Display control method and device in game, electronic equipment and storage medium
By using thumbnail maps and interaction prompt signs in shooting games, the problem of players' inaccurate positioning of the checked areas is solved, improving human-computer interaction efficiency and improving the gaming experience.
Patent Information
- Application Number
- CN202510856800.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-06-24
- Publication Date
- 2025-08-15
AI Technical Summary
It is difficult for players to accurately locate the inspected areas in shooting games, resulting in low human-computer interaction efficiency, and frequent repeated inspections or reduced vigilance due to human memory errors.
By displaying a thumbnail map on the graphical user interface, the location and field of view of the controlled virtual object are identified in real time, and interactive prompts are presented in the thumbnail map based on interactive behavior, identifying and prompting the inspected areas.
It improves the player's positioning accuracy of the checked areas, avoids the problems of low positioning accuracy and poor human-computer interaction efficiency caused by human memory errors, and improves the game experience.
Smart Images

Figure CN120478961A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and more specifically, to a display control method, device, electronic device, and storage medium in a game. Background Art
[0002] With the rapid development of the video game industry, some shooter games have become popular among players for their high degree of immersion and realism. In these games, players control virtual characters in a virtual environment, observing the world around them through a screen. Furthermore, to enhance the realism and challenge of the game, games often feature complex map designs and diverse enemy distribution, forcing players to constantly check their surroundings for any enemies.
[0003] In existing technologies, players often need to manually remember which areas they have already checked. However, due to the large area of the game scene and the complex map design, players often check the same area repeatedly due to human memory errors, making it difficult for players to accurately locate the checked areas, reducing the efficiency of human-computer interaction. Summary of the Invention
[0004] In view of this, the purpose of this application is to provide a display control method, device, electronic device and storage medium in the game to solve the problems of low positioning accuracy of players in checked areas and poor human-computer interaction efficiency.
[0005] In a first aspect, embodiments of the present application provide a display control method in a game, wherein a graphical user interface is provided through a terminal device, and a game scene screen corresponding to a controlled virtual object located in the game scene is displayed on the graphical user interface, wherein the game scene screen includes a game scene within a field of view determined according to a visual range configured for the controlled virtual object. The method comprises:
[0006] In response to movement control instructions and / or perspective adjustment instructions for the controlled virtual object, control the controlled virtual object to move and / or adjust the perspective in the game scene, and control the content of the game scene screen to change accordingly according to the movement and / or adjustment of the perspective of the controlled virtual object;
[0007] Displaying a thumbnail map corresponding to the game scene, the thumbnail map including a location identifier for representing the scene location of the controlled virtual object in the game scene;
[0008] In response to the field of view adjustment instruction for the controlled virtual object, the game scene within the field of view displayed in the game scene screen is controlled to change accordingly according to the field of view adjustment of the controlled virtual object, and based on the interactive behavior performed by the controlled virtual object in the game scene, an interactive prompt identifier is presented in the thumbnail map. The interactive prompt identifier is used to represent an area range corresponding to the controlled virtual object, and the interactive prompt identifier displays the interactive behavior results of the controlled virtual object within the area range.
[0009] In a second aspect, an embodiment of the present application further provides a display control device in a game, which provides a graphical user interface through a terminal device, and displays a game scene screen corresponding to a controlled virtual object located in the game scene on the graphical user interface, wherein the game scene screen includes a game scene within a field of view determined according to a visual range configured for the controlled virtual object, and the device includes:
[0010] A display control module displays a thumbnail map corresponding to the game scene, wherein the thumbnail map includes a position identifier for representing the scene position of the controlled virtual object in the game scene;
[0011] The prompt module responds to the field of view adjustment instruction for the controlled virtual object, controls the game scene within the field of view displayed in the game scene screen to change accordingly according to the field of view adjustment of the controlled virtual object, and presents an interactive prompt logo in the thumbnail map based on the interactive behavior performed by the controlled virtual object in the game scene. The interactive prompt logo is used to represent an area range corresponding to the controlled virtual object, and the interactive prompt logo displays the interactive behavior results of the controlled virtual object within the area range.
[0012] In a third aspect, an embodiment of the present application further provides an electronic device comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the memory communicate through the bus, and when the machine-readable instructions are executed by the processor, the steps of the display control method in the game as described above are performed.
[0013] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the display control method in the game as described above are executed.
[0014] The embodiments of the present application bring the following beneficial effects:
[0015] The embodiments of the present application provide a display control method, device, electronic device and storage medium in a game, which can identify the area range that has been inspected by a controlled virtual object and provide an interactive prompt mark corresponding to the area range in a thumbnail map. The interactive prompt mark is used to prompt the player of the scene area that has been inspected, thereby avoiding the problem of low positioning accuracy of the inspected area due to human memory errors. Compared with the display control method in the game in the prior art, the method solves the problems of low positioning accuracy of the player for the inspected area and poor human-computer interaction efficiency.
[0016] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0018] Figure 1 A flowchart of a display control method in a game provided by an embodiment of the present application is shown;
[0019] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present application is shown;
[0020] Figure 3 A flowchart showing the steps of presenting an interactive prompt identifier provided in an embodiment of the present application is shown;
[0021] Figure 4 A schematic diagram showing an interactive prompt identifier provided in an embodiment of the present application is shown;
[0022] Figure 5 A schematic diagram showing an update process of an interactive prompt identifier provided in an embodiment of the present application is shown;
[0023] Figure 6 A schematic diagram of an orientation indicator provided by an embodiment of the present application is shown;
[0024] Figure 7 A schematic diagram showing a prompt mark in the orientation indicator provided in an embodiment of the present application is shown;
[0025] Figure 8 A schematic diagram showing the structure of a display control device in a game provided by an embodiment of the present application is shown;
[0026] Figure 9A schematic structural diagram of an electronic device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION
[0027] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application for which protection is claimed, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, each other embodiment obtained by those skilled in the art without making creative work falls within the scope of protection of the present application.
[0028] It is worth noting that prior to the filing of this application, with the rapid development of the video game industry, certain shooting games were popular among players for their high degree of immersion and realism. In these games, the player controls a virtual character in a virtual environment, observing the world around them through a screen. Furthermore, to enhance the realism and challenge of the game, the game often features complex map designs and a diverse array of enemies, requiring players to constantly look around and check for enemies.
[0029] In the prior art, players usually need to manually remember the areas they have checked. However, due to the large area of the game scene and the complex map design, players often check the same area repeatedly due to human memory errors.
[0030] For example: Area A was just checked 2 minutes ago, but after a tense and fierce battle, you have forgotten whether Area A has been checked, so you go back to Area A to check again. This not only increases the game time, but also reduces the efficiency of human-computer interaction.
[0031] For another example: the player has checked area B before and the inspection time is a long time ago. Therefore, the player needs to be vigilant when re-entering area B. However, since the player cannot accurately remember the inspection time of each area, the player mistakenly thinks that he has just checked area B and relaxes his vigilance, causing the player to be easily defeated by the newly appearing hostile targets in area B.
[0032] The above situations are all caused by the difficulty for players to accurately locate the inspected areas, which greatly reduces the efficiency of human-computer interaction.
[0033] The terms involved in the embodiments of this application are explained below.
[0034] Graphical User Interface:
[0035] It is an interface display format for communication between people and computers. It allows users to manipulate icons, logos or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.
[0036] Game scene:
[0037] A game scene is a virtual scene displayed (or provided) when an application is running on a terminal device or server, i.e., the scene used during normal game play. In other words, a game scene refers to the virtual game controls that host virtual objects during game play. Within this virtual scene, virtual objects can perform actions such as movement and skill releases in response to commands issued by the user (i.e., player) to the terminal device. Optionally, the game scene can be a simulation of the real world, a virtual environment that is partially simulated and partially fictional, or a purely fictional virtual environment. A game scene can be any of two-dimensional, two-and-a-half-dimensional, and three-dimensional virtual scenes. The virtual environment can include the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. A game scene is a scene where users control the complete game logic of virtual objects. Optionally, a game scene can also be used for virtual environment battles between at least two virtual objects, with virtual resources available for use by at least two virtual objects. Exemplarily, a game scene can include any one or more of the following elements: game background elements, game avatar elements, game prop elements, etc.
[0038] In an optional implementation, the display control method in a game according to one embodiment of the present disclosure may be executed on a local terminal device or a server. When the display control method in a game is executed on a server, the method may be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0039] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, 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 game loading 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 cloud game server in the cloud is responsible for information processing. 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 screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0040] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can 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 is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0041] In one possible implementation, an embodiment of the present invention provides a display control method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or the client device in the cloud interaction system mentioned above.
[0042] Based on this, an embodiment of the present application provides a display control method in a game to improve the player's positioning accuracy of the inspected area and the efficiency of human-computer interaction.
[0043] See also Figure 1 , Figure 1 This is a flow chart of a display control method for a game provided in an embodiment of the present application. The method is typically applied to a terminal device, providing a graphical user interface (GUI) on which a game scene corresponding to a controlled virtual object in the game scene is displayed. The game scene includes a game scene within a field of view determined according to the visual range configured for the controlled virtual object.
[0044] like Figure 1As shown, the display control method in the game provided by the embodiment of the present application includes:
[0045] Step S101, displaying a thumbnail map corresponding to the game scene;
[0046] Step S102, in response to the field of view adjustment instruction for the controlled virtual object, controls the game scene within the field of view displayed in the game scene screen to change accordingly according to the field of view adjustment of the controlled virtual object, and presents an interactive prompt icon in the thumbnail map based on the interactive behavior performed by the controlled virtual object in the game scene.
[0047] Among them, the thumbnail map includes a location identifier for representing the scene position of the controlled virtual object in the game scene; the interaction prompt identifier is used to represent an area range corresponding to the controlled virtual object, and the interaction prompt identifier displays the interaction behavior results of the controlled virtual object within the area range.
[0048] The display control method in the game provided by the embodiment of the present application can identify the area range that has been inspected by the controlled virtual object, and use the interactive prompt mark corresponding to the area range in the thumbnail map to prompt the player of the scene area that has been inspected, thereby avoiding the problem of low positioning accuracy of the inspected area due to human memory errors, and solving the problem of low positioning accuracy of the player for the inspected area and poor human-computer interaction efficiency.
[0049] To facilitate understanding of this embodiment, each of the above exemplary steps provided in the embodiment of the present application is described below.
[0050] In step S101, a thumbnail map corresponding to the game scene is displayed.
[0051] In this step, the thumbnail map may refer to a navigation component in a graphical user interface, which is used to display the relative position of the controlled virtual object in the game scene and key information of the surrounding environment in real time.
[0052] A thumbnail map is a virtual map that uses a thumbnail presentation method to represent a bird's-eye view of the game scene. The thumbnail map flattens the complex three-dimensional virtual scene by reducing it to two dimensions, allowing users to quickly and intuitively observe the overall picture or local areas of the game scene. It usually includes information such as major terrain, buildings, roads, important resources, enemy positions, etc., to help users implement strategic planning, navigation and decision-making.
[0053] In one example, a thumbnail map corresponding to the game scene is displayed on a graphical user interface while the game scene is displayed on the graphical user interface; or, the thumbnail map is displayed independently on the graphical user interface; or, the game scene and the thumbnail map are switched to be displayed.
[0054] When the game scene and the thumbnail map are displayed at the same time, the thumbnail map can be displayed on the graphical user interface all the time; or, in response to a preset trigger event, the thumbnail map can be displayed on the graphical user interface. For example, the user can click a shortcut key or an interface button to display the thumbnail map while the graphical user interface displays the game scene.
[0055] The thumbnail map includes a location identifier for representing the scene position of the controlled virtual object in the game scene. As an example, the location identifier can be a circular identifier, and the position of the circular identifier in the thumbnail map refers to the position of the controlled virtual object in the game scene.
[0056] Optionally, in addition to being used to represent the scene position of the controlled virtual object in the game scene, the position marker can also be used to represent the current orientation of the controlled virtual object. When the orientation of the controlled virtual object in the game scene changes, the current orientation indicated by the position marker also changes.
[0057] For example, the location identifier is an arrow icon presented in the form of an arrow. The arrow icon is used to uniquely refer to the controlled virtual object in the thumbnail map, and the direction of the arrow icon refers to the current direction of the controlled virtual object.
[0058] Another example: A location marker consists of a circular icon and two rays emanating from it. The circular icon uniquely identifies the controlled virtual object in the thumbnail map, and the angle between the two rays indicates the current orientation of the controlled virtual object. However, the two rays do not form a closed shape and cannot indicate the viewing range and distance of the controlled virtual object.
[0059] In step S102, in response to the field of view adjustment instruction for the controlled virtual object, the game scene within the field of view displayed in the game scene screen is controlled to change accordingly according to the field of view adjustment of the controlled virtual object, and based on the interactive behavior performed by the controlled virtual object in the game scene, an interactive prompt icon is presented in the thumbnail map.
[0060] In this step, the perspective adjustment instruction may refer to an instruction for adjusting the viewing angle of the controlled virtual object. The viewing angle may be a first-person perspective or a third-person perspective. The perspective adjustment instruction is generated by at least one of the following methods:
[0061] In one embodiment, a movement control operation for a controlled virtual object is received.
[0062] The movement control operation is used to control the movement of the controlled virtual object within the game scene. During the movement process, the observation range of the controlled virtual object also changes. In response to the movement control operation on the controlled virtual object, the controlled virtual object is controlled to move within the game scene, so that the game scene content presented in the graphical user interface changes.
[0063] In another way, a perspective adjustment operation for the controlled virtual object is received.
[0064] The viewing angle adjustment operation is used to control the controlled virtual object to change its viewing direction within the game scene. When the viewing direction changes, the controlled virtual object's observation range also changes. In response to the viewing angle adjustment operation on the controlled virtual object, the controlled virtual object is controlled to adjust its viewing direction within the game scene, thereby changing the content of the presented game scene image.
[0065] Refer to the following Figure 2 To introduce the thumbnail map corresponding to the game scene.
[0066] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present application is shown in FIG. Figure 2 As shown, the game scene screen 100 displayed on the graphical user interface 10 is the scene observed from the perspective of the controlled virtual object. Simultaneously, a map window 200 is displayed in the upper right corner of the graphical user interface 10, which displays a thumbnail map corresponding to the game scene. A movement control 300 is displayed on the graphical user interface 10. By controlling the movement control 300, the controlled virtual object is controlled to move within the game scene according to the movement control instructions. Furthermore, by adjusting the viewing angle of the terminal device screen, the viewing angle of the controlled virtual object can be changed according to the viewing angle adjustment instructions, thereby changing the content of the game scene screen.
[0067] The interaction prompt mark is used to represent an area range corresponding to the controlled virtual object, and the interaction prompt mark displays the interaction behavior result of the controlled virtual object within the area range.
[0068] Among them, the area range may refer to the map range corresponding to the controlled virtual object in the thumbnail map. The area range is the area range constructed with the position of the controlled virtual object as the center, and the area range is used to represent the range actually observed by the controlled virtual object; the interactive prompt mark is configured to move with the controlled virtual object. When the controlled virtual object moves in the game scene, the position of the interactive prompt mark in the thumbnail map will also change accordingly with the movement of the controlled virtual object. As an example, the interactive prompt mark can be represented by a regular graphic.
[0069] In one example, when the interaction prompt identifier is a regular graphic, the center position of the interaction prompt identifier can be determined, and the center position of the interaction prompt identifier can be used as the scene position of the controlled virtual object in the game scene. When the interaction prompt identifier is presented in the thumbnail map, the display of the position identifier is canceled. At this time, there is no need to use the position identifier to represent the scene position of the controlled virtual object in the game scene.
[0070] For example, when the interactive prompt mark is presented in a fan shape, the center of the fan is the center position of the interactive prompt mark. In this case, the center of the fan can be used as the scene position of the controlled virtual object in the game scene.
[0071] When the controlled virtual object performs an interactive behavior on a scene area in the game scene, the interactive area in the scene area can be identified, and based on the identified interactive area and non-interactive area, an interactive prompt icon is presented on the thumbnail map.
[0072] Refer to the following Figure 3 This section introduces the process of presenting interactive prompts on thumbnail maps.
[0073] Figure 3 A flowchart showing the steps of presenting the interactive prompt identifier provided in an embodiment of the present application is shown in FIG. Figure 3 As shown, the steps of presenting the interactive prompt identifier include:
[0074] Step S1021: Determine an interactive area for performing interactive behaviors in the game scene.
[0075] The interactive behavior includes the search behavior performed by the controlled virtual object on at least one scene area in the game scene, and the search behavior includes but is not limited to: entering the scene area, the scene area appearing in the field of view, marking the supplies in the scene area, and picking up the supplies in the scene area.
[0076] The interactive behavior also includes the observation behavior performed by the controlled virtual object. When the controlled virtual object performs the observation behavior, the interactive area corresponding to the field of view under the observation behavior can be determined.
[0077] Here, whenever a field of view adjustment instruction is received, a virtual obstacle within the field of view under the field of view adjustment instruction is identified. The virtual obstacle can block the actual observable area of the controlled virtual object, and the actual visible area of the controlled virtual object is determined based on the identified virtual obstacle.
[0078] For example, based on the positional relationship between the virtual obstacle and the controlled virtual object, the actual visible area of the controlled virtual object under the influence of the virtual obstacle is determined, and this actual visible area is determined as the interaction area corresponding to the field of view. For example, if the virtual obstacle is a wall and the controlled virtual object is standing in front of the wall, the visible area of the controlled virtual object is blocked by the wall. The area behind the wall cannot be seen by the controlled virtual object and cannot be used as the interaction area. To this end, it is necessary to remove the area blocked by the wall from the field of view to obtain the interaction area.
[0079] Step S1022, based on the positional relationship between the interactive area where the interactive behavior is performed in the game scene and the mapped area where the area range is mapped in the game scene, an interactive prompt mark is presented in the thumbnail map to distinguish the interactive area and the non-interactive area within the area range through the interactive prompt mark.
[0080] The mapping area is the actual scene area corresponding to the area range in the game scene. The area range includes interactive areas and non-interactive areas. The interactive area is the scene area observed by the controlled virtual object in each frame, and the non-interactive area is the scene area that the controlled virtual object has not observed. In order to prompt the user of the areas that have been observed in the past, the interactive areas and non-interactive areas in the area range need to be displayed separately.
[0081] For example, a field of view adjustment command controls the visual range of a controlled virtual object from a first field of view to a second field of view. The second field of view is the most recently observed field of view of the controlled virtual object, i.e., the current field of view, and the first field of view is the field of view of the controlled virtual object last observed, i.e., the historical field of view. At this point, the interaction area is adjusted from the first interaction area corresponding to the first field of view to the second interaction area corresponding to the second field of view. The first interaction area is the last actual visible area, and the second interaction area is the current actual visible area.
[0082] In the interactive prompt icon, the first interactive area is presented in a first presentation form, the second interactive area is presented in a second presentation form, and the non-interactive area is presented in a third presentation form. The presentation forms of the interactive and non-interactive areas are different, and the presentation forms of different interactive areas can be the same or different. For example, the first presentation form is a dark green icon, the second presentation form is a light green icon, and the third presentation form is a gray icon.
[0083] Among them, the visual range is an area range constructed based on the position and field of view direction of the controlled virtual object. The first interactive area is used to represent the observation area mapped by the first field of view range in the game scene, and the second interactive area is used to represent the observation area mapped by the second field of view range in the game scene.
[0084] In one example, the presentation forms between different interaction areas are determined based on the time interval to which the existence duration of the interaction area belongs.
[0085] For example, for each interactive area in the interactive prompt identifier, the corresponding presentation form is determined based on the time interval to which the existence duration of the interactive area belongs. If the existence duration of the second interactive area is the same as the time interval to which the existence duration of the first interactive area belongs, the second presentation form is the same as the first presentation form; if the existence duration of the second interactive area is different from the time interval to which the existence duration of the first interactive area belongs, the second presentation form is different from the first presentation form.
[0086] As an example, multiple time intervals are pre-built, including: [0, 30], (30, 60], (60, 300], and the time unit is seconds. While displaying the interactive prompt logo on the thumbnail map, the existence time of each interactive area is accumulated to obtain the existence duration, and then the presentation form of the interactive prompt logo on the thumbnail map is adjusted according to the existence duration.
[0087] When the existence time of interaction area a changes from 30 seconds to 31 seconds, the time interval corresponding to interaction area a changes. At this time, if the time interval [0, 30] corresponds to the second presentation form and the time interval (30, 60] corresponds to the first presentation form, the presentation form of interaction area a is updated from the second presentation form to the first presentation form, to prompt the user that the observation time of interaction area a is within the time interval of 30 seconds to 60 seconds from the current time.
[0088] In one example, since the battlefield situation in the interactive area observed a long time ago is very likely to have changed, for example, an enemy may have entered the interactive area, or an enemy may have left the interactive area, for this reason, only the interactive area within the preset time interval needs to be displayed in the interactive prompt mark. When the existence duration of an interactive area exceeds the preset time length, the interactive prompt mark will not be displayed in the interactive prompt mark.
[0089] For example: whenever a field of view adjustment instruction is received, the area coordinates and existence duration of the interactive area mapped to the field of view range under the field of view adjustment instruction in the game scene are recorded; in response to the existence duration of any interactive area exceeding the preset time length, the presentation of any interactive area is cancelled in the interaction prompt identifier.
[0090] Each time an interactive area is observed through a field of view adjustment command, the existence duration and area coordinates of the interactive area are recorded, and a real-time check is performed to see if the existence duration of the area exceeds 5 minutes. If it exceeds 5 minutes, it means that the time of observing the interactive area is far from the current moment, and the battlefield situation in the interactive area is likely to have changed. There is no need to prompt the interactive area in the thumbnail map, and the display of the interactive area in the interactive prompt icon is canceled, so as to promptly remind the user that players may enter or leave the area and need to be re-checked.
[0091] In one example, there may be an overlapping area between the first interaction area and the second interaction area. When there is an overlapping area between the first interaction area and the second interaction area, the overlapping area needs to be processed to update the interaction prompt identifier.
[0092] For example, the system detects whether there is an overlapping area between the second interaction area and the first interaction area. If there is no overlapping area, the first interaction area is presented in the first presentation format and the second interaction area is presented in the second presentation format in the interaction prompt. If there is an overlapping area, the second interaction area is presented in the second presentation format and the non-overlapping area is presented in the first presentation format in the interaction prompt. The non-overlapping area refers to the area of the first interaction area excluding the overlapping area, so that the currently viewed second interaction area is presented in the second presentation format.
[0093] As an example, the first presentation form is dark green and the second presentation form is light green. When there is no overlapping area between the second interaction area and the first interaction area, the two interaction areas can be presented in their respective presentation forms in the interaction prompt logo. However, when there is an overlapping area between the second interaction area and the first interaction area, the overlapping area will be presented in the presentation form of the most recently observed interaction area. If the second interaction area is the most recently observed interaction area, the overlapping area will be presented in the presentation form of the second interaction area, that is, in light green.
[0094] Refer to the following Figure 4 Next, the display control process when there is an overlapping area between the second interaction area and the first interaction area is introduced.
[0095] Figure 4 A schematic diagram of an interactive prompt identifier provided by an embodiment of the present application is shown. Figure 4 As shown, the prompt identifier adc corresponding to the first interactive area and the prompt identifier abe corresponding to the second interactive area are displayed on the thumbnail map. Since the prompt identifier abe is the prompt identifier corresponding to the second interactive area that was most recently observed, the prompt identifier abe is displayed on the upper layer of the prompt identifier adc. At this time, the prompt identifier adc will be covered in the prompt identifier abe at the map position corresponding to the overlapping area abc.
[0096] In one example, since the position of the interaction prompt mark in the thumbnail map changes with the position of the controlled virtual character, and the size and position of the interaction area are fixed, when the position of the controlled virtual character changes, the interaction area in the interaction prompt mark needs to be updated.
[0097] For example: when the visible range of the controlled virtual object is adjusted, in response to the movement of the position of the controlled virtual object in the game scene, the first interaction area is expanded toward the position after the controlled virtual object moves based on the area coordinates of the first interaction area corresponding to the first field of view, so as to form an updated interaction area based on the overlapping part between the expanded first interaction area and the area range; in the interaction prompt identifier, the updated interaction area is presented according to the presentation form of the first interaction area.
[0098] Refer to the following Figure 5 This section introduces the update process of the interactive area in the interactive prompt indicator.
[0099] Figure 5 A schematic diagram showing the updating process of the interactive prompt identifier provided in the embodiment of the present application is shown as follows: Figure 5 As shown, the first interactive area corresponding to the first field of view before the controlled virtual object's visible range is adjusted is fan-shaped area AEF, and the second interactive area corresponding to the second field of view after the controlled virtual object's visible range is adjusted is fan-shaped area BCD. When the controlled virtual object moves from point A to point B in the game scene, based on the area coordinates A, E, and F, fan-shaped area AEF is expanded toward point B after the controlled virtual object moves, forming an expanded first interactive area ABE. Then, lines are drawn from point A, point E, and point F to point B, respectively. Line segment AE intersects fan-shaped area BCD at point G, line segment AF intersects fan-shaped area BCD at point H, and line segment AB intersects the extension of arc CD at point I. The outermost points of these intersections are selected, namely points G and I. Based on points G and I, the overlapping portion between the expanded first interactive area and the area range is determined as area BGI, and area BGI is then the updated interactive area. Then, the area BGI is presented in the interactive prompt identifier according to the presentation form of the first interactive area. Since the area BGI overlaps with the fan-shaped area BCD, the overlapping area needs to be further processed with reference to the above content.
[0100] In one example, when an interaction prompt icon is presented in a thumbnail map, a direction prompt icon is also displayed.
[0101] The heading indicator is used to indicate the field of view of the controlled virtual object in the game scene. The direction indicated by the heading indicator will change as the heading of the controlled virtual object changes. As an example, the heading indicator can be an arrow icon.
[0102] In order to better prompt the user of the location of different interactive areas, in addition to marking the checked interactive areas on the thumbnail map, the directions corresponding to the checked interactive areas can also be marked. In this case, a direction indicator can be displayed on the graphical user interface.
[0103] For example, based on the positional relationship between at least one interactive area where an interactive behavior is performed in the game scene and a mapping area where the area range is mapped in the game scene, a prompt mark corresponding to each interactive area is provided at the direction indicator.
[0104] Among them, the prompt mark provided at the direction indicator is used to indicate the relative direction between the corresponding interaction area and the controlled virtual object. If the interaction area b is located due west of the controlled virtual object, a prompt mark corresponding to the interaction area b will be displayed due west of the controlled virtual object on the direction indicator; if the interaction area b is located northwest of the controlled virtual object, a prompt mark corresponding to the interaction area b will be displayed northwest of the controlled virtual object on the direction indicator.
[0105] For example, if the size of the interactive area b in the area range is within the range of ±30° from the north of the controlled virtual object, the display size of the prompt mark is within the range of ±30° from the north on the direction indicator.
[0106] Refer to the following Figure 6 This section introduces the display locations of direction indicators and prompt icons in the graphical user interface.
[0107] Figure 6 A schematic diagram of the orientation indicator provided in an embodiment of the present application is shown in FIG. Figure 6 As shown, a direction indicator 410 is displayed in the upper middle position of the graphical user interface 10, and a prompt mark 420 is displayed on the direction indicator 410. The direction indicator 410 is used to indicate the direction corresponding to the interactive area checked by the controlled virtual object. The direction indicator 410 includes multiple direction names and direction angles within a preset direction range, and the current direction of the controlled virtual object is displayed in the center of the direction indicator 410. The direction names can be west, northwest, north, and northeast, and the direction angles can be specific direction angle values such as 300 and 330.
[0108] The prompt mark is used to prompt the direction corresponding to the interactive area checked by the controlled virtual object. By distinguishing the presentation form of the prompt mark, it indicates whether the direction has been checked and the distance between the checking time point and the current moment.
[0109] For example: if the actual orientation of the current interactive area in the game scene is in the range of 285° to 300° (due north is 0°), the position corresponding to the 285° to 300° interval on the orientation indicator is selected as the indication position to display a prompt mark at the indication position.
[0110] Refer to the following Figure 7 This section introduces how to display the prompt icon in the direction indicator.
[0111] Figure 7 A schematic diagram showing a prompt mark in the direction indicator provided in an embodiment of the present application is shown. Figure 7 As shown, the visual range of the controlled virtual object is adjusted from the first field of view to the second field of view through the field of view adjustment instruction, and a prompt mark 421 of the first interactive area corresponding to the first field of view is displayed on the orientation indicator 410 (the area corresponding to points A and C). The actual orientation of the second interactive area in the game scene is in the range of 285° to 300°. According to the positions of the 285° and 300° orientations in the orientation indicator 410, the area between points A and B on the orientation indicator 410 is selected as the indication position, and the prompt mark 422 corresponding to the second interactive area is displayed at the indication position.
[0112] In one example, the display size of each prompt is positively correlated with the size of the corresponding interactive area within the area range, and the presentation format of each prompt is consistent with the presentation format of the corresponding interactive area. That is, the corresponding interactive area and the prompt on the direction indicator have the same duration and the same presentation color.
[0113] For example: if the presentation form of the interactive area b is a light green icon, the presentation form of the prompt mark is also a light green icon; if the presentation form of the interactive area b in the interactive prompt mark changes from yellow to orange, the presentation form of the prompt mark corresponding to the interactive area b also changes from yellow to orange.
[0114] In an optional embodiment, in addition to automatically displaying interactive prompt icons on the thumbnail map based on the areas checked by the controlled virtual object, the player can also be provided with the function of manually marking the map on the thumbnail map.
[0115] Exemplarily, in response to a selection operation for a target location point in a thumbnail map, multiple color options are provided at the target location point in the graphical user interface; in response to a selection operation for a target color from the multiple color options, a location point mark is provided in the thumbnail map according to the target color.
[0116] For example, after a player selects a target location on a thumbnail map, a color tab will be displayed at that location. The color tab displays multiple colors, and the player can select a color from the multiple colors as the target color. A location marker with the target color will be displayed at the target location on the thumbnail map. The location marker can be an image or a graphic, and its shape can be circular, square, or triangular.
[0117] Through the above operations, players can mark important mission points and resource points to remind players of the exact location of mission points or resource points in the game scene.
[0118] Based on the same inventive concept, the embodiment of the present application also provides a display control device in the game corresponding to the display control method in the game. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the display control method in the above-mentioned game in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0119] See also Figure 8 , Figure 8 This is a schematic diagram of the structure of a display control device in a game provided by an embodiment of the present application. Figure 8 As shown in , a graphical user interface is provided by a terminal device, and a game scene screen corresponding to a controlled virtual object in a game scene is displayed on the graphical user interface. The game scene screen includes a game scene within a field of view determined according to a visual range configured by the controlled virtual object. The display control device 500 in the game includes:
[0120] A display control module 501 displays a thumbnail map corresponding to the game scene, wherein the thumbnail map includes a position identifier for representing the scene position of the controlled virtual object in the game scene;
[0121] The prompt module 502 controls the game scene within the field of view displayed in the game scene screen to change accordingly according to the field of view adjustment instruction for the controlled virtual object in response to the field of view adjustment instruction for the controlled virtual object, and presents an interactive prompt identifier in the thumbnail map based on the interactive behavior performed by the controlled virtual object in the game scene. The interactive prompt identifier is used to represent an area range corresponding to the controlled virtual object, and the interactive prompt identifier displays the interactive behavior results of the controlled virtual object within the area range.
[0122] In a feasible embodiment of the present application, the prompt module 502 includes a prompt presentation module, which is used to: present an interactive prompt identifier in a thumbnail map based on the positional relationship between the interactive area where interactive behavior is performed in the game scene and the mapped area where the area range is mapped in the game scene, so as to distinguish the interactive area and non-interactive area within the area range through the interactive prompt identifier.
[0123] In a feasible embodiment of the present application, the interaction prompt indicator is configured to move along with the controlled virtual object, and / or the interaction behavior includes a search behavior performed by the controlled virtual object for at least one scene area in the game scene.
[0124] In a feasible embodiment of the present application, the area range is an area range constructed with the position of the controlled virtual object as the center, and the visible range is an area range constructed based on the position and field of view direction of the controlled virtual object.
[0125] In a feasible embodiment of the present application, the field of view adjustment instruction is used to control the visible range of the controlled virtual object from a first field of view range to a second field of view range, and the interactive behavior includes an observation behavior performed by the controlled virtual object, wherein the prompt presentation module is specifically used to: in the interactive prompt identifier, present the first interactive area in a first presentation form, present the second interactive area in a second presentation form, and present the non-interactive area in a third presentation form, wherein the first interactive area is used to represent the observation area mapped by the first field of view range in the game scene, and the second interactive area is used to represent the observation area mapped by the second field of view range in the game scene.
[0126] In a feasible embodiment of the present application, the prompt presentation module is also used to: detect whether there is an overlapping area between the second interaction area and the first interaction area; if there is no overlapping area, then in the interaction prompt identifier, the first interaction area is presented in the first presentation form, and the second interaction area is presented in the second presentation form; if there is an overlapping area, then in the interaction prompt identifier, the second interaction area is presented in the second presentation form, and the non-overlapping area is presented in the first presentation form, where the non-overlapping area refers to the area in the first interaction area excluding the overlapping area.
[0127] In a feasible embodiment of the present application, the prompt presentation module is also used to: for each interaction area in the interaction prompt identifier, determine the presentation form corresponding to the interaction area based on the time interval to which the existence duration of the interaction area belongs, wherein, when the existence duration of the second interaction area is the same as the time interval to which the existence duration of the first interaction area belongs, the second presentation form is the same as the first presentation form; when the existence duration of the second interaction area is different from the time interval to which the existence duration of the first interaction area belongs, the second presentation form is different from the first presentation form.
[0128] In a feasible embodiment of the present application, the prompt presentation module is also used to: when the visible range of the controlled virtual object is adjusted, in response to the movement of the position of the controlled virtual object in the game scene, based on the area coordinates of the first interaction area corresponding to the first field of view, expand the first interaction area to the position after the controlled virtual object moves, so as to form an updated interaction area based on the overlapping part between the expanded first interaction area and the area range; in the interaction prompt identifier, the updated interaction area is presented according to the presentation form of the first interaction area.
[0129] In a feasible embodiment of the present application, the display control device 500 in the game also includes a duration recording module, which is used to: whenever a field of view adjustment instruction is received, record the area coordinates and existence duration of the interactive area mapped by the field of view range under the field of view adjustment instruction in the game scene; in response to the existence duration of any interactive area exceeding a preset time length, cancel the presentation of any interactive area in the interactive prompt identifier.
[0130] In a feasible embodiment of the present application, the prompt module 502 includes an interaction area determination module, which is used to: whenever a field of view adjustment instruction is received, identify the virtual obstacles within the field of view under the field of view adjustment instruction; based on the positional relationship between the virtual obstacle and the controlled virtual object, determine the actual visible area of the controlled virtual object under the influence of the virtual obstacle; and determine the actual visible area as the interaction area corresponding to the field of view.
[0131] In a feasible embodiment of the present application, the display control device 500 in the game further includes a logo cancellation module, which is used to cancel the display of the location logo while presenting the interactive prompt logo in the thumbnail map.
[0132] In a feasible embodiment of the present application, the display control device 500 in the game also includes a direction prompt module, which is used to: present an interactive prompt icon in the thumbnail map while also displaying a direction prompt icon, and the direction prompt icon is used to indicate the field of view direction of the controlled virtual object in the game scene.
[0133] In a feasible embodiment of the present application, the field of view adjustment instruction is generated by at least one of the following methods: receiving a movement control operation for the controlled virtual object, the movement control operation is used to control the movement of the controlled virtual object in the game scene; receiving a perspective adjustment operation for the controlled virtual object, the perspective adjustment operation is used to control the controlled virtual object to change the field of view direction in the game scene.
[0134] In a feasible embodiment of the present application, the display control device 500 in the game also includes an orientation indication module, which is used to: display an orientation indicator on the graphical user interface; based on the positional relationship between at least one interactive area for performing interactive behavior in the game scene and the mapped area where the area range is mapped in the game scene, provide a prompt mark corresponding to each interactive area at the orientation indicator, and the prompt mark is used to indicate the relative orientation between the corresponding interactive area and the controlled virtual object.
[0135] In a feasible embodiment of the present application, the display size of each prompt logo is positively correlated with the size of the corresponding interactive area in the area range, and the presentation form of each prompt logo is consistent with the presentation form of the corresponding interactive area.
[0136] An embodiment of the present application provides a display control device in a game, which can identify the area range that has been inspected by a controlled virtual object and display an interactive prompt mark corresponding to the area range in a thumbnail map. The interactive prompt mark is used to prompt the player of the scene area that has been inspected, thereby avoiding the problem of low positioning accuracy of the inspected area due to human memory errors, and solving the problem of low positioning accuracy of the player for the inspected area and poor human-computer interaction efficiency.
[0137] See also Figure 9 , Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Figure 9 As shown in FIG, the electronic device 600 includes a processor 610 , a memory 620 and a bus 630 .
[0138] The memory 620 stores machine-readable instructions executable by the processor 610. When the electronic device 600 is running, the processor 610 communicates with the memory 620 via the bus 630. When the machine-readable instructions are executed by the processor 610, the above-mentioned Figure 1 The steps of the display control method in the game in the method embodiment are specifically implemented as follows:
[0139] A graphical user interface is provided through a terminal device, and a game scene screen corresponding to a controlled virtual object located in a game scene is displayed on the graphical user interface. The game scene screen includes a game scene within a field of view determined according to a visual range configured for the controlled virtual object, and a thumbnail map corresponding to the game scene is displayed. The thumbnail map includes a position identifier for representing the scene position of the controlled virtual object in the game scene; in response to a field of view adjustment instruction for the controlled virtual object, the game scene within the field of view displayed in the game scene screen is controlled to change accordingly according to the field of view adjustment of the controlled virtual object, and based on the interactive behavior performed by the controlled virtual object in the game scene, an interactive prompt identifier is presented in the thumbnail map, the interactive prompt identifier is used to represent an area range corresponding to the controlled virtual object, and the interactive prompt identifier displays the interactive behavior results of the controlled virtual object within the area range.
[0140] The electronic device provided in the embodiment of the present application can identify the area range that has been inspected by the controlled virtual object, and use the interactive prompt mark corresponding to the area range in the thumbnail map to remind the player of the scene area that has been inspected, thereby avoiding the problem of low positioning accuracy of the inspected area due to human memory errors, and solving the problem of low positioning accuracy of the player for the inspected area and poor human-computer interaction efficiency.
[0141] The embodiment of the present application also provides a computer-readable storage medium on which a computer program is stored. When the computer program is executed by a processor, the computer program can execute the above-mentioned Figure 1 The steps of the display control method in the game in the method embodiment are specifically implemented as follows:
[0142] A graphical user interface is provided through a terminal device, and a game scene screen corresponding to a controlled virtual object located in a game scene is displayed on the graphical user interface. The game scene screen includes a game scene within a field of view determined according to a visual range configured for the controlled virtual object, and a thumbnail map corresponding to the game scene is displayed. The thumbnail map includes a position identifier for representing the scene position of the controlled virtual object in the game scene; in response to a field of view adjustment instruction for the controlled virtual object, the game scene within the field of view displayed in the game scene screen is controlled to change accordingly according to the field of view adjustment of the controlled virtual object, and based on the interactive behavior performed by the controlled virtual object in the game scene, an interactive prompt identifier is presented in the thumbnail map, the interactive prompt identifier is used to represent an area range corresponding to the controlled virtual object, and the interactive prompt identifier displays the interactive behavior results of the controlled virtual object within the area range.
[0143] The computer-readable storage medium provided in the embodiment of the present application can identify the area range that has been inspected by the controlled virtual object, and display an interactive prompt mark corresponding to the area range in the thumbnail map. The interactive prompt mark is used to prompt the player of the scene area that has been inspected, thereby avoiding the problem of low positioning accuracy of the inspected area due to human memory errors, and solving the problem of low positioning accuracy of the player for the inspected area and poor human-computer interaction efficiency.
[0144] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0145] In the several embodiments provided in this application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. There may be other division methods in actual implementation. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed may be through some communication interface, indirect coupling or communication connection of devices or units, which may be electrical, mechanical or other forms.
[0146] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0147] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0148] If the 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 that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0149] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The scope of protection of the present application is not limited thereto. Although the present application has been described in detail with reference to the above-mentioned embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-mentioned embodiments within the technical scope disclosed in the present application, or perform equivalent replacements for some of the technical features thereof. These modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be included in the scope of protection of the present application. Therefore, the scope of protection of the present application should be based on the scope of protection of the claims.
Claims
1. A display control method in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays a game scene screen corresponding to a controlled virtual object located in a game scene, wherein the game scene screen includes a game scene within a field of view determined according to a visual range configured for the controlled virtual object, and the method includes: Displaying a thumbnail map corresponding to the game scene, wherein the thumbnail map includes a position identifier for representing a scene position of the controlled virtual object in the game scene; In response to a field of view adjustment instruction for the controlled virtual object, the game scene within the field of view displayed in the game scene screen is controlled to change accordingly according to the field of view adjustment of the controlled virtual object, and based on the interactive behavior performed by the controlled virtual object in the game scene, an interactive prompt identifier is presented in the thumbnail map, the interactive prompt identifier is used to represent an area range corresponding to the controlled virtual object, and the interactive prompt identifier displays the interactive behavior results of the controlled virtual object within the area range.
2. The method according to claim 1, characterized in that Presenting an interactive prompt mark in the thumbnail map includes: Based on the positional relationship between the interactive area where the interactive behavior is performed in the game scene and the mapping area mapped by the area range in the game scene, an interactive prompt identifier is presented in the thumbnail map to distinguish the interactive area and the non-interactive area within the area range through the interactive prompt identifier.
3. The method according to claim 1, characterized in that The interactive prompt mark is configured to move along with the controlled virtual object. And / or, the interactive behavior includes a search behavior performed by the controlled virtual object with respect to at least one scene area in the game scene.
4. The method according to any one of claims 1 to 3, characterized in that The area range is an area range constructed with the position of the controlled virtual object as the center, and the visible range is an area range constructed based on the position and field of view direction of the controlled virtual object.
5. The method according to claim 2, characterized in that The field of view adjustment instruction is used to control the visual range of the controlled virtual object to adjust from a first field of view range to a second field of view range, and the interactive behavior includes an observation behavior performed by the controlled virtual object. The interactive prompt indicator is presented in at least one of the following ways: In the interaction prompt identifier, a first interaction area is presented in a first presentation form, a second interaction area is presented in a second presentation form, and a non-interaction area is presented in a third presentation form, wherein the first interaction area is used to represent the observation area mapped by the first field of view range in the game scene, and the second interaction area is used to represent the observation area mapped by the second field of view range in the game scene.
6. The method according to claim 5, characterized in that The interaction prompt identifier is presented in the following manner: detecting whether there is an overlapping area between the second interaction area and the first interaction area; If there is no overlapping area, then in the interaction prompt identifier, the first interaction area is presented in the first presentation form, and the second interaction area is presented in the second presentation form. If there is an overlapping area, the second interactive area is presented in the second presentation form in the interactive prompt identifier, and the non-overlapping area is presented in the first presentation form. The non-overlapping area refers to the area of the first interactive area excluding the overlapping area.
7. The method according to claim 5, characterized in that The interaction prompt identifier is presented in the following manner: For each interactive area in the interactive prompt identifier, a presentation form corresponding to the interactive area is determined based on the time interval to which the existence duration of the interactive area belongs. Among them, when the existence duration of the second interaction area is the same as the time interval to which the existence duration of the first interaction area belongs, the second presentation form is the same as the first presentation form; when the existence duration of the second interaction area is different from the time interval to which the existence duration of the first interaction area belongs, the second presentation form is different from the first presentation form.
8. The method according to claim 5, characterized in that The interaction prompt identifier is presented in the following manner: When the visual range of the controlled virtual object is adjusted, in response to the position of the controlled virtual object moving in the game scene, based on the regional coordinates of the first interactive area corresponding to the first visual range, the first interactive area is expanded toward the position after the controllable virtual object moves, so as to form an updated interactive area based on the overlapping portion between the expanded first interactive area and the regional range; In the interaction prompt identifier, the update interaction area is presented according to the presentation form of the first interaction area.
9. The method according to claim 8, characterized in that Also includes: Whenever a field of view adjustment instruction is received, the coordinates and existence duration of the interactive area mapped by the field of view range under the field of view adjustment instruction in the game scene are recorded; In response to the existence time of any interactive area exceeding a preset time length, the presentation of any interactive area in the interaction prompt identifier is cancelled.
10. The method according to claim 2, characterized in that The interactive area corresponding to the field of view is determined by the following method: Whenever a field of view adjustment instruction is received, identifying a virtual obstacle within the field of view of the field of view adjustment instruction; determining, based on a positional relationship between the virtual obstacle and the controlled virtual object, an actual visible area of the controlled virtual object under the influence of the virtual obstacle; The actual visible area is determined as the interactive area corresponding to the visual field range.
11. The method according to claim 4, characterized in that Also includes: While presenting the interactive prompt mark in the thumbnail map, the display of the location mark is canceled.
12. The method according to claim 11, characterized in that Also includes: When the interaction prompt mark is presented in the thumbnail map, a direction prompt mark is also displayed. The direction prompt mark is used to indicate the field of view direction of the controlled virtual object in the game scene.
13. The method according to claim 1, wherein The field of view adjustment instruction is generated by at least one of the following methods: receiving a movement control operation for the controlled virtual object, wherein the movement control operation is used to control the controlled virtual object to move in the game scene; A viewing angle adjustment operation for the controlled virtual object is received, where the viewing angle adjustment operation is used to control the controlled virtual object to change a viewing direction in the game scene.
14. The method according to claim 1, wherein Also includes: displaying an orientation indicator on the graphical user interface; Based on the positional relationship between at least one interaction area where the interactive behavior is performed in the game scene and the mapping area where the area range is mapped in the game scene, a prompt identifier corresponding to each interaction area is provided at the orientation indicator, and the prompt identifier is used to indicate the relative orientation between the corresponding interaction area and the controlled virtual object.
15. The method according to claim 14, characterized in that The display size of each prompt mark is positively correlated with the size of the corresponding interactive area within the area range, and the presentation form of each prompt mark is consistent with the presentation form of the corresponding interactive area.
16. A display control device in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays a game scene screen corresponding to a controlled virtual object located in a game scene, wherein the game scene screen includes a game scene within a field of view determined according to a visual range configured for the controlled virtual object, and the apparatus comprises: A display control module, configured to display a thumbnail map corresponding to the game scene, wherein the thumbnail map includes a position identifier for representing a scene position of the controlled virtual object in the game scene; A prompt module, in response to a field of view adjustment instruction for the controlled virtual object, controls the game scene within the field of view displayed in the game scene screen to change accordingly according to the field of view adjustment of the controlled virtual object, and presents an interaction prompt identifier in the thumbnail map based on the interactive behavior performed by the controlled virtual object in the game scene, wherein the interaction prompt identifier is used to represent an area range corresponding to the controlled virtual object, and the interaction prompt identifier displays the interactive behavior results of the controlled virtual object within the area range.
17. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any method as claimed in claims 1 to 15.
18. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 15 are executed.