mini - map will shrink in a broad area to display more content, and will zoom in in a narrow area to show more details. Although this adaptive method can be adjusted according to terrain changes, due to the differences in the habits of different players in using the mini - map, the system - preset adaptive zooming cannot meet the personalized needs of all players. This results in a cumbersome player operation experience. Players cannot adjust the display method of the mini - map according to their own habits and needs, the gameplay is single, lacking a personalized gaming experience. At the same time, the system needs to calculate and store default zoom parameters for each map area, occupying device storage space and squeezing server resources.

[0013] This embodiment provides a map display method. The method provides a graphical user interface through a terminal device, and a game interface is displayed in the graphical user interface. The game interface includes a virtual scene screen and a user interface (UI interface). Among them, the game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The user interface is used for information interaction with the user and may include game design elements such as buttons, animations, texts, sounds, windows, etc. that are in direct or indirect contact with the user. In an alternative embodiment, the interface elements in the user interface may include the following controls: (1) Controls related to character control, such as skill controls, movement controls, function controls, etc.; (2) Controls for indicating information, which can also be referred to as information indication identifiers, such as direction indication identifiers, character indication identifiers, character stamina identifiers, prop pickup points, or treasure chest location points, etc.; (3) Information display controls, which can also be referred to as information display areas, such as displaying basic character information (character name, occupation, health value, true qi value, etc.), character status information (such as whether in a coma, poisoned, etc.), or game session information (such as the number of kills, game time, etc.); (4) Game setting controls, such as system settings, store, gold coins, etc. In addition, the controls displayed in the user interfaces of different games may be different. Some game user interfaces may also include a friend list control, through which relevant information of the added friends can be viewed, and operations such as chatting, visiting the home, deleting, etc. can be performed. There are also games that include task-related controls, such as displaying the current task list, including main tasks and side tasks, etc. Through these controls, users can better manage and play the game.

[0014] In an alternative embodiment, the virtual scene screen is the screen corresponding to the virtual scene displayed by the terminal device. The virtual scene screen may include virtual objects such as game characters (such as controlled virtual characters, which can also be referred to as player virtual characters), NPC characters (Non-Player Character), AI (Artificial Intelligence) characters, etc. that execute game logic in the virtual scene. The virtual scene screen usually changes as the controlled virtual character moves.

[0015] The above virtual scene is the content displayed (or provided) when the game application runs on the terminal or server. 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 is any one of a two-dimensional virtual scene, a 2.5D virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc. Among them, the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene for the complete game logic of virtual objects such as user control. For example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for players to control virtual objects to fight. The exemplary virtual scene can include at least one element of mountains, flatlands, rivers, lakes, oceans, deserts, sky, plants, buildings, vehicles; for example, in a 2D or 2.5D card game, the virtual scene is a scene for displaying the release of cards or displaying virtual objects corresponding to the cards. The exemplary virtual scene can include elements such as a ring arena, a decisive battle field, or other "field" elements or other elements that can display the card battle status; for a 2D or 2.5D multiplayer online battle arena game, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. The exemplary virtual scene can include elements such as canyon-style mountains, lines, rivers, classrooms, desks, chairs, and podiums.

[0016] The above virtual object refers to a dynamic object that can be controlled in the virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an anime character, etc. The virtual object is a character controlled by the player through an input device, or an AI character set in the virtual environment battle through training, or an NPC set in the virtual scene battle. Optionally, the virtual object is a virtual character competing in the virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle. The embodiments of the present disclosure do not limit this. In a possible implementation manner, the user can control the virtual object to move in the virtual scene. For example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual props, etc. provided by the application to fight with other virtual objects.

[0017] The map display method in one embodiment of the present disclosure can run on a terminal device or a server. Among them, the terminal device can be a local terminal device, such as a touch device or a non-touch device. When the map display 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 client devices.

[0018] In an optional embodiment, cloud games can be run under the cloud interaction system. Cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the map display method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the terminal device for information processing is the cloud game server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game interface and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game interface.

[0019] In an optional embodiment, the terminal device may be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device may provide the game interface to the player in a variety of ways, for example, it may be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen being used to present the game interface, the game interface including a virtual scene screen, and the processor being used to run the game, generate the game interface, and control the display of the game interface on the display screen.

[0020] In this embodiment, a map display method is provided. Figure 1 The map display method provided by the embodiment of the present disclosure provides a graphical user interface through a terminal, and the content displayed by the graphical user interface includes at least part of a virtual scene, and the virtual scene includes controlled virtual objects, such as Figure 1 As shown, the method flow includes the following steps: Step S101, providing a large map corresponding to the virtual scene on the graphical user interface; Step S102, responding to an area selection operation on the large map, determining a target area in the large map; Step S103, in response to the zoom ratio setting operation for the target area, establishing a mapping relationship between the target area and the target zoom ratio; Step S104: When it is detected that the controlled virtual object enters the target virtual scene corresponding to the target area, a small map of the virtual scene is displayed according to the target zoom ratio.

[0021] Through the method provided in this embodiment, players can customize the zoom ratio of the mini-map in different areas according to their usage habits, thus enhancing the game interaction experience. Since the system's built-in adaptive zoom cannot meet the different usage needs of all players at the same time, this solution enhances the personalization and richness of the game by allowing players to customize the mapping relationship between areas and zoom ratios. In addition, by establishing the mapping relationship between areas and zoom ratios and automatically applying the corresponding zoom effect when it is detected that the player character enters the corresponding area, this method reduces the steps of manual operation by players and effectively solves the problem of interaction efficiency in the display of computer game interfaces.

[0022] The above steps will be specifically described below.

[0023] In step S101, a large map corresponding to the virtual scene is provided in the graphical user interface.

[0024] Among them, the graphical user interface is the game screen interface displayed to players during the game operation. The graphical user interface is the medium for the game to interact with players, used to display the virtual scene, game characters, and various interactive controls, and receive the operation inputs of players.

[0025] In an optional embodiment, the graphical user interface is a two-dimensional or three-dimensional screen rendered based on a game engine, and it includes multiple parts such as the game main screen area, function button area, and status display area. For example, in an MMORPG game, the graphical user interface may include a central virtual scene display area, a player status bar at the top, a skill bar at the bottom, and a mini-map area in the upper right corner / upper left corner, etc. The graphical user interface can change dynamically according to the operations of players, displaying different game contents and interactive elements. For example, when a player opens the backpack, the interface will display the contents of the backpack; when a player enters the combat state, the interface will display combat-related information and controls.

[0026] In an optional embodiment, the graphical user interface adopts a hierarchical structure design, including a basic virtual scene layer, a UI control layer, and a pop-up layer, etc., so that different types of interface elements can be superimposed and displayed orderly. For example, when the large map is triggered to be displayed, it will cover the basic virtual scene in the form of a pop-up layer, but will not completely block the player's perception of the game world.

[0027] Specifically, the game system can respond to the trigger operation on the graphical user interface and display a large map corresponding to the virtual scene on the graphical user interface. Among them, the trigger operation is an interactive behavior performed by the player in the game interface to activate a specific function. The trigger operation is the way for the player to send instructions to the game system, used to start a certain function or switch the interface state.

[0028] In an optional implementation, the triggering operation can be an input behavior in the form of a click, long press, swipe, or combined keys, etc. For example, the player can trigger the function of displaying the complete large map by clicking on the mini-map icon in the upper right / lower left corner of the interface.

[0029] In an optional implementation, the triggering operation may need to meet specific game state conditions to take effect. For example, only when the player character is not in a combat state or a specific plot animation, clicking on the mini-map icon can successfully trigger the display of the large map.

[0030] Among them, the large map is a complete map view of the game world, showing the overall layout and geographical information of the game world. The large map is an important tool for players to understand the overall situation of the game world, providing more comprehensive and detailed geographical information than the mini-map. In an optional implementation, the large map shows the complete layout of the entire game world or the current area from a top-down perspective, including important elements such as terrain, buildings, roads, resource points, and mission points. For example, in an open-world game, the large map may show the terrain features of the entire continent, marking major geographical features such as towns, mountains, rivers, and forests.

[0031] In an optional implementation, the large map has interactive functions, allowing players to perform operations such as zooming, panning, marking, and querying. For example, players can adjust the display ratio of the map on the large map through a two-finger pinch gesture or the mouse wheel, and view different areas by dragging to move the perspective.

[0032] In an optional implementation, game elements such as the player's current position, mission objectives, interactive NPCs, and resource points are marked on the large map, and different icons and colors are used for distinction. For example, the player's position may be marked with a prominent arrow, the mission objective with a yellow exclamation mark, and the resource point with the icon of the corresponding resource.

[0033] When the player needs to view a broader geographical information in the virtual scene, the large map interface can be opened through a specific triggering operation. For example, in an MMORPG game, the player is exploring a forest area and wants to see which areas are not yet explored or find the nearest town. At this time, the player can click on the mini-map in the upper right / lower left corner of the interface, or press the "M" key on the keyboard to trigger the operation of displaying the large map. The system will then expand a complete map view that covers most of the screen, showing the layout of the entire game area to the player, including information such as towns, terrain features, resource points, and mission objectives. The player's current position is also marked on the large map to help the player determine their specific location in the game world, so as to plan the subsequent exploration route.

[0034] In step S102, in response to the area selection operation for the large map, determine the target area in the large map.

[0035] Among them, the area selection operation is an interactive behavior performed by the player on the large map to specify a specific area range. The area selection operation is a way for the player to clearly express to the game system the map area range that they want to focus on or operate on.

[0036] In an optional implementation manner, the area selection operation can adopt the form of box selection, that is, the player forms a rectangular selection box on the large map by holding and dragging the touch screen or the mouse, so as to specify the area range to be focused on. For example, the player can hold down the left mouse button and drag on the large map to form a rectangular selection box covering a town and its surrounding areas.

[0037] In an optional implementation manner, the area selection operation may need to enter a specific editing or selection mode before it can be executed. For example, the player needs to first click the "Edit" button in the large map interface to enter the box selection state before they can perform the area box selection operation on the map. This can avoid conflicts with the function of controlling the translation of the large map by dragging operations, that is, when the large map is in the non-editing state, holding and dragging the touch screen or the mouse is to control the translation of the large map, and when the large map is in the editing state, holding and dragging the touch screen or the mouse is to box select the map area. Therefore, in order to box select the map area, it is necessary to first trigger the large map to enter the editing state.

[0038] In an optional implementation manner, the area selection operation can provide real-time visual feedback, such as displaying information such as the area range, area size, or the number of key points included that is being selected. For example, when the player is performing box selection, a semi-transparent rectangular box will be displayed on the interface and will change in size as the mouse or finger moves.

[0039] In an optional implementation manner, the target area can also be determined according to the secondary or tertiary (or other levels) area affected by the area selection operation. For example, if the tertiary area corresponding to the area affected by the area selection operation is area A1, then the tertiary area A1 is used as the target area. And usually the geographical areas in the game are irregular in shape, so the target area selected for the large map can also be irregular in shape. And as long as the area affected by the area selection operation can determine the corresponding preset level area, the target area can be determined, and it is not necessary for the movement trajectory of the area selection operation to completely fit or contain the edge of the preset level area.

[0040] Among them, the target area is a specific geographical range selected by the player on the large map. The target area is the map area that the player has special attention needs for, and may contain important game elements or locations that the player often visits.

[0041] In an alternative embodiment, the target area can be a geographical range containing specific game elements, such as a resource-rich area, the periphery of a dungeon entrance, or a town with concentrated quests, etc. For example, a player can select a mountain area containing multiple ore collection points as the target area to obtain a clearer map view when collecting resources.

[0042] In an alternative embodiment, after the target area is determined, it will be marked on the large map with special visual effects, such as a highlighted border, filled with a special color, or adding an identifier, etc. For example, the selected target area may be covered with a semi-transparent green mask, clearly distinguishable from other unselected map areas.

[0043] In an alternative embodiment, the target area can be dynamically adjusted and updated according to different stages of the game content or different needs of the players. For example, after a player completes the exploration task in a specific area, they may choose a new unexplored area as the target area to obtain more detailed map information when entering this area.

[0044] In an actual virtual scenario, the area selection operation and the process of determining the target area are usually closely related. For example, in a large open-world game, a player discovers that a certain area has rich collection resources and hopes to view the details of this area more clearly during daily gameplay. The player first opens the large map, clicks the edit button in the lower right corner to enter the box selection state, then holds down the left mouse button (or finger touch point) on the resource-rich area and drags it to form a rectangular selection box covering the entire resource area. When the player releases the mouse button or finger, the system will determine the boxed area as the target area and mark it with a highlighted border or special color, indicating that the area has been selected and waiting for subsequent zoom ratio settings. At this time, relevant controls may appear on the interface, allowing the player to set a custom zoom ratio for this target area.

[0045] In step S103, in response to the zoom ratio setting operation for the target area, a mapping relationship between the target area and the target zoom ratio is established.

[0046] Among them, the zoom ratio setting operation is an interactive behavior for the player to adjust the display ratio of the small map of the target area. The zoom ratio setting operation is a key step for the player to customize the display effect of a specific map area in the small map, allowing the player to adjust the level of detail of the map according to their own needs.

[0047] In an alternative embodiment, the zoom ratio setting operation can be implemented through dedicated zoom controls, such as a slider, plus and minus buttons, or a numeric input box, etc. For example, a player can drag the zoom slider at the bottom of the interface to adjust the zoom ratio from 1.0x (i.e., 1 time) to 2.5x (i.e., 2.5 times), so that the small map shows more details.

[0048] In an optional embodiment, the operation of setting the zoom ratio may be accompanied by a real-time preview effect, enabling the player to intuitively see the display effect of the target area at different zoom ratios. For example, when the player drags the zoom slider, a preview window will be displayed in a corner of the interface, showing in real time the display effect of the mini-map at the current zoom ratio.

[0049] In an optional embodiment, the operation of setting the zoom ratio may include a confirmation step, requiring the player to perform a confirmation operation after being satisfied with the adjustment to officially apply the setting. For example, after adjusting the zoom ratio, the player needs to click the "Confirm" button or the "Save" icon in the interface to save the setting to the system.

[0050] Among them, the target zoom ratio is the mini-map display ratio value set by the player for the target area. The target zoom ratio determines the display size ratio of the mini-map when the player character enters the target area in the virtual scene, directly affecting the level of detail the player can observe in this area.

[0051] In an optional embodiment, the target zoom ratio can be any value within a numerical range, such as a floating-point number between 0.5x (reduced display) and 3.0x (enlarged display). For example, the player can set a zoom ratio of 2.0x for the town area, enabling the mini-map to display more details of the buildings and paths within the town. For different types of areas, different adjustable ranges of the zoom ratio can be set. For example, for areas with a resource amount greater than the first value, the adjustable range of the zoom ratio can be set to 1.0x to 3.0x, that is, the player can set the zoom ratio of this area between 1.0x and 3.0x; for areas with a resource amount greater than the second value and less than the first value, the adjustable range of the zoom ratio can be set to 1.0x to 2.0x, that is, the player can set the zoom ratio of this area between 1.0x and 3.0x.

[0052] In an optional embodiment, the adjustment granularity of the target zoom ratio can be set according to the game requirements, either as a few rough preset gears or as continuous precise values. For example, the system can provide multiple preset gears such as 0.5x, 1.0x, 1.5x, 2.0x, 2.5x, etc., or allow the player to precisely adjust to an intermediate value such as 1.75x through the slider.

[0053] In an optional embodiment, the target zoom ratio may have reasonable upper and lower limits to ensure the balance of the game experience and the aesthetics of the interface. For example, the system may limit the minimum zoom ratio to not be lower than 0.5x (to avoid the information being too blurred), and the maximum zoom ratio to not exceed 3.0x (to avoid the display range being too small).

[0054] Among them, the mapping relationship is a data structure that associates a target area with a corresponding target zoom ratio. The mapping relationship is the core mechanism for the system to record and apply player-defined settings, ensuring that the system can apply the correct zoom effect at the appropriate time.

[0055] In an optional implementation, the mapping relationship is stored in the form of key-value pairs, where the coordinate range of the target area serves as the key, and the corresponding target zoom ratio serves as the value. For example, the system can associate and store a coordinate range such as "X1:100,Y1:200,X2:300,Y2:400" with a zoom ratio value such as "2.0".

[0056] In an optional implementation, the mapping relationship can save multiple sets of corresponding relationships between areas and zoom ratios, forming a complete custom zoom configuration (i.e., a preset zoom configuration). For example, a player can set a 2.0x zoom for the town area, a 0.8x zoom for the open wilderness area, and a 1.5x zoom for the maze area, and the system will record these mapping relationships separately.

[0057] In an optional implementation, after the mapping relationship is determined, it is persistently saved to the player's personal settings and remains valid during subsequent gameplay or after re-login. For example, the zoom configuration set by the player is saved in the user configuration file and automatically loaded and applied when the game is logged in again.

[0058] In an actual application scenario, after the player completes the selection of the target area, the zoom ratio is usually set immediately. For example, in a role-playing game, after the player selects a complex city area as the target area, the system will display a zoom slider at the bottom of the interface. The player can adjust the zoom ratio by dragging the slider, and a preview window will appear in the upper left corner to display the effect of the area at the current zoom ratio in real time. When the slider is at the 1.0x position, the mini-map is displayed at the normal scale; when it slides to 2.0x, the details of the buildings and roads in the city area are clearer; when it slides to 2.5x, even the entrance of the store and the alley can be seen clearly. After the player adjusts to the satisfactory 2.0x zoom ratio and clicks the confirmation button in the lower right corner of the interface, the system will save the mapping relationship between this city area and the 2.0x zoom ratio to the player's personal zoom configuration. After that, when the player character enters this city area in the game world, the mini-map in the upper right corner will automatically apply the 2.0x zoom ratio to display more city details.

[0059] In step S104, when it is detected that the controlled virtual object enters the target virtual scene corresponding to the target area, the mini-map of the virtual scene is displayed according to the target zoom ratio.

[0060] Among them, the controlled virtual object is a character or entity controlled by the player in the game. The controlled virtual object is the player's agent in the game world and the main carrier for the player to interact with the game world.

[0061] Among them, the target virtual scene refers to the scene area in the virtual scene corresponding to the target area.

[0062] In an optional implementation, the controlled virtual object can be a game character created and manipulated by the player, with specific appearances, abilities, and attributes. For example, in a role-playing game, the controlled virtual object may be a professional character such as a mage, warrior, or archer, and the player controls its movement, combat, and interaction behaviors through a keyboard, mouse, or touch screen.

[0063] In an optional implementation, the controlled virtual object has clear position coordinates in the game world, and the system will track its position changes in real time to trigger corresponding game events or interface adjustments. For example, the system will continuously monitor the XYZ coordinates of the player character, and when the coordinate values fall within a specific area range, trigger corresponding zoom ratio adjustments.

[0064] In an optional implementation, the position of the controlled virtual object can be prominently marked on the large map and the mini-map to help the player understand their orientation in the game world. For example, the player character may be represented by an arrow icon on the map, and the direction of the arrow indicates the direction the character is facing.

[0065] Among them, the mini-map can be a simplified map view that is permanently displayed in the graphical user interface, usually located in the corner of the screen. The mini-map is an important tool for the player to quickly understand the surrounding environment and orientation of the controlled virtual object, providing instant geographical information reference without having to open the full large map. Of course, as another possible implementation, the mini-map can also be displayed on the graphical user interface when certain conditions are met. For example, when the character enters a complex terrain, or a highly dangerous area, or a relatively open geographical area, the mini-map is displayed on the graphical user interface.

[0066] In an optional implementation, the mini-map shows the area around the player character from a top-down perspective, including elements such as terrain, buildings, roads, NPCs, and other players. For example, the mini-map in the upper right corner may show the environment within 100 meters around the player character, using different colors and icons to mark different types of game elements.

[0067] In an optional implementation, the display range and detail level of the mini-map can be adjusted through the zoom ratio to meet the information needs in different situations. For example, in a town, a larger zoom ratio may be required to show more building details, while in the open wild, a smaller zoom ratio may be required to show a wider area.

[0068] In an optional embodiment, the minimap is updated in real time to reflect changes in the game world and the movement of the player character. For example, when the player character moves, the marker representing the player on the minimap moves accordingly, and the display of the surrounding environment is also updated.

[0069] During the actual game process, the system continuously monitors the position of the player character in the game world and compares it with the pre-set target areas. When it detects that the player character enters a target area with a pre-set zoom ratio, the system automatically adjusts the display effect of the minimap. For example, in an open-world game, the player previously set the zoom ratio of area A (a town) to 2.0x and the zoom ratio of area B (the wilderness) to 0.8x. When the player character enters area A from area B, the system detects this position change and smoothly transitions the zoom ratio of the minimap in the upper right corner from 0.8x to 2.0x. In this way, the originally displayed vast wilderness view on the minimap gradually changes to a more detailed view of the town's streets, allowing the player to more clearly see the buildings, shops, and NPC distributions within the town. This automatic adjustment does not require manual operation by the player, providing a smooth and personalized map experience.

[0070] In summary, the map display method provided by the embodiments of the present disclosure provides a large map corresponding to a virtual scene on a graphical user interface; responds to an area selection operation on the large map to determine a target area in the large map; responds to a zoom ratio setting operation on the target area to establish a mapping relationship between the target area and the target zoom ratio; when it detects that a controlled virtual object enters the target virtual scene corresponding to the target area, displays a minimap of the virtual scene according to the target zoom ratio. Through the method provided by this embodiment, players can customize the display zoom ratio of different areas of the game map according to their own needs, so that during the game, the minimap can be automatically displayed at the configured zoom ratio according to the location of the controlled virtual object, thereby providing a more personalized information interface for players. Therefore, the present disclosure improves the game interaction experience, enabling players to customize the map display method according to regional characteristics and personal habits without manual repeated adjustment; at the same time, it improves the richness of the game, provides players with more map operation options and exploration possibilities, increasing the playability and differentiated experience of the game. In addition, this on-demand customized zoom mechanism avoids the resource consumption of the system for default calculation of zoom parameters for each scene area, effectively solving the problem of computer resource utilization efficiency.

[0071] The game display method of this embodiment can be applied to various types of virtual scenarios, especially large world exploration games and MMORPG games. In a specific application scenario, a player is playing a large open-world role-playing game, which includes diverse terrain areas such as forests, mountains, caves, and coasts. Due to the different environmental complexities and exploration requirements of different areas, the player hopes to customize the display effect of the mini-map of these areas according to their own habits.

[0072] When the player discovers a mountainous area rich in mineral resources in the game, they hope that the mini-map will be automatically enlarged when entering this area in the future, so as to more clearly see the positions of various ore points. The player first clicks on the mini-map in the upper right corner of the interface to trigger the display of the complete game world map. As Figure 2 shown, the large map covers the main game screen and shows the geographical layout of the entire game world.

[0073] In the large map interface, the player clicks on the edit button (edit control) in the lower right corner to put the large map into the box selection state. At this time, the touch point will become a special selection icon, indicating that the player can perform area box selection. The player holds down and drags on the mountainous area rich in resources to form a selection box that covers the entire mountainous area. When the player releases their finger, the selected area will be marked with a highlighted border or a special color, indicating that this area has been selected as the target area.

[0074] Subsequently, a zoom ratio adjustment slider (i.e., zoom control) appears at the bottom of the interface, with its initial position at 1.0x (standard zoom), as shown in Figure 3 shown. At the same time, a floating layer with the same style as the target area is generated above the target area, serving as the first preview interface, which is used to represent the target area selected by the player. A preview window for simulating the mini-map can appear in the upper left corner of the interface, serving as the second preview interface. The content displayed in the second preview interface corresponds to the box-selected mountainous area and shows the display effect of the mini-map of this mountainous area at the current zoom ratio. The player drags the slider to the right and adjusts the zoom ratio to 2.5x. The second preview window is updated in real time to show the mountainous area at a zoom ratio of 2.5x. At this zoom ratio, the terrain contour of the mountainous area is clearer, and the positions of various ore points are also more obvious.

[0075] After the player is satisfied with the adjustment result, they click on the confirmation button (a tick icon) in the lower right corner of the interface. The system saves the mapping relationship between this mountainous area and the 2.5x zoom ratio into the player's personal settings and adds a special mark to this area on the large map, indicating that the custom zoom ratio has been set for this area.

[0076] A few days later, when the player character is exploring the game world and accidentally approaches the mineral-rich mountainous area where the zoom ratio was previously set, the system detects that the player character is about to enter the target area. See Figure 4 As shown, when the distance between the player character and the regional boundary is less than the preset threshold, the mini-map in the upper left corner of the interface starts a gradual zoom animation. Within about 0.5 seconds, the zoom ratio of the mini-map smoothly transitions from the standard 1.0x to the preset 2.5x.

[0077] As the zoom ratio of the mini-map increases, the terrain details and ore point locations within the mountainous area on the mini-map become more clearly visible. Players can easily identify the locations of each ore point and plan the most efficient collection route without manually adjusting the mini-map or frequently opening the large map to view. When the player character leaves this mountainous area and enters an area where no custom zoom ratio is set, the mini-map smoothly returns to the default zoom ratio.

[0078] In this way, players can set personalized mini-map zoom effects for different regions in the game world, optimize the map display according to the characteristics of each region and their own needs, and greatly enhance the game's interaction experience and exploration efficiency.

[0079] As a possible implementation, in the map display method provided by the present disclosure, before displaying the mini-map of the virtual scene according to the target zoom ratio, the method further includes: displaying the mini-map of the virtual scene at a preset zoom ratio. The game system can pre-configure the zoom ratio for the mini-map, which can be the zoom ratio relative to the game's large map, and can be 1x, or 1.2x, or 0.8x. Therefore, under normal circumstances, the mini-map displayed on the graphical user interface is displayed at the preset zoom ratio pre-configured by the system. When the user configures a custom zoom ratio for the target area, this zoom ratio can refer to the zoom ratio relative to the mini-map already configured by the system. After the user completes the setting of the zoom ratio for the target area, when the controlled virtual object is in a scene area outside the target virtual scene, the mini-map is still displayed at the preset zoom ratio, and when the controlled virtual object is in the target virtual scene, the mini-map is displayed at the user-defined target zoom ratio. Here, the target area refers to the area configured with a custom zoom ratio.

[0080] Further, the map display method provided by the embodiments of the present disclosure further includes: in response to the controlled virtual object leaving the target virtual scene corresponding to the target area, controlling the mini-map of the virtual scene to resume to a preset zoom ratio. The controlled virtual object leaving the target virtual scene corresponding to the target area mentioned here means that the controlled virtual object leaves the area configured with a custom zoom ratio and enters an area without a configured custom zoom ratio. Therefore, when the controlled virtual object enters a scene area without any configured custom zoom ratio, the mini-map automatically resumes its original display style, that is, the mini-map is displayed at the system default zoom ratio.

[0081] In a map display method provided by an embodiment of the present application, establishing a mapping relationship between the target area and the target zoom ratio in response to a zoom ratio setting operation for the target area includes: Step S1011, in response to an adjustment operation for a zoom control in the graphical user interface, determining the target zoom ratio of the target area; Step S1012, in response to a confirmation operation, saving the mapping relationship between the target area and the target zoom ratio to a preset zoom configuration.

[0082] Through the method provided by this embodiment, players can customize the display ratio of the mini-map in different areas of the virtual scene according to their personal preferences, effectively solving the problem in the prior art that the adaptive zoom of the mini-map cannot meet the usage habits of different players, improving the interaction experience of the game, enhancing the personalized customization ability of the game. At the same time, by saving the mapping relationship to the preset zoom configuration, the system can automatically remember the player's preference settings, reducing repeated operations and optimizing the game operation process.

[0083] The above solution will be specifically described below.

[0084] In step S1011, in response to an adjustment operation for a zoom control in the graphical user interface, determining the target zoom ratio of the target area.

[0085] Among them, the zoom control is an interactive element in the game interface for adjusting the view display ratio. The zoom control can adjust the zoom ratio through click operations, swipe operations, long-press operations, and / or other operations. For example, the zoom ratio of the target area is set by swiping the zoom progress bar.

[0086] In an optional embodiment, the zoom control can be a ratio regulator presented in the form of a progress bar, through which players can intuitively adjust the display ratio of the target area. For example, after the player selects the target area by drawing a box around it, the system displays a horizontal slider at the bottom or side of the game interface. The left end of the slider represents the minimum zoom ratio (such as 0.5 times), and the right end represents the maximum zoom ratio (such as 2.0 times). Players can select an appropriate zoom ratio by dragging the slider to different positions.

[0087] In an optional embodiment, the zoom control can also be a combination of a numeric input box and plus / minus buttons, allowing players to precisely set the zoom value. For example, the system can provide a numeric input area where players can directly enter the desired zoom ratio value (such as 1.5), or adjust the zoom ratio by fixed increments (such as 0.1) using the "+" and "-" buttons beside it, thereby achieving more precise zoom control of the target area.

[0088] In an optional embodiment, the zoom control can be a set of shortcut buttons for preset zoom levels, providing convenience for players to make quick selections. For example, the system can provide three shortcut buttons, "Small", "Medium", and "Large", on the game interface, corresponding to zoom ratios of 0.8 times, 1.0 times, and 1.5 times respectively. Players can quickly apply the corresponding zoom settings by simply clicking the corresponding button, without the need for precise adjustment, which improves the operation efficiency.

[0089] In a specific application, after the player selects a resource-rich area on the large map by drawing a box around it, the system displays a zoom adjustment interface, and a zoom progress bar is presented at the bottom of the interface. According to the level of detail of the resource points that the player hopes to see, the player drags the progress bar from the default position to the 1.8 - times position to the right. At this time, the system calculates and determines in real time that the zoom ratio of the target area is 1.8 times. Meanwhile, the preview window in the upper - left corner of the interface is also updated in real time, showing the effect of the small map after zooming by 1.8 times, enabling the player to intuitively understand how the small map will display the resource distribution of the target area under this setting.

[0090] In step S1012, in response to the confirmation operation, the mapping relationship between the target area and the target zoom ratio is saved to the preset zoom configuration.

[0091] Among them, the confirmation operation refers to the interactive behavior that triggers the system to save the settings after the player completes the zoom ratio setting. The confirmation operation can be achieved through click operations, swipe operations, long - press operations, and / or other operations. For example, the "Confirm" button is triggered through a click operation to complete the saving of the settings.

[0092] In an alternative embodiment, the confirmation operation can be to click a specially designed confirmation control, which is used to clearly inform the system to save the current settings. For example, after the zoom ratio adjustment is completed, the system displays a green check mark button in the lower right corner of the interface. After the player clicks this button, the system saves the mapping relationship between the target area and the set zoom ratio into the preset zoom configuration and gives a feedback prompt indicating successful saving.

[0093] In an alternative embodiment, the confirmation operation can also be designed in an automatic trigger mode to reduce the player's operation steps. For example, when the player adjusts the zoom ratio and keeps the setting unchanged for a predetermined duration (such as 3 seconds), the system automatically considers that the player has confirmed the setting, automatically saves the mapping relationship to the preset zoom configuration, and briefly displays a prompt message "Settings Saved" on the screen, improving the operation efficiency.

[0094] In a specific application, after the player adjusts the zoom ratio of the target area, a green confirmation button (presented as a check mark icon) is displayed in the lower right corner of the system interface. After the player clicks this confirmation button, the system immediately stores the mapping relationship between this area (such as the "Ore Valley" area in the game) and the 1.8-fold zoom ratio set by the player into the preset zoom configuration database of the game. After the storage is completed, the system briefly displays a prompt "Area Zoom Settings Saved" in the center of the screen and automatically closes the editing interface and returns to the virtual scene. Thereafter, when the player's character enters the "Ore Valley" area, the mini-map will automatically apply a 1.8-fold zoom ratio display, enabling the player to more clearly see the resource distribution in this area.

[0095] In a specific application of this embodiment, when the player is exploring the large open-world game "Resource Hunter", it is found that the resource distribution in an area called "Gem Canyon" is dense but the details are not easily distinguishable. By clicking on the mini-map, the player enters the large map view and frames this area. The system then displays a zoom control interface, which includes a horizontal slider marked with scales from 0.5 to 2.0. The player drags the slider to the position of 1.7, and at the same time, the preview window in the upper left corner of the interface is updated in real time, showing the effect of the mini-map at this zoom ratio - the icons of the gem resource points become clearer and more distinguishable. After being satisfied with the effect, the player clicks the confirmation button in the lower right corner of the interface, and the system immediately saves the mapping relationship between the "Gem Canyon" area and the 1.7-fold zoom ratio into the preset configuration of the game. Thereafter, whenever the player's character enters the "Gem Canyon" area to explore, the mini-map will automatically apply a 1.7-fold zoom, enabling the player to more accurately locate and plan the gem collection route, greatly improving the resource collection efficiency.

[0096] In a map display method provided by an embodiment of the present application, an edit control is included in the large map; the method further includes: in response to a trigger operation on the edit control, controlling the large map to enter a box selection state; wherein, in response to a region selection operation on the large map, determining a target region in the large map includes: in the box selection state, in response to a region box selection operation on the large map, determining the target region in the large map. In this way, by setting a dedicated edit control and box selection state, the browsing mode and editing mode of the map can be clearly distinguished, avoiding misoperations and improving the user editing experience at the same time.

[0097] The above solution will be specifically described below.

[0098] Among them, the edit control is an interactive element used to activate or trigger the map editing function in the game interface, which can be a button, an icon or other interactive interface components. The edit control can be triggered by click operations, swipe operations, long press operations, and / or other operations. For example, a player can trigger the edit control by a click operation.

[0099] In an optional implementation manner, the edit control can be a set of function buttons, including options for various editing operations such as box selection, erasing, and undoing, to meet the needs of players for diverse editing of the map. For example, when a player opens the large map, a toolbar will appear at the edge of the interface, which contains multiple edit-related controls. The player can select the corresponding editing function according to their own needs, such as selecting the box selection control to frame a specific area, or selecting the erasing control to clear the previous custom settings.

[0100] Among them, the trigger operation of the edit control refers to the activation or startup operation performed by the player on the edit control, which is usually an interactive behavior through a user input device. The trigger operation of the edit control can be achieved by click operations, swipe operations, long press operations, and / or other operations. For example, a player can trigger the edit control by a click operation to make the large map enter the box selection state.

[0101] In a specific application, when a player explores the world map and finds a resource-rich area that needs to be frequently viewed in detail. After the player opens the large map interface of the game, an edit button with a pencil icon is seen in the lower right corner of the interface. After the player clicks this button, the color of the button changes from gray to bright blue, and at the same time, the shape of the mouse pointer changes from an ordinary arrow to a cross cursor, and a prompt text "Entered box selection mode, please box select the area that needs to be customized on the map" appears at the top of the interface. These visual changes clearly inform the player that the box selection state has been entered and the area selection operation can be started.

[0102] Among them, the box selection state refers to a special interaction mode entered by the large map, which allows players to define and select specific areas on the map through box selection operations. The box selection state can be triggered by click operations, swipe operations, long-press operations, and / or other operations. For example, players can perform area box selection on the large map through click-and-drag operations.

[0103] In an optional implementation, in the box selection state, the system will temporarily disable or restrict other operation functions unrelated to box selection to ensure that players can focus on the area selection task and avoid misoperations. For example, in the box selection state, conventional operations such as map panning and rotation may be temporarily locked, and players' touch or click operations will be specifically interpreted as box selection intentions until the box selection is completed or the player actively cancels the box selection state. This design can improve the accuracy of box selection operations and the user experience.

[0104] In an optional implementation, the box selection state can provide multiple box selection methods, such as rectangular box selection, circular box selection, or free-form box selection, to meet the precise selection needs in different scenarios. For example, players can choose the most suitable box selection method according to the terrain characteristics of the game area. For instance, rectangular box selection can be used in regular urban areas, and free-form box selection can be used in irregular mountainous terrains. This flexibility enables players to more precisely define the map areas of interest. Another example is that in a game with complex terrain, the system may allow players to form a polygon selection area by continuously clicking multiple points to more precisely box out an irregularly shaped mountain range or river area, improving the accuracy and practicality of customization.

[0105] In an optional implementation, the area box selection operation generally adopts an "press-drag-release" interaction mode. Players first press on a starting point on the large map, then drag to the target position and release. The system will form a rectangular or other shaped selection area based on these two points. For example, on a touch screen device, players can hold a point on the large map with their finger and then lift their finger after dragging to another position. The system will automatically calculate the rectangular area formed by these two points and mark it as the target area selected by the player.

[0106] As a possible implementation, the map display method provided by the embodiments of the present disclosure further includes: in response to the end of the area box selection operation, a zoom control is displayed in the graphical user interface, and this zoom control is used to set the zoom ratio of the target area. In this way, the system can immediately provide a zoom adjustment tool after the player completes the area selection, forming a coherent operation process, reducing the time for players to search for relevant controls, and improving the setting efficiency.

[0107] Optionally, the end of the area selection operation refers to the moment when the player completes the selection process of the target area and releases the operation device (such as releasing the mouse button or lifting the finger on the touch screen). By monitoring this change in the operation state, the system identifies that the player has determined the map area for which they want to customize the zoom ratio.

[0108] Optionally, the process of displaying the zoom control in the graphical user interface is a dynamic interface update behavior, usually accompanied by smooth visual effects. The zoom control may appear in animated ways such as fading in, sliding, or expanding, attracting the player's attention and guiding subsequent operations. The position where the control appears may be at the bottom of the screen, on the side, or at an appropriate position adjacent to the selected area. When the zoom control appears, the system may temporarily adjust the layout or transparency of other interface elements to ensure that the player's attention is focused on the current task.

[0109] Optionally, the process of setting the zoom ratio is designed as a real-time feedback mechanism. When the player adjusts the zoom control, the system immediately displays the adjustment effect, enabling the player to intuitively understand the visual presentation differences of different zoom values. This instant preview may be achieved by displaying a thumbnail window in the interface, and the content of the window is dynamically updated according to the currently selected zoom ratio, showing the actual effect of the mini-map at that ratio. The preview window may simulate the mini-map interface during game operation, including elements such as the player character position marker, the surrounding environment, and interactable objects, providing a reference for the real usage scenario. The real-time preview function allows the player to make multiple adjustments and comparisons before confirming the settings, find the zoom value that best suits their personal preferences, and reduce the need for later modification.

[0110] As a possible implementation, in the map display method provided by the present disclosure, after determining the target area in the large map, the method may further include: generating a first preview interface on the graphical user interface, and the first preview interface is used to represent the selected target area. In this way, the player can intuitively see the selected area range during the setting process, avoid incorrect selection, improve the operation efficiency and accuracy, and at the same time enhance the intuitiveness and friendliness of the interaction experience.

[0111] Optionally, the first preview interface refers to the visual elements generated by the system on the graphical user interface after the player completes the selection of the target area. This preview interface usually intuitively marks the range of the selected target area by means of highlighting, contour outlining, color overlay, or semi-transparent mask, etc. The core function of the first preview interface is to provide visual feedback to the player to confirm the accuracy and range of their selection. When the player determines the target area on the large map by means of area selection or clicking, etc., the system immediately generates this preview interface, making the area selection result clearly visible. The player can judge whether the selection meets the expectations based on this, and can cancel the selection and re-operate if necessary, so as to ensure the accuracy of the final setting.

[0112] Optionally, the first preview interface can additionally display relevant information about the selected area, such as the area name (if named by the system), the area size, the number of main locations or resource points within the area, etc. These additional information helps players understand the characteristics of the selected area more comprehensively, facilitating more accurate decisions on the zoom ratio setting. The information display can be in the form of floating labels, side panels, or bottom status bars, and can be flexibly arranged according to the overall layout and design style of the game interface. When displaying this information, the system should consider the importance and relevance of the information to avoid displaying too much irrelevant information, which may cause interface chaos and affect the user experience.

[0113] As a possible implementation, in the map display method provided by the present disclosure, after determining the target area in the large map, the method further includes: generating a second preview interface on the graphical user interface, where the second preview interface is used to display the effect of the small map according to the currently set zoom ratio, and the area currently displayed on the second preview interface corresponds to the target area. In this way, through the real-time display of the second preview interface, players can intuitively understand the impact of the set zoom ratio on the display effect of the small map, thereby more accurately adjusting the zoom parameters and improving the user experience.

[0114] Optionally, the second preview interface can be set in the upper left corner or other prominent positions of the graphical user interface so that players can observe the preview effect while adjusting the zoom ratio. The preview interface maintains the same style and elements as the small map actually used in the game, including terrain, buildings, resource points, mission markers, etc., enabling players to truly preview the effect of the adjusted small map. The size of the preview interface can be the same as that of the small map in the actual game, so that players can obtain a completely realistic visual experience and intuitively judge whether the selected zoom ratio conforms to their gaming habits, thereby making more accurate adjustment decisions.

[0115] Optionally, the content displayed in the second preview interface changes with the different selected target areas, always maintaining the corresponding relationship with the selected target area. When players select different target areas on the large map, the second preview interface will be automatically updated to display the effect of the currently selected area according to the set zoom ratio. This corresponding relationship ensures that players can set different zoom parameters for different areas in the game world, fully meeting the requirements of various virtual scenarios. For example, inside the town, players may hope to see more details on the small map; while in the wilderness area, players may be more concerned about the overall terrain trend. Through the second preview interface, players can quickly verify whether their settings have achieved the expected effect.

[0116] Optionally, the second preview interface can also clearly identify the boundaries of the target area on the mini - map through visual elements such as highlighting or special borders, helping players understand which specific ranges the currently set zoom ratio will be applied to. Such visual cues are especially valuable for larger or complex - shaped target areas, ensuring that players accurately understand the scope of their settings. When the target area is adjacent to other areas where the zoom ratio has already been set, the preview interface can also display the boundaries of these adjacent areas through different colors or markings, helping players avoid creating conflicting settings and keeping the entire mini - map system coherent and consistent.

[0117] Optionally, the second preview interface simulates the display effect of the mini - map when the player enters the target area in the actual game, including information such as the position indication of the player character on the mini - map, the field of view range, and the orientation. This simulation can help players more comprehensively evaluate the practicality of the zoom settings, taking into account the dynamic factors during the actual game process. For example, players can judge whether they can see far - enough locations and clear enough details at a specific zoom ratio, and whether they can conveniently plan routes or search for targets through the mini - map. This comprehensive preview function enables players to make more informed setting decisions and optimize their gaming experience.

[0118] As a possible implementation manner, in the embodiments of the present disclosure, the zoom control is a zoom progress bar, and the aforementioned adjustment operation includes: a sliding operation to control the zoom progress bar to move to a position corresponding to the target zoom ratio. In this way, through an intuitive sliding operation, players can quickly and accurately adjust the map zoom ratio without cumbersome numerical input, greatly improving the operation efficiency and user experience.

[0119] Optionally, the zoom progress bar can be designed to be horizontally placed in the lower area of the graphical user interface, and the minimum zoom ratio and the maximum zoom ratio values or percentages are marked at the left and right ends of the progress bar respectively. The progress bar can be equipped with a numerical display box for the current zoom ratio. As the player drags the slider, the number in the numerical display box will be updated in real - time, providing players with an accurate numerical reference and making the zoom adjustment more accurate. This design enables players to directly select the required accurate zoom ratio without repeated attempts.

[0120] As a possible implementation manner, the aforementioned preset zoom configuration includes the mapping relationship between multiple target areas and their corresponding target zoom ratios. In this way, by storing the mapping relationship between multiple target areas and their corresponding target zoom ratios in the preset zoom configuration, the system can flexibly adjust the mini - map display effect according to the player's needs in different areas, enhancing the personalization level of the gaming experience.

[0121] Optionally, as a data storage structure, the preset zoom configuration can be designed to support the storage of mapping relationships for multiple target regions. This configuration can be stored in the form of key-value pairs, where the key is the coordinate range data of the target region and the value is the corresponding target zoom ratio. When the system is actually implemented, the preset zoom configuration can be saved as a configuration file on the local game client or on the game server to achieve cross-device configuration synchronization. When the player completes the zoom ratio setting for a region and confirms it, the system will add or update the coordinate range information of the region (such as the upper left and lower right coordinate points of a rectangular region) and the set zoom ratio value as a set of data to the preset zoom configuration to achieve persistent storage of the configuration.

[0122] Optionally, in the preset zoom configuration, the system can assign a unique identifier to each target region for easy retrieval and management. When the player moves in the virtual scene, the system will calculate the current position of the controlled virtual object in real time and query whether there is a target region in the preset zoom configuration that contains this position. The query process can use efficient algorithms such as spatial indexing to ensure good performance even in the case of a large number of region configurations. If a matching target region is found, the system will apply the corresponding zoom ratio; if the same position matches multiple overlapping target regions, the system can use priority rules (such as the last-set region first) or specific conflict resolution strategies to determine the final applied zoom ratio.

[0123] Optionally, the preset zoom configuration supports flexible definition of the region range. The player can select an area of any shape, and the system will convert it into an appropriate mathematical representation (such as a polygon, a circle, etc.) and store it in the configuration. For complex terrain regions that are frequently explored, the player can accurately divide multiple adjacent or nested target regions and set different zoom ratios for each region to adapt to the terrain characteristics and exploration needs of the region. For example, in a complex region with both open areas and narrow passages, the player can set a smaller zoom ratio for the open area to obtain an overall view, and set a larger zoom ratio for the narrow passage part to view the details.

[0124] As a possible implementation method, the foregoing confirmation operation is an operation on the confirmation control displayed in the large map. In this way, by displaying the confirmation control in the large map and responding to the operation on the confirmation control, the user can conveniently complete the confirmation and saving of the mapping relationship between the target region and the target zoom ratio, improving the interaction efficiency and user experience of the map zoom setting.

[0125] Optionally, the confirmation control can be set as a tick icon button in the lower right corner of the large map interface. After the player completes the selection of the target area and adjusts the zoom ratio, clicking on this tick icon button can trigger the confirmation operation, and the system will immediately save the mapping relationship between the currently set target area and the target zoom ratio to the preset zoom configuration.

[0126] Optionally, the confirmation control can also form a set of operation buttons with the editing control. When the player enters the selection state by clicking on the editing control, the confirmation control will appear on the interface after the player completes the selection operation and the zoom ratio setting, forming a complete operation process. This design enables the player to feel clear guidance when performing a series of related operations, avoiding confusion during the operation process, and ensuring that the player can smoothly complete the entire process from selecting the target area, setting the zoom ratio to confirmation and saving.

[0127] Optionally, after the confirmation operation is completed, the game system can provide additional marking and note functions for the set target area. The player can add custom names (such as "resource-rich area", "dangerous area") and note information to the confirmed area, which is convenient for future identification and management. These names and notes can be displayed in an appropriate form on the large map and the small map, helping the player quickly find the areas with specific functions, enhancing the personalization and practicality of the game map, and meeting the diverse needs of different players.

[0128] As a possible implementation manner, the map display method provided by the present disclosure further includes: adding a region identifier to the target area in the large map. In this way, by adding an obvious region identifier to the target area with the set zoom ratio, the player can intuitively identify which areas have been set with a custom zoom ratio, facilitating the player to memorize, identify and manage these areas, and improving the convenience and efficiency of map use.

[0129] Optionally, the region identifier can be in the form of a contour line, and a line with a specific color or style, such as an orange dashed line, a blue solid line, etc., can be drawn at the boundary of the target area, so that the target area is visually clearly distinguished from other areas. This contour line can maintain a certain transparency, avoiding blocking important information on the large map, while clearly marking the range of the area with the set zoom ratio. When browsing the large map, the player can quickly identify which areas have been custom-set through these contour lines, facilitating the player to review and manage their previous settings, without having to repeatedly try to find the areas that have been set, effectively improving the efficiency of map management and the user experience.

[0130] Optionally, the area identifier can also adopt the method of area coloring, covering a semi-transparent color layer on the target area, and different target areas can be distinguished by different colors. For example, the area with the zoom magnification set can be represented by warm colors (such as orange, yellow, etc.), and the area with the reduction magnification set can be represented by cold colors (such as blue, green, etc.). This color coding method can help players intuitively understand the setting types of different areas and quickly distinguish the setting situations of multiple target areas. At the same time, the semi-transparent coloring ensures that the information of the large map itself will not be completely blocked, and players can still see the important elements on the map, achieving a good balance between distinguishability and readability.

[0131] Optionally, the area identifier can include a digital label or text prompt to display the zoom magnification value set for the area within or near the target area, such as "1.5x", "2.0x", etc., so that players can directly understand the specific zoom level set for the area. These digital labels can automatically adjust their size and display method according to the zoom level of the map to ensure that they can be clearly recognized in any map zoom state. When the mouse hovers over the identified area, more detailed setting information, such as the setting time, coverage area, etc., can also be displayed, providing players with complete area setting information, enhancing the transparency and accuracy of map management, and helping players make more informed map usage decisions.

[0132] Optionally, the area identifier can support classification management, allowing players to set different types of identifiers for target areas with different purposes. For example, players can mark the areas for resource collection as one category and the combat areas as another category, each using a different style of area identifier. The system can provide multiple preset identifier styles for players to choose from, such as border styles, filling styles, icon styles, etc., and players can select the most suitable identifier style according to their personal preferences and the purpose of the area. This classification identification system enables players to clearly distinguish target areas with different purposes at a glance, effectively organize and manage a large number of custom settings, improve the organization and efficiency of map usage, and is especially suitable for the needs of long-term games and large-world exploration games.

[0133] Optionally, the area identifier can be combined with the map layer system, allowing players to control the display and hiding of the identifier. Players can choose whether to display all area identifiers or selectively display certain types of identifiers through the layer switch on the map interface.

[0134] As a possible implementation method, the display characteristics of the area identifier are related to the corresponding target zoom magnification. In this way, players can intuitively understand the zoom magnification set for the area through the display characteristics of the area identifier, improving the information transmission efficiency and user experience of the game interface.

[0135] Optionally, the display characteristics of the area identifier may include at least one of the following: color characteristic, transparency characteristic, shape characteristic, pattern characteristic, border style characteristic, size characteristic, dynamic effect characteristic.

[0136] As a possible implementation, when it is detected that the controlled virtual object enters the position corresponding to the target area in the virtual scene, displaying the mini - map of the virtual scene according to the target zoom ratio includes: detecting the distance between the controlled virtual character and the boundary of the target scene area corresponding to the target area in the virtual scene; when the distance is less than a preset threshold, starting a gradient zoom animation of the mini - map to transition the current zoom ratio of the mini - map to the target zoom ratio within a preset time period. In this way, through the gradient zoom animation, the zoom change of the mini - map can be made smoother and more natural, avoiding abrupt visual jumps and improving the fluency and comfort of the game experience.

[0137] Optionally, various distance calculation methods can be used to detect the distance between the controlled virtual character and the boundary of the target scene area. For example, the straight - line distance between the current coordinate point of the controlled virtual character and the nearest point on the boundary of the target scene area can be calculated. Or the sum of the distances of the controlled virtual character in the horizontal and vertical directions from the boundary can be calculated.

[0138] As a possible implementation, providing a large map corresponding to the virtual scene on the graphical user interface includes: responding to a trigger operation on the mini - map in the graphical user interface and switching the mini - map to the large map of the virtual scene. In this way, players can conveniently switch from the mini - map view to the large - map view through simple operations, and then can perform further operations on the large map, improving the operation efficiency of map viewing and area selection.

[0139] As another possible implementation, providing a large map corresponding to the virtual scene on the graphical user interface may also include: responding to a trigger operation on the mini - map in the graphical user interface and generating a window in the graphical user interface, where the window is used to display the large map corresponding to the virtual scene. That is, when the large map is displayed, the mini - map can continue to be retained. The large map can be closed through an independent close operation, and the mini - map continues to be displayed.

[0140] Optionally, the mini - map in the graphical user interface is usually displayed at a specific position in the game interface, such as the upper right corner or the upper left corner, so that players can view the surrounding environment and their own positions at any time during the game. When players need to view a larger - scale virtual scene or perform area selection operations, they can directly trigger the mini - map to switch from the mini - map to the large - map, without going through complex menu operations or multiple clicks, which simplifies the user operation process. This triggering operation can be clicking on the mini - map, long - pressing on the mini - map, or performing specific gesture operations on the mini - map. The system will recognize these operations and expand the currently displayed mini - map into a large - map view that covers the entire or most of the game interface, enabling players to see a broader game world and more map details.

[0141] As a possible implementation, the method of the present disclosure further includes: in response to a close operation on the large - map, switching the large - map to the mini - map. In this way, after completing the viewing and editing operations of the large - map, players can conveniently return to the mini - map display state of the game main interface, improving the coherence of the game interface operation and the user experience.

[0142] Optionally, the close operation can be implemented through various interaction methods, including but not limited to clicking on a specially set close button on the large - map interface, clicking on an area outside the large - map interface, using preset gesture operations (such as two - finger pinching, swiping down), using keyboard shortcuts (such as the ESC key or other custom keys), etc. By providing multiple interaction methods for closing the large - map, the system can adapt to different players' operation habits, enhance the interaction flexibility of the game, and at the same time reduce the learning cost, enabling players to choose the most comfortable operation method according to their own habits to complete the switching process from the large - map to the mini - map.

[0143] Based on the above - mentioned method embodiments, the present disclosure embodiments also provide a display device for a game, which provides a graphical user interface through a terminal. The content displayed on the graphical user interface includes at least part of the virtual scene, and the virtual scene includes a controlled virtual object. Refer to Figure 5 and this device includes the following modules: The first display module 51 is used to provide a large - map corresponding to the virtual scene on the graphical user interface.

[0144] The determination module 52 is used to determine the target area in the large - map in response to an area selection operation on the large - map.

[0145] The setting module 53 is used to establish a mapping relationship between the target area and the target zoom ratio in response to a zoom - ratio setting operation on the target area.

[0146] The second display module 54 is used to display the mini - map of the virtual scene according to the target zoom ratio when it detects that the controlled virtual object enters the target virtual scene corresponding to the target area.

[0147] The above device provides a large map corresponding to a virtual scene in a graphical user interface; in response to an area selection operation on the large map, a target area in the large map is determined; in response to a zoom ratio setting operation for the target area, a mapping relationship between the target area and the target zoom ratio is established; when it is detected that a controlled virtual object enters the target virtual scene corresponding to the target area, a mini-map of the virtual scene is displayed according to the target zoom ratio. Through the device provided by this embodiment, players can customize the display zoom ratio of different areas of the game map according to their own needs, so that during the game, a mini-map can be automatically displayed at the configured zoom ratio according to the location of the controlled virtual object, thereby providing a more personalized information interface for players. Therefore, the present disclosure improves the game interaction experience, enabling players to customize the map display mode according to area characteristics and personal habits without manually adjusting repeatedly; at the same time, it improves the richness of the game, provides players with more map operation options and exploration possibilities, and increases the playability and differentiated experience of the game. In addition, this on-demand customized zoom mechanism avoids the resource consumption of the system for default calculation of zoom parameters for each scene area, and effectively solves the problem of computer resource utilization efficiency.

[0148] As a possible real-time manner, the above second display module 54 is further configured to: before displaying the mini-map of the virtual scene according to the target zoom ratio, display the mini-map of the virtual scene at a preset zoom ratio.

[0149] As a possible real-time manner, the above second display module 54 is further configured to: in response to the controlled virtual object leaving the target virtual scene corresponding to the target area, control the mini-map of the virtual scene to return to the preset zoom ratio.

[0150] As a possible implementation manner, the above setting module 53 is specifically configured to: in response to an adjustment operation on a zoom control in the graphical user interface, determine the target zoom ratio of the target area; in response to a confirmation operation, save the mapping relationship between the target area and the target zoom ratio to a preset zoom configuration.

[0151] As a possible implementation manner, the above large map includes an editing control, and the device further includes a control module, and the control module is specifically configured to: in response to a trigger operation on the editing control, control the large map to enter a box selection state; the above determination module 52 is specifically configured to: in the box selection state, in response to an area box selection operation on the large map, determine the target area in the large map.

[0152] As a possible implementation manner, the above second display module 54 is further configured to: in response to the end of the area box selection operation, display a zoom control in the graphical user interface, and the zoom control is used to set the zoom ratio of the target area.

[0153] As a possible implementation manner, the above-mentioned second display module 54 is further configured to: after the determination module 52 determines the target area, generate a first preview interface on the graphical user interface, and this first preview interface is used to characterize the selected target area.

[0154] As a possible implementation manner, the second display module 54 is further configured to: after the determination module 52 determines the target area, generate a second preview interface on the graphical user interface, and this second preview interface is used to display the effect of the mini-map according to the currently set zoom ratio, and the currently displayed area of this second preview interface corresponds to the target area.

[0155] As a possible real-time manner, the above-mentioned zoom control is a zoom progress bar, and the above-mentioned adjustment operation includes: a sliding operation of controlling the zoom progress bar to move to a position corresponding to the target zoom ratio.

[0156] As a possible implementation manner, the above-mentioned preset zoom configuration includes the mapping relationship between multiple target areas and their respective corresponding target zoom ratios.

[0157] As a possible implementation manner, the above-mentioned confirmation operation is an operation on the confirmation control displayed in the large map.

[0158] As a possible implementation manner, the device further includes an adding module, and this adding module is configured to: add an area identifier for the target area in the large map.

[0159] As a possible implementation manner, the display characteristics of the above-mentioned area identifier are related to the corresponding target zoom ratio.

[0160] As a possible implementation manner, the second display module 54 is specifically configured to: detect the distance between the controlled virtual character and the boundary of the target scene area corresponding to the target area in the virtual scene; when the distance is less than a preset threshold, start the gradient zoom animation of the mini-map to transition the current zoom ratio of the mini-map to the target zoom ratio within a preset time period.

[0161] As a possible implementation manner, the first display module 51 is specifically configured to: in response to a trigger operation on the mini-map in the graphical user interface, switch the mini-map to the large map of the virtual scene.

[0162] As a possible implementation manner, the first display module 51 is further configured to: in response to a closing operation on the large map, switch the large map to the mini-map.

[0163] The interactive device in the game provided by the embodiments of the present disclosure has the same implementation principle and technical effects as those of the foregoing method embodiments. For the sake of brief description, for the parts not mentioned in the embodiments of the interactive device in the game, reference may be made to the corresponding content in the foregoing embodiments of the map display method.

[0164] As used herein, the term "and / or" merely describes an association relationship between associated objects and indicates that three relationships may exist. For example, A and / or B may represent: A exists alone, A and B exist simultaneously, and B exists alone. In addition, the term "at least one" as used herein means any one of a plurality or any combination of at least two of a plurality. For example, including at least one of A, B, and C may represent any one or more elements selected from the set composed of A, B, and C.

[0165] The embodiments of the present disclosure also provide an electronic device, such as Figure 6 shown, which is a schematic structural diagram of the electronic device. Among them, the electronic device includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111, and the processor 111 executes the computer-executable instructions to implement the above map display method.

[0166] In Figure 6 the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113. Among them, the processor 111, the communication interface 113, and the memory 110 are connected through the bus 112.

[0167] Among them, the memory 110 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory, such as at least one disk memory. Through at least one communication interface 113 (which may be wired or wireless), a communication connection is established between the system network element and at least one other network element, and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 112 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 may be divided into an address bus, a data bus, a control bus, etc. For the sake of convenience of representation, Figure 5 only a bidirectional arrow is used in

[0168] The processor 111 may be an integrated circuit chip with the ability to process signals. In the implementation process, each step of the above method can be completed by the integrated logic circuit of the hardware in the processor 111 or the instructions in the form of software. The above-mentioned processor 111 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of the hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory, and the processor 111 reads the information in the memory and combines its hardware to complete the steps of the map display method in the foregoing embodiments.

[0169] The embodiments of the present disclosure also provide a computer-readable storage medium. The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above map display method. For the specific implementation, reference may be made to the foregoing method embodiments and will not be elaborated herein.

[0170] The computer program product of the map display method, device, and electronic device provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the foregoing method embodiments. For the specific implementation, reference may be made to the method embodiments and will not be elaborated herein.

[0171] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.

[0172] If the above-mentioned functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on this understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to enable a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs.

[0173] In the description of the present disclosure, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation. Therefore, it should not be construed as a limitation to the present disclosure. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be construed as indicating or implying relative importance.

[0174] Finally, it should be noted that the above-mentioned embodiments are only specific implementation manners of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered by the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. A method for map display, characterized in that, Providing a graphical user interface through a terminal, the content displayed on the graphical user interface includes at least part of a virtual scene, and the virtual scene includes a controlled virtual object. The method includes: Providing a large map corresponding to the virtual scene on the graphical user interface; Responding to an area selection operation on the large map to determine a target area in the large map; Responding to a zoom ratio setting operation on the target area to establish a mapping relationship between the target area and the target zoom ratio; When it is detected that the controlled virtual object enters the target virtual scene corresponding to the target area, displaying a small map of the virtual scene according to the target zoom ratio.

2. The method according to claim 1, characterized in that, Before displaying the small map of the virtual scene according to the target zoom ratio, the method further includes: Displaying a small map of the virtual scene at a preset zoom ratio.

3. The method according to claim 2, wherein The method further includes: Responding to the controlled virtual object leaving the target virtual scene corresponding to the target area, and controlling the small map of the virtual scene to return to the preset zoom ratio.

4. The method according to claim 1, characterized in that, The responding to the zoom ratio setting operation on the target area to establish a mapping relationship between the target area and the target zoom ratio includes: Responding to an adjustment operation on a zoom control in the graphical user interface to determine the target zoom ratio of the target area; Responding to a confirmation operation to save the mapping relationship between the target area and the target zoom ratio to a preset zoom configuration.

5. The method according to claim 1, wherein The large map includes an editing control; the method further includes: responding to a trigger operation on the editing control to control the large map to enter a box selection state; The responding to the area selection operation on the large map to determine the target area in the large map includes: in the box selection state, responding to an area box selection operation on the large map to determine the target area in the large map.

6. The method according to claim 5, characterized in that The method further includes: Responding to the end of the area box selection operation, and displaying a zoom control in the graphical user interface, where the zoom control is used to set the zoom ratio of the target area.

7. The method according to claim 1, characterized in that After determining the target area in the large map, the method further includes: Generating a first preview interface on the graphical user interface, where the first preview interface is used to represent the selected target area.

8. The method according to claim 1, wherein After determining the target area in the large map, the method further includes: Generating a second preview interface on the graphical user interface, where the second preview interface is used to display the effect of the small map of the virtual scene according to the currently set zoom ratio, and the content currently displayed on the second preview interface corresponds to the target virtual scene.

9. The method according to claim 4, characterized in that, The preset zoom configuration includes mapping relationships between multiple target areas and their respective corresponding target zoom ratios.

10. The method according to claim 1, wherein The method further includes: Adding an area identifier to the target area in the large map, and the display characteristics of the area identifier are related to the corresponding target zoom ratio.

11. The method according to claim 1, wherein The when it is detected that the controlled virtual object enters the target virtual scene corresponding to the target area, displaying a small map of the virtual scene according to the target zoom ratio includes: Detecting the distance between the controlled virtual character and the boundary of the target virtual scene; When the distance is less than a preset threshold, start the gradient zoom animation of the mini - map to transition the current zoom ratio of the mini - map to the target zoom ratio within a preset time period.

12. The method according to claim 1, wherein Provide a large map corresponding to the virtual scene on the graphical user interface, including: In response to a trigger operation on the mini - map in the graphical user interface, switch the mini - map to the large map of the virtual scene.

13. The method according to claim 12, characterized in that, The method further includes: In response to a close operation on the large map, switch the large map to the mini - map.

14. A display device for a game, characterized in that, The device provides a graphical user interface through a terminal, the content displayed on the graphical user interface includes at least part of the virtual scene, and the virtual scene includes a controlled virtual object. The device includes: A first display module, configured to display the large map of the virtual scene in response to a trigger operation on the graphical user interface; A determination module, configured to determine a target area in the large map in response to an area selection operation on the large map; A setting module, configured to establish a mapping relationship between the target area and the target zoom ratio in response to a zoom ratio setting operation on the target area; A second display module, configured to display the mini - map of the virtual scene according to the target zoom ratio when it is detected that the controlled virtual object enters the target virtual scene corresponding to the target area.

15. An electronic device, characterized in that, It includes a processor and a memory, and a computer program is stored in the memory. When the computer program is executed by the processor, the method according to any one of claims 1 - 13 is implemented.

16. A computer-readable storage medium, characterized in that, A computer program is stored on the computer - readable storage medium. When the computer program is executed by the processor, the method according to any one of claims 1 - 13 is implemented.