Map information display method and device, electronic equipment and computer readable storage medium
By identifying the target object that the player is following in MOBA games and switching to focused display mode, the problems of the target object being out of view and information interference are solved, improving operational efficiency and gaming experience.
Patent Information
- Application Number
- CN202510905991.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-07-01
- Publication Date
- 2025-09-26
AI Technical Summary
In MOBA games, when players are chasing or protecting a specific object, the target object can easily move out of their field of vision, making operation difficult. In addition, the complex information on the mini-map interferes with judgment, affecting game performance and experience.
The terminal device identifies the target object followed by the player, automatically displays the target object's logo on the graphical user interface, and switches to the focused object display mode in response to the trigger operation to display the shortest path between the controlled virtual character and the target object.
It improves the player's operational efficiency and accuracy when pursuing or protecting targets, reduces interference with non-critical information, and enhances the gaming experience.
Smart Images

Figure CN120695437A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computers, and in particular to a map information display method, device, electronic device, and computer-readable storage medium. Background Art
[0002] In current MOBA (Multiplayer Online Battle Arena) games, players often need to pursue or protect specific targets (such as teammates or enemy heroes). As the game progresses, the target may move to the edge of the game field of view or completely out of view. This makes it difficult for players to maintain their focus on the target's movements. In addition, the information displayed on the minimap is too cumbersome, often interfering with players' judgment, leading to misjudgments or mistakes when pursuing or protecting the target, affecting the game performance and experience. Summary of the Invention
[0003] The present application provides a map information display method, device, electronic device and computer-readable storage medium, which can automatically focus on the object specified by the player and dynamically adjust the map lens distance, ensuring that the player can focus on pursuing or protecting the target, thereby improving the user experience.
[0004] In a first aspect, an embodiment of the present application provides a method for displaying map information, providing a graphical user interface through a terminal device, the graphical user interface displaying at least part of a game scene, the game scene including a controlled virtual character controlled by the terminal device, the method comprising: in response to a movement control operation on the controlled virtual character, controlling the controlled virtual character to move in the game scene; determining a target object that the controlled virtual character continuously follows, and displaying an identifier of the target object on the graphical user interface; in response to a trigger operation on the target object identifier, switching the thumbnail map to a focused object display mode, the focused object display mode being used to display the shortest path between the controlled virtual character and the target object.
[0005] In a second aspect, an embodiment of the present application provides a map information display device, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a game scene, and the game scene includes a controlled virtual character controlled by the terminal device. The device includes: a movement control module, which is used to control the movement of the controlled virtual character in the game scene in response to the movement control operation on the controlled virtual character; a display module, which is used to determine the target object that the controlled virtual character continuously follows and display the identifier of the target object on the graphical user interface; a switching module, which is used to switch the thumbnail map to a focused object display mode in response to a trigger operation on the target object identifier, and the focused object display mode is used to display the shortest path between the controlled virtual character and the target object.
[0006] In a third aspect, an embodiment of the present application provides an electronic device comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned map information display method.
[0007] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned map information display method.
[0008] The map information interaction method provided in the present application provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled virtual character controlled by the terminal device. The method includes: in response to a movement control operation on the controlled virtual character, controlling the controlled virtual character to move in the game scene; determining a target object that the controlled virtual character continuously follows, and displaying an identifier of the target object on the graphical user interface; and in response to a trigger operation on the target object identifier, switching the thumbnail map to a focused object display mode, wherein the focused object display mode is used to display the shortest path between the controlled virtual character and the target object.
[0009] Through the above method, it can be seen that this application can automatically focus on the object followed by the player and display the nearest route in real time, so that the player can operate more effectively and improve the gaming experience and decision-making accuracy.
[0010] Other features and advantages of the present application will be described in the subsequent description, or some features and advantages can be inferred or determined without doubt from the description, or can be learned by implementing the above-mentioned technology of the present application.
[0011] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, the following specifically lists preferred embodiments and describes them in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments of the present application. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0013] Figure 1 This is a flowchart of a method for displaying map information provided by an embodiment of the present application;
[0014] Figure 2This is a schematic diagram of an interface of a map information display method provided by an embodiment of the present application;
[0015] Figure 3 This is another interface diagram of the map information display method provided in an embodiment of the present application;
[0016] Figure 4 This is another interface diagram of the map information display method provided in an embodiment of the present application;
[0017] Figure 5 This is a structural diagram of a map information display device provided in an embodiment of the present application;
[0018] Figure 6 This is a structural block diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0019] The following description sets forth many specific details to facilitate a thorough understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the scope of the present application. Therefore, the present application is not limited to the specific implementations disclosed below.
[0020] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than that illustrated or described herein. In addition, the terms "including", "having" and their variations are intended to cover non-exclusive inclusions. For example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0021] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, "several" refers to one or more, and "multiple" refers to two or more. "And / or" is merely a description of the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.
[0022] It should be understood that in the embodiments of the present application, "B corresponding to A," "B corresponding to A," "A corresponds to B," or "B corresponds to A" means that B is associated with A and B can be determined based on A. Determining B based on A does not mean determining B based solely on A; B can also be determined based on A and / or other information.
[0023] In current MOBA (Multiplayer Online Battle Arena) games, players often need to chase or protect specific targets (such as teammates or enemy heroes). For example, in MOBA games such as Honor of Kings, players usually need to use the small map in the upper left corner to obtain the overall information of the game scene, including the location of teammates, enemy locations, wild monster distribution, etc., and decide their own course of action based on this information. However, the existing technology has obvious technical defects: when the player is chasing or protecting the target object, the target often moves to the edge of the field of view or even completely out of the field of view, causing the player to lose track of the target; at the same time, the small map contains too much information (such as the location of all friendly and enemy forces, target tasks, etc.). This complicated information will interfere with the player's judgment. Players need to constantly switch their focus during battle. They must pay attention to the battle on the main screen and frequently check the small map to obtain target location information, which increases the cognitive burden.
[0024] Based on the problems described above, the embodiments of the present application provide a map information display method, device, electronic device, and computer-readable storage medium. By intelligently identifying the player's behavior of continuously following the target object, focusing on the target object, and displaying the shortest path between the player and the target object, the player can focus on the target when chasing or protecting a specific object without encountering operational difficulties due to field of view limitations.
[0025] The map information display method provided in the embodiment of the present application can be executed by an electronic device, which can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, or a laptop computer. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers, or it can be implemented as a single server. When the server is software, it can be implemented as multiple software or software modules (for example, software or software modules used to provide distributed services), or it can be implemented as a single software or software module. The embodiment of the present application does not specifically limit this.
[0026] In an optional embodiment, taking a game as an example, when the map information display method is executed on a terminal device, the terminal device stores the game application and the game virtual scene. The terminal device interacts with the player via a sender graphical user interface (GUI). The terminal device can provide the sender GUI to the player in various ways, such as rendering and displaying it on the terminal device's display screen or presenting the sender GUI through holographic projection.
[0027] In an optional embodiment, taking cloud gaming as an example, when the map information display method is run on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes a server and a client device. The operating entity of the game application and the entity presenting the game screen are separate. The storage and operation of the method for controlling the vehicle in the game are completed on the server. The game screen is presented on the client. The client is mainly used to receive and send game data and present the game screen. For example, the client can be a display device with data transmission capabilities close to the player, such as a mobile terminal, TV, computer, PDA, personal digital assistant, head-mounted display device, etc., but the terminal device that processes the game data is a server in the cloud. When playing the game, the player operates the client to send instructions to the server. The server controls the game according to the instructions, encodes and compresses the game screen and other data, and returns it to the client via the network. Finally, the client decodes and outputs the game screen.
[0028] The embodiments of the present application provide a map information display method, device, electronic device, and computer-readable storage medium. The map information display device can be integrated into a computer device, and the electronic device can be a server, a terminal, or other device.
[0029] Figure 1 A flowchart of a map information display method provided in an embodiment of the present application.
[0030] The embodiment of the present application provides a method for displaying map information, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least part of a game scene, and the game scene includes a controlled virtual character operated by the terminal device, such as Figure 1 As shown, the method includes the following specific steps:
[0031] Step 101, in response to a movement control operation on a controlled virtual character, controlling the controlled virtual character to move in a game scene;
[0032] Step 102: determining a target object that the controlled virtual character continuously follows, and displaying an identifier of the target object on a graphical user interface;
[0033] Step 103: In response to a trigger operation for the target object identifier, the thumbnail map is switched to a focus object display mode, where the focus object display mode is used to display the shortest path between the controlled virtual character and the target object.
[0034] Through the above steps, the map information display method provided in the embodiment of the present application enables the player to intelligently identify the player's following intention and automatically focus on the object when chasing or protecting a specific object in the game, thereby reducing interference with non-critical information and improving the tracking efficiency of the target object.
[0035] The following is a detailed description of the above steps:
[0036] Step 101: In response to a movement control operation on a controlled virtual character, control the controlled virtual character to move in a game scene.
[0037] A graphical user interface (GUI) is an interface used by users to interact with a terminal. In this embodiment, the GUI can be used by players to interact with the terminal to implement game logic. The terminal device can be a smartphone, tablet computer, personal computer, or other electronic device with a display function.
[0038] The game scene refers to the virtual scene displayed when the game client runs on a terminal. Optionally, the game scene can be a three-dimensional virtual environment from a first-person perspective. For example, in a shooter game, the player sees the game world through the eyes of the character, including buildings, terrain, items, and other characters in front of them. Optionally, the game scene can be a three-dimensional virtual environment from a third-person perspective. For example, in an action-adventure game, the player can see the character they control and the surrounding environment, making it easier to observe the interaction between the character and the environment. Optionally, the game scene can be a two-dimensional or three-dimensional virtual environment from a bird's-eye view. For example, in a strategy game or multiplayer online tactical game, the player can look down at the entire battlefield from a high vantage point, observing the positions and distribution of teammates and enemies, as well as map resources.
[0039] A controlled virtual character refers to a game character controlled by the player in the game. This means the player manipulates the virtual character to perform various game activities within the game scene, such as picking up items, fighting, exploring, or solving puzzles. This virtual character can represent the player's image and can be implemented as a three-dimensional or two-dimensional virtual model, though this embodiment does not specifically limit this. Virtual characters include, but are not limited to, at least one of a virtual person, a virtual animal, and a virtual machine.
[0040] Among them, the movement control operation is the movement instruction issued by the player to the controlled virtual character through the input interface of the terminal device.
[0041] Alternatively, movement control can be achieved using a virtual joystick on the touch screen. For example, in MOBA games, players typically control character movement using the virtual joystick in the lower left corner of the screen. Players can control the character's movement direction and speed by dragging their finger on the virtual joystick.
[0042] Alternatively, movement control can be implemented through point-and-click pathfinding. For example, a player can directly click on a target location on the game map, and the system will automatically calculate a path and control the character to move to that location.
[0043] Optionally, movement control operations can also be implemented through external devices such as physical controllers such as game controllers, keyboards, and mice. For example, when playing a mobile game using an emulator or on a PC platform, players can use the WASD keys or arrow keys to control the character's movement and use the mouse to click to determine the movement target.
[0044] Step 102: Determine a target object that the controlled virtual character continuously follows, and display an identifier of the target object on a graphical user interface.
[0045] The target object is a game entity in the game scene that the player may need to track or protect.
[0046] The target object can be a hero character controlled by a friendly teammate. For example, in a team battle, the player may need to follow the support character to protect teammates, or follow the vanguard character to attack the enemy.
[0047] The target can be a hero character from the enemy faction. For example, an assassin character may need to continuously pursue a vulnerable enemy archer or mage, waiting for the right moment to launch a surprise attack.
[0048] Targets can also be special units or neutral creatures in the game. For example, players may need to track large monsters such as Tyrants or Overlords in a MOBA game in order to seize these resources at the right time.
[0049] The identifier of the target object is a visual element displayed on the graphical user interface and representing the target object.
[0050] The target object can be identified in the form of an avatar. For example, when the system detects that the player is continuously following a hero, the hero's avatar will be displayed in an appropriate position on the interface (such as at the top or right side of the screen), allowing the player to quickly identify the target.
[0051] The target object's marker can contain additional status information. For example, the marker can display key information such as the target object's current health, mana, distance, etc., helping players make more accurate tracking decisions.
[0052] The target object's marker can also be a dynamically changing indicator. For example, the marker might change color or size based on the distance between the target and the player, or a special indicator icon might appear when the target leaves the player's field of view.
[0053] The controlled virtual character continuously follows the target object when the controlled virtual character moves in the current game scene, and determines that the controlled virtual character has a behavior of continuously following a target object by identifying its movement state.
[0054] In an optional embodiment, determining a target object that the controlled virtual character continuously follows includes:
[0055] Obtain the moving direction of the controlled virtual character and the moving direction of the target object; when the angle between the moving direction of the controlled virtual character and the moving direction of the target object is less than a preset threshold and the duration exceeds a preset time, determine that the controlled virtual character continues to follow the target object.
[0056] Specifically, in determining whether the controlled virtual character is continuously following the target object, the control system first obtains the movement directions of the controlled virtual character and the target object, then calculates the angle between the two movement directions, and determines whether the angle is less than a preset threshold. If the angle is less than the preset threshold and this state persists for more than a preset time, the controlled virtual character is determined to be continuously following the target object.
[0057] The moving direction may be a vector representation of the path or orientation of the virtual character in the game scene, including two attributes, direction and size, and usually indicates the current motion state and intention of the character.
[0058] The direction of movement can be obtained by calculating the change in the character's position between consecutive time frames. For example, in a MOBA game, the virtual character's position coordinates (x1, y1) and (x2, y2) can be sampled every 100 milliseconds, and the actual direction of movement of the virtual character can be obtained by vector calculation (x2-x1, y2-y1).
[0059] Alternatively, the movement direction can be directly obtained from the player's input control device. For example, when the player uses a virtual joystick to control the character's movement, the joystick's offset direction and force directly correspond to the player's desired movement direction.
[0060] Optionally, the movement direction can be intelligently corrected based on the game's terrain and obstacles. For example, even if the player enters an eastward movement command, if there's an impassable wall to the east, the system will correct the actual movement direction to the northeast or southeast, which are passable. In a MOBA game's jungle pursuit scene, even if the player wants the character to pursue in a straight line, the system will take terrain obstacles into account and calculate the actual movement direction to follow the wall.
[0061] The included angle can be the spatial angle between the two movement direction vectors. The included angle is a numerical indicator that measures the similarity between two movement directions, usually expressed as an angle value, ranging from 0 degrees (completely identical) to 180 degrees (completely opposite).
[0062] The angle usually plays a role in judging the correlation between the movement trends of two characters. The smaller the angle, the closer the movement directions of the two characters are, and the more likely there is a follow-up relationship.
[0063] Alternatively, the angle can be calculated by taking the dot product of the two moving direction vectors and their vector modulus. For example, if the two direction vectors are A(x1, y1) and B(x2, y2), the angle θ can be calculated using the formula cos(θ) = (A·B) / (|A|·|B|) = (x1x2+y1y2) / √((x12+y12)(x22+y22)).
[0064] Optionally, angle calculation can use a simplified directional quadrant comparison method. For example, the 360-degree direction can be divided into 8 or 16 quadrants, and the similarity of the movement directions of two characters can be approximately determined by comparing only the directional quadrants of the two characters. In high-intensity team battles, in order to quickly determine following behavior, the system may divide the direction into 8 45-degree sectors. If the movement directions of two characters fall within the same or adjacent sectors, the directions are considered to be basically the same.
[0065] Optionally, the angle can be dynamically adjusted based on the character type and game environment. For example, for highly agile assassin characters, stricter angle criteria may be used, while for slower-moving tank characters, looser criteria may be used. When pursuing in complex terrain such as rivers or jungle areas, the angle criteria may be relaxed to account for path constraints, and even large angles may be considered a follow-up action.
[0066] The preset threshold value may be a critical angle value set to determine the following behavior of the controlled virtual character. The preset threshold value is a predefined angle value used as a standard for determining whether two moving directions are sufficiently close.
[0067] The preset threshold can be a fixed angle value. For example, the system can set the threshold to 30 degrees. When the angle between the movement directions of the two characters is less than 30 degrees, the directions are considered to be basically the same.
[0068] The preset threshold can also be dynamically adjusted based on the game scenario. For example, in an open mid-lane laning phase, the threshold might be set to a lower value, such as 20 degrees; while in a narrow jungle lane or river pursuit, the threshold might be increased to 45 degrees to accommodate tracking judgment in complex environments. In actual combat, when a player is pursuing an enemy in the jungle, even if the movement direction deviates due to terrain restrictions, the system can accurately identify the pursuit intention.
[0069] Optionally, the preset threshold can be adaptively adjusted based on the distance between the characters. For example, when the two characters are close together, a stricter threshold such as 15 degrees may be used; while when the distance is far, the threshold may be relaxed to 40 degrees.
[0070] Additionally, angle thresholds can be indicated through visual UI elements. For example, the current angle value and threshold range can be displayed at the edge of the map to help players intuitively understand the tracking status. If the angle approaches the upper threshold, the interface can flash a red warning bar, prompting the player to adjust their movement direction to maintain continuous tracking.
[0071] The preset duration refers to the minimum time period required to determine continuous following behavior. The preset duration can be a fixed time value. For example, in a MOBA game, only when the player's virtual character continuously follows a teammate for more than 2.5 seconds will follow recognition be triggered and the teammate's portrait icon will be displayed.
[0072] Optionally, the preset duration can be set based on user operating habits. For example, if a heat map shows the average duration of player movement in a pursuit scene, and the data shows that 80% of players complete directional adjustments within 2.2 seconds, the preset duration can be set to 2 seconds to balance accuracy and sensitivity. A tolerance range should also be set, such as allowing a ±0.3 second fluctuation, to account for differences in player skill levels.
[0073] Optionally, dynamic adjustment of the preset duration must support adaptation for multiple characters. For example, for highly mobile characters (such as assassins), the duration can be shortened to 1.8 seconds to match their fast movement characteristics; while for slow-moving characters (such as tanks), it can be extended to 2.5 seconds to avoid misjudgments due to inertia.
[0074] By combining the dual judgment conditions of direction angle and duration, the player's pursuit intention can be accurately identified, avoiding misjudgment due to short-term movement deviations and improving the reliability of judgment.
[0075] In an optional embodiment, determining the target object that the controlled virtual character continues to follow includes: obtaining the distance between the controlled virtual character and the target object; and determining that the controlled virtual character continues to follow the target object when the distance decreases or remains stable over time.
[0076] Specifically, in the process of determining whether the controlled virtual character is continuously following the target object, the real-time distance between the controlled virtual character and the target object is obtained, and the changing trend of the distance over time is analyzed. When it is detected that the distance between the two is decreasing or remaining within a relatively stable range, it is determined that the controlled virtual character is continuously following the target object.
[0077] The distance can be the spatial interval between two characters in the virtual space of the game, usually expressed in unit length in the game world coordinate system.
[0078] Optionally, distance calculations can consider actual paths in the game scene rather than simple straight-line distances. For example, the system might use a pathfinding algorithm to calculate the actual path length required to travel from character A to character B. This is particularly important in game scenes with impassable obstacles such as walls and rivers. In real-world scenarios, when a wall exists between the controlled virtual character and the target object, even if the straight-line distance is very close, the system will calculate the actual path distance around the wall to more accurately reflect the spatial relationship between the two.
[0079] Optionally, distance can be converted into a time estimate based on the current movement speed. For example, the system can divide the distance by the character's current movement speed to determine how many seconds it will take character A to reach character B's location. This representation is more practical when determining the feasibility of a pursuit.
[0080] The shortening of the distance over time refers to a state in which the spatial interval between the controlled virtual character and the target object shows a decreasing trend at consecutive time sampling points.
[0081] The change in distance can be calculated by taking the distance difference between consecutive time points. For example, the distance between two characters can be recorded every 200 milliseconds, and the distance difference (dd) between adjacent time points can be calculated. If the difference between multiple consecutive time points is positive, the distance is considered to be decreasing.
[0082] Optionally, a mechanism can be configured to tolerate brief fluctuations in distance reduction. For example, within an overall reduction trend, a brief increase in distance (e.g., no more than 0.5 seconds or no more than 10% of the total distance) may be permitted. This helps accommodate in-game fine-tuning and terrain effects. During an actual pursuit, even if the pursuer's distance increases briefly due to circumventing an obstacle, the overall pursuit intention can still be correctly identified.
[0083] Optionally, distance reduction can be predicted by combining relative velocity vectors. For example, the velocity vector difference between two characters can be calculated to predict whether the distance will decrease in the near future, rather than relying solely on the distance change that has already occurred. In high-level games, when players anticipate the enemy's likely movement path and move to an interception position in advance, even if the current distance temporarily increases, the impending distance reduction can be predicted through velocity vector analysis, allowing the pursuit intention to be identified in advance.
[0084] Among them, distance stability refers to the state in which the spatial interval between the controlled virtual character and the target object is maintained within a certain range at continuous time sampling points.
[0085] Distance stability can be defined as distance fluctuations that do not exceed a preset range. For example, the system can set a baseline distance d and an acceptable fluctuation range of ±Δd. When the actual distance d consistently satisfies d-Δd≤d≤d+Δd, the distance is considered stable. In MOBA games, this might be within a range of 150±30 units, neither too far to prevent timely protection nor too close to limit the shooter's operational space.
[0086] Optionally, maintaining a stable distance can be combined with time to determine the overall distance. For example, the system might require that the distance remain within a fluctuation range for at least three seconds before it is considered a stable follow state, filtering out accidental similarities in distance. In actual gameplay, only when a support hero, such as Sun Shangxiang, remains within a specific distance around the shooter for more than three seconds will it be considered a protective follow, rather than a brief close encounter caused by the two characters passing by.
[0087] By monitoring the distance change trend, it can accurately identify the player's behavior of continuously following or maintaining following the target object, reducing misjudgment and improving the accuracy of focus mode triggering.
[0088] In an optional embodiment, determining the target object that the controlled virtual character continues to follow includes: detecting whether the target object disappears from the field of view of the controlled virtual character; when the target object disappears from the field of view of the controlled virtual character and the controlled virtual character immediately moves in the direction in which the target object last disappeared, determining that the controlled virtual character continues to follow the target object.
[0089] Specifically, in determining whether the controlled virtual character is continuously following the target object, the target object is continuously monitored to determine whether it is within the field of view of the controlled virtual character. If it is detected that the target object disappears from the current field of view, and the player-controlled character then adjusts its direction to move toward the location where the target object last disappeared, the controlled virtual character is determined to be continuously following the target object.
[0090] The field of view may be a spatial area in the game scene that the controlled virtual character can directly perceive or observe, typically a spatial area with a specific radius or shape centered on the controlled virtual character.
[0091] Alternatively, the field of view may be a circular area centered on the virtual character. For example, in most MOBA games, each character has a basic field of view with a fixed radius (e.g., 800 units) and can observe all objects and events within the circular range.
[0092] Optionally, field of view can be dynamically affected by terrain and obstacles. For example, terrain elements like walls, high ground, and brush can block field of view, creating blind spots. Even areas within the theoretical field of view radius may be blocked by obstacles. In actual gameplay, if an enemy hero enters brush, even if they are very close, they will immediately disappear from the player's field of view unless the player also enters the same brush or uses the perspective skill.
[0093] Optionally, vision range can be dynamically adjusted based on game mechanics, equipment effects, or skill states. For example, certain scout heroes might have a larger base range, or have their vision temporarily extended by specific skills; while vision range for all characters might be uniformly reduced in night mode.
[0094] Detecting that a target object disappears from the field of view of a controlled virtual character means that the target object is no longer directly observable by the controlled virtual character, and the player cannot directly obtain the real-time position and status information of the object.
[0095] Alternatively, disappearance from view can occur when the target is outside the maximum field of view. For example, if the target moves quickly or uses a displacement skill, causing the distance between the target and the player character to exceed the field of view radius, the target will disappear from view.
[0096] Optionally, vanishing from view can also be triggered by entering special terrain areas. For example, if a target enters brush, turns a corner, or passes through a foggy area, even at close range, they will disappear from view due to the vision blocking mechanism. In some MOBA games, brush is the most common vision blocking mechanism. Enemies disappear immediately after entering brush, creating tactical possibilities for ambushes and counter-ambushes.
[0097] Alternatively, disappearing from view can also be caused by the target using a special ability or item effect. For example, some heroes have invisibility skills that temporarily disappear from the enemy's view after using them; some items such as "invisibility cloak" can also provide similar effects.
[0098] Among them, when the target object is monitored to disappear from the field of view of the controlled virtual character, and the controlled virtual character immediately moves in the direction where the target object last disappeared, it can be the behavior of the player controlling the virtual character to quickly move along the bearing line of the target object's disappearance position within a short period of time after the target object disappears.
[0099] For example, changing direction within 1.5 seconds after a target disappears is considered an immediate reaction. In MOBA games, if a player changes direction within 1 second after an enemy shooter disappears from view, it is considered a conscious pursuit. However, if the player delays changing direction for 3 seconds, it may not be considered an immediate reaction.
[0100] Among them, moving towards the direction where the target object last disappeared means that the player actively adjusts the movement direction of the virtual character within a short period of time after the target object disappears from the field of vision, trying to track or approach the last visible position of the target object.
[0101] Alternatively, moving in the direction where the target object last disappeared can be a straight-line tracking behavior. For example, the player may control the character to continue moving along a straight line connecting the player's current position and the target's last visible position.
[0102] Alternatively, moving in the direction where the target last disappeared can also involve intelligent path selection that takes terrain into account. For example, rather than simply moving in a straight line, the player might choose an optimal path that takes into account terrain obstacles and possible shortcuts, while still pointing toward the target's disappearance. In complex terrain, if the target disappears behind a wall, the player might choose the nearest aisle or corner to achieve the desired goal while maintaining an optimal path.
[0103] Optionally, moving toward the target's last disappearance can also include predictive movement strategies. For example, experienced players may not only track the target's vanishing point, but also predict the target's likely movement trajectory and choose a path that may intercept the target. In high-level games, when the target disappears from view, the pursuer may circle to the next possible location, such as the jungle exit or behind a defensive tower, rather than blindly chasing the vanishing point. This predictive tracking is also a form of moving toward the disappearance direction.
[0104] Step 103: In response to a trigger operation for the target object identifier, the thumbnail map is switched to a focus object display mode, where the focus object display mode is used to display the shortest path between the controlled virtual character and the target object.
[0105] The triggering operation of the target object identifier refers to the instruction input by the player to interact with the target object identifier.
[0106] The trigger action can be a gesture action of swiping from the virtual joystick area to the target object's icon. For example, the player can start from the joystick area in the lower left corner, swipe up to the target object's portrait displayed at the top of the screen, and then release their finger to complete the trigger action.
[0107] Optionally, the triggering action can be to long-press the target object icon for a period of time. For example, the player can directly press and hold the target object's portrait for more than 1 second, and the focus mode will be activated after being recognized as a long press action.
[0108] Optionally, the triggering action may also include a double-click or a combination of clicks. For example, a player may trigger the focus display mode by quickly double-clicking the target avatar, or by first clicking the avatar and then clicking the focus icon that appears next to it.
[0109] Among them, switching the thumbnail map to the focused object display mode means that according to the player's trigger command, the default small map view that displays the overall game map information is transformed into an optimized view that focuses on the player's character and specific target objects.
[0110] Switching between thumbnails can change the map's information priority and display. For example, the switched map might de-emphasize non-critical units (such as common minions and neutral monsters) while highlighting target-related elements (such as the target's possible movement path, nearby teammates, and enemies), helping players quickly access key tactical information.
[0111] Among them, the focus object display mode is to display the shortest path between the player and a specific target object in the thumbnail map.
[0112] Optionally, the Focused Object display mode adjusts the thumbnail map's display content and scale. For example, with this mode activated, the thumbnail map can adjust its display range to ensure that the player character and the target object are both visible within the map's field of view, while other non-critical information may be de-emphasized.
[0113] Optionally, a focused object display mode can highlight key information related to the objective. For example, a safe path to the objective might be highlighted on the map, or dangerous areas where ambushes might occur might be marked.
[0114] Optionally, the Focused Object display mode can also provide additional tactical information, such as the target's predicted movement path, skill cooldown status, or the number of nearby friendly and enemy forces, helping players make more informed tracking decisions.
[0115] The shortest path is the optimal moving route for the controlled virtual character to reach the target object position calculated by the system.
[0116] The shortest path can be calculated based on the principle of shortest physical distance. For example, considering obstacles and terrain restrictions on the map, the shortest geometric path from the current location to the target location is calculated.
[0117] Optionally, the shortest path can be intelligently planned with safety considerations in mind, for example, avoiding enemy defense towers or areas known to host enemy ambushes, providing a relatively safe path that may not be the absolute shortest.
[0118] Optionally, the shortest path can also be a dynamically updated route guide. For example, as the location of the target object changes, the system will recalculate and update the displayed path in real time, ensuring that the player always sees the latest optimal route.
[0119] By triggering the target object identification, switching the thumbnail map to the focused object display mode can help players focus on the most important target tracking task in a complex battlefield environment.
[0120] In an optional embodiment, in response to a trigger operation for a target object identifier, the thumbnail map is switched to a focus object display mode, including: the contact point of the trigger operation starts from the control area of the virtual joystick and slides to the location of the target object identifier; in response to an end instruction of the trigger operation, the thumbnail map is switched to a focus object display mode.
[0121] The trigger operation starts from the virtual joystick control area, and the contact slides to the location of the target object logo. When the player completes this sliding operation and releases his finger (that is, the end instruction of the trigger operation), the thumbnail map in the upper left corner is switched from the normal display state to the focused object display mode.
[0122] The touch point that triggers an action can be the point where the player interacts with the game interface on the touch screen. The touch point that triggers an action refers to the physical point of contact formed by the player's finger or touch device touching the screen. The player's operation intention is analyzed by capturing information such as the position, movement trajectory, and pressure of the touch point.
[0123] The triggering operation can be achieved by clicking, sliding, long pressing and / or other operations. Taking sliding as an example, the player can slide his finger from the virtual joystick area to the target object mark position on the screen to trigger a specific function.
[0124] Optionally, the touch points that trigger the operation can support single-finger and multi-finger operation modes. For example, in basic focus mode activation, the player can use a single finger to slide from the joystick area to the target mark position; in more complex operations, two fingers may be required to operate simultaneously, with one finger kept on the joystick to control the character's movement, and the other finger sliding from the edge of the screen to the target mark to activate focus mode. In MOBA games, when the player is chasing an enemy hero, he can use his left thumb to control the character's movement on the virtual joystick, and at the same time use his right index finger to slide from the right edge of the screen to the displayed target avatar, realizing two-handed coordinated operation.
[0125] Optionally, the triggering touchpoint can also identify speed and acceleration characteristics. For example, it can distinguish between fast and slow swipes, allowing different functional responses to be designed for different operation speeds. In actual gameplay, players can quickly activate focus mode by swiping the touchpoint from the joystick to the target icon. This fast gesture expresses a stronger tracking intention; while a slow swipe may trigger the display of more detailed information, such as the target's skill cooldown status or equipment status.
[0126] The virtual joystick control area can be an interactive area on the game interface used to control the movement of the virtual character. The virtual joystick control area is a virtual interactive interface element on a touchscreen device that simulates the functionality of a physical joystick. It is typically located in the lower left or right corner of the screen and is used to receive directional input from the player and convert it into movement control for the game character.
[0127] The control area of a virtual joystick typically provides intuitive directional control and movement, making it the most basic and commonly used interactive control in touchscreen MOBA games. These controls can be triggered through tapping, swiping, long-pressing, and / or other methods. For example, swiping allows players to control the movement of their avatar in a specific direction by sliding their finger across the virtual joystick area. The direction and distance of the swipe determine the direction and speed of the avatar's movement.
[0128] Figure 2 This is a schematic diagram of an interface of a map information display method provided in an embodiment of the present application.
[0129] like Figure 2 As shown, the control area of the virtual joystick 201 can be a fixed circular area. For example, in most MOBA mobile games, the virtual joystick 201 is fixed to the lower left corner of the screen by default, represented by a transparent circle, and the player needs to operate within this area to control the movement of the virtual character.
[0130] Optionally, the virtual joystick's control area can be floating or adaptive. For example, some games allow players to automatically generate a joystick upon first touching anywhere on the screen, providing a more flexible control experience. In the advanced settings of some MOBA games, players can enable "floating joystick," which no longer remains fixed in the lower left corner but instead dynamically generates at each touch. This design provides experienced players with greater operational freedom.
[0131] Sliding to the location of the target object identifier may be a process in which the contact point moves from a starting area to a target location on the screen.
[0132] like Figure 2 As shown, sliding to the target object identification position refers to the continuous movement operation of the player's finger on the touch screen, starting from the control area of the virtual joystick 201 and moving along a certain trajectory to the screen position where the target object avatar 202 is located.
[0133] Optionally, the swipe to the target object's location can be a straight-line swipe. For example, a player can swipe directly from the joystick area along the shortest path to the target avatar's location displayed at the top or right side of the screen. In MOBA games, when the system displays the tracked enemy's avatar at the top of the screen, the player can swipe straight up from the joystick area in the lower left corner to the avatar, forming a straight-line swipe gesture from bottom to top, triggering the focus function.
[0134] Optionally, a certain trajectory deviation may be allowed when sliding to the location of the target object marker. For example, the system may not require a completely precise straight line slide, but may allow a certain arc or deviation in the intermediate trajectory, provided that the end point of the slide accurately reaches the target marker. In actual operation, since players usually perform this operation in combat, even if the player's sliding trajectory is not a perfect straight line, as long as the starting point is in the joystick area and the end point accurately reaches the target marker, it can still be recognized as a valid sliding operation.
[0135] Optionally, sliding to the location of the target object identifier can also be combined with the virtual character movement control. For example, the player can first use the joystick to control the character's movement, and then without lifting the finger, directly slide from the current joystick position to the target identifier position, achieving a continuous "move-slide" operation. In high-intensity games, experienced players may control the hero's pursuit while sliding the finger on the joystick directly to the target avatar, forming a smooth compound operation that does not interrupt the character's movement and quickly activates the focus mode, demonstrating a high level of operational proficiency.
[0136] The end instruction for the triggering operation can be the player's release of their finger after completing the swipe gesture. The end instruction for the triggering operation refers to the player lifting their finger from the screen after swiping from the virtual joystick area to the target marker. The system interprets this action as a signal that the operation is complete and executes the corresponding function.
[0137] The end instruction of the trigger operation usually has the function of confirming the operation intention and executing the function conversion. Taking the sliding operation as an example, when the player completes the sliding from the joystick area to the target mark and releases the finger, the system recognizes it as the end instruction and triggers the function of switching the map display mode.
[0138] Optionally, the triggering action can end with a simple finger lift. For example, when the player's finger slides to the target marker, they lift their finger off the screen, and the system immediately responds and switches the map mode. In a MOBA game, if the player slides the virtual joystick to the enemy portrait marker, and the finger reaches the portrait position and releases, the system immediately activates focus mode, switching the minimap to highlight the tracking path.
[0139] Optionally, the end instruction of the triggering operation can also include a short pause confirmation mechanism. For example, the player is required to pause for 0.2 seconds after sliding to the target mark before releasing the finger to ensure that the operation intention is clear and not an accidental touch. In some game scenes that require precise operation, after the player slides to the target mark, a small visual feedback is displayed (such as the mark is slightly enlarged or highlighted), prompting the player to pause briefly before releasing the finger to confirm the operation. This design can reduce incorrect operations during combat.
[0140] In an optional embodiment, in response to a trigger operation on the target object identifier, switching the thumbnail map to the focused object display mode includes: in response to a long press operation on the target object identifier, switching the thumbnail map to the focused object display mode.
[0141] Specifically, when switching the thumbnail map to the focused object display mode, the system will respond to the player's specific long-press operation on the target object's logo. When the player finds the target object's logo (usually an avatar) on the screen and presses it for more than a certain period of time, the system will switch the thumbnail map in the upper left corner from the normal display state to the focused object display mode, helping the player to track the target more attentively.
[0142] A long-press operation on a target object identifier can be an interactive behavior in which the player continuously presses a specific interface element on the screen. A long-press operation on a target object identifier refers to placing a finger on the screen area displaying the target object's portrait or icon and maintaining the pressure for a specific period of time (usually exceeding 500 milliseconds).
[0143] Optionally, a long press can be defined by a duration threshold. For example, the system may require holding down a target icon for at least 1 second to determine it as a valid long press, to distinguish it from a normal click or tap. In MOBA games, when the player holds down the target icon for 1 second, the system will vibrate slightly and activate focus mode, switching the minimap to a focused tracking state.
[0144] Optionally, long presses can be combined with pressure sensing technology to provide a richer interactive experience. For example, on devices that support pressure sensing, the system can recognize long presses with different pressure levels, with light and heavy long presses potentially triggering different levels of focus effects. Players can adjust the long press pressure based on tracking urgency, with light pressure long presses potentially activating only basic path display, while heavy pressure long presses could activate full focus mode, including advanced features like target movement prediction.
[0145] Optionally, a long press can be combined with small finger movements to provide progressive function activation. For example, if the player slightly rotates or slides their finger during a long press, the system can adjust the specific parameters of the focus mode based on these micro-movements. In some games that support advanced controls, after long pressing the target portrait, the player can increase the map zoom by slightly rotating their finger clockwise or decrease the zoom by rotating it counterclockwise, providing players with more precise control over the map perspective.
[0146] In an optional embodiment, the focused object display mode is used to display the shortest path between the controlled virtual character and the target object, including: calculating the shortest path for the controlled virtual character to reach the location of the target object; and displaying the shortest path on the thumbnail map in a highlighted or specially marked manner.
[0147] Figure 3 This is another interface diagram of the map information display method provided in an embodiment of the present application.
[0148] The shortest path for the controlled virtual character to reach the location of the target object can be calculated by using a pathfinding algorithm to analyze the game map data and determine the shortest moving route from the current position of the player character to the location of the target object.
[0149] The shortest path is the continuous route on the game map that minimizes the distance or time required to travel from the controlled virtual character's current location to the target object. This shortest path can help players avoid detours or getting lost, allowing them to more directly approach or intercept the target object.
[0150] Heuristic search algorithms can be used to calculate the shortest path. For example, the system may use the A algorithm, which combines heuristic functions of actual distance and estimated remaining distance to efficiently search for the optimal path. In the implementation of MOBA games, when the player activates focus mode, the system will start the A algorithm in the background, representing the map as a node network, where each node represents a location point in the traversable area. It then evaluates various possible paths from the starting point to the end point and selects the path with the lowest total cost (actual distance + estimated remaining distance) as the final recommended route.
[0151] Optionally, the shortest path calculation can also take into account dynamic battlefield factors. For example, the system not only analyzes static terrain obstacles, but also considers temporary obstacles on the current battlefield, such as summons, newly generated terrain, or enemy skill area effects. These temporary obstacles are taken into account in real time during the shortest path calculation, automatically analyzing the map's traversable areas and obstacles, such as walls, rivers, and defense tower ranges. The pathfinding algorithm then calculates the shortest path that avoids all obstacles and guides the player from their current position to the target location.
[0152] Optionally, multiple layers of priority rules can be set for calculating the shortest path. For example, the system might first try to find the path with the shortest pure distance, and if that path is too risky, it will switch to a suboptimal path that prioritizes safety.
[0153] Highlighting or special marking can be used to visually highlight specific information on the game interface. By using visual elements such as color enhancement, line thickness changes, special icons, or animation effects, the shortest path can be clearly distinguished from the map background and easily identified by players.
[0154] Optionally, highlighting can be achieved using contrasting colors. For example, the system might use bright red, green, or blue lines to mark paths. These colors contrast strongly with the map background, making them easy for players to quickly identify. In MOBA games, when the focus display mode is activated, the system often uses bright green or red lines to mark the shortest path, quickly attracting players' attention even in the heat of battle.
[0155] Optionally, special markers can include dynamic visual effects. For example, a path might be animated with pulsing light effects, flowing arrows, or flickering edges to enhance its visibility on a static map. In actual games, the shortest path marker is often not a static line, but an arrow or light point that flows along the path. This dynamic effect not only improves visibility but also intuitively indicates the direction of movement. Players simply need to follow the direction of the light point.
[0156] Optionally, highlighting or special markings can also provide changing visual feedback based on the path status. For example, safe path segments may be displayed as solid lines, while path segments passing through dangerous areas may be displayed as dotted lines or warning colors to help players make risk assessments. In actual gameplay, when the calculated shortest path requires passing through bushes or blind spots where the enemy may be ambushing, these path segments may be marked with yellow dotted lines or warning icons to remind players to be extra cautious in these areas; completely safe path segments remain marked with bright solid lines.
[0157] By highlighting or marking special information, players can quickly capture the most important navigation information in complex map environments.
[0158] In an optional embodiment, the focused object display mode further includes: in response to a change in the position of the target object, updating the shortest path between the controlled virtual object and the target object in real time.
[0159] When the target object moves and its position changes, the system will recalculate the shortest path between the controlled virtual character and the target object, and update the updated path in real time on the thumbnail map, ensuring that players can always see the latest and best tracking or approach route.
[0160] The change in the target object's position can be a movement update of the game character's spatial coordinates in the virtual scene. The change in the target object's position can be a continuous position update caused by normal movement. For example, when the target character walks or runs on the map using conventional movement controls, its position coordinates will continue to change smoothly according to the movement speed. Optionally, the position change can also be a sudden displacement caused by a skill or prop. For example, when the target uses a flash, teleport, or displacement skill, its position may jump a large distance in a very short period of time.
[0161] Real-time updating of the shortest path means that after the system detects changes in relevant factors, it re-executes the path planning algorithm and quickly replaces the newly calculated optimal path and displays it on the map interface.
[0162] Optionally, real-time updates can be performed periodically at a fixed frequency. For example, the system might recalculate the path every 200 milliseconds, ensuring that the path information is regularly updated regardless of the target's movement. In a MOBA game, even if the target is only moving slowly, the system will continue to update the shortest path at a frequency of approximately 5Hz to ensure that the displayed path always accurately reflects the current situation.
[0163] Optionally, real-time updates can be triggered adaptively based on the target's speed and direction changes. For example, if a target moves quickly or changes direction suddenly, the system might trigger an update immediately; whereas if the target moves slowly or maintains a constant linear motion, the update frequency might be reduced to conserve computing resources.
[0164] Optionally, real-time updates can be executed immediately upon specific events. For example, when a target is detected using a displacement skill, entering special terrain, or changing its movement state (such as from walking to running), the system will immediately perform a path update.
[0165] By calculating and displaying the shortest path between the player and the target in real time, it not only solves the technical problem of losing the target due to limited field of view, but also greatly improves the game operation experience, reduces the player's cognitive burden and operation complexity during the tracking process, and enables players to focus more on game strategy and team cooperation.
[0166] Figure 4 This is another interface diagram of the map information display method provided in an embodiment of the present application.
[0167] This embodiment of the present application provides a method for displaying map information, the method further comprising:
[0168] According to the distance relationship between the controlled virtual character and the target object, the display ratio of the virtual mirror lens is dynamically adjusted, and the shortest path between the controlled virtual character and the target object is displayed on the thumbnail map.
[0169] like Figure 4 As shown, when the system activates the Focused Object Display mode, it not only calculates and displays the shortest path between the controlled virtual character and the target object, but also adjusts the virtual camera display scale of the thumbnail map based on the real-time distance between the two. When the two are far apart, the camera is controlled to zoom out to display both characters and the complete path connecting them on the map. As the distance between the two gradually closes, the camera is controlled to zoom in, allowing players to see more detailed information around the path, helping to formulate more precise tracking or approach strategies.
[0170] The virtual camera's display scale refers to the scale of the game world displayed in the thumbnail map view, determining how much of the game scene can be displayed within the limited map display area. Proper scale adjustment helps players grasp both the overall situation and key details.
[0171] Dynamic adjustment can be the process of automatically changing display parameters based on real-time data. This involves continuously monitoring the distance between the virtual character and the target object and automatically adjusting the thumbnail map's display scale and viewing angle parameters based on preset rules to ensure the map view remains optimal.
[0172] Optionally, dynamic adjustments can be triggered based on distance thresholds. For example, multiple distance threshold intervals can be set, and when the distance between characters crosses these thresholds, different degrees of display scale adjustment are triggered. In MOBA games, the system may set the following trigger logic: when the distance exceeds 8000 units, a basic scaling ratio of 50% is used; when the distance is between 3000-8000 units, a linear adjustment is made to a scaling ratio between 50%-150%; when the distance is less than 3000 units, a 150% magnification ratio is used. Such segmented dynamic adjustments can ensure appropriate field of view performance within different distance ranges.
[0173] Optionally, the dynamic adjustment may be controlling a virtual joystick to move the virtual lens closer to or farther away from the target object.
[0174] Controlling the virtual joystick to adjust the camera can be achieved through specific touch gestures. For example, players can use the virtual joystick in the lower left corner to control the character's movement while using another finger on the right to zoom in or out on the screen to adjust the camera. This allows for precise control of the map camera and allows players to adjust the perspective without interrupting the character's movement.
[0175] Adjusting the lens with a virtual joystick can provide players with independent control of their perspective, supplementing the deficiencies of the system's automatic adjustment and enhancing the player's field of view control ability and gaming experience at critical moments.
[0176] In an optional embodiment, dynamically adjusting the display ratio of the map lens includes: when the distance between the controlled virtual character and the target object is less than a first preset distance threshold, controlling the virtual lens to move closer and increasing the display ratio of the thumbnail map; when the distance between the controlled virtual character and the target object is greater than a second preset distance threshold, controlling the virtual lens to move away and reducing the display ratio of the thumbnail map.
[0177] The first preset distance threshold refers to a distance value preset by the system. When the actual distance between the controlled virtual character and the target object is less than this value, the adjustment mechanism of the virtual lens approaching is triggered.
[0178] The first preset distance threshold can be a fixed value in game units. For example, the system might set 2000 game units as the first preset distance threshold. When the distance between characters falls below this value, the camera closes in. In MOBA games like Honor of Kings, 2000 units is roughly equivalent to 20 meters in the game or the range of two medium skill shots. When the distance between two characters falls below this range, it means they are about to enter the effective interaction range. At this time, the system will automatically increase the map scale to display more tactical details.
[0179] Optionally, the first preset distance threshold can also be dynamically adjusted based on the character type. For example, for ranged heroes, the system might set a larger threshold (e.g., 3000 units); for melee heroes, a smaller threshold (e.g., 1500 units). In actual gameplay, when a player uses a ranged hero to track a target, the system will use the larger first preset distance threshold, as the ranged hero needs to prepare tactics at a longer distance. When using a melee assassin, the camera will only be triggered to move closer when the player is closer to the target.
[0180] Optionally, the first preset distance threshold can also be affected by the game stage and environmental complexity. For example, in open terrain areas, the threshold may be set higher; while in complex jungle areas or around bases, the threshold may be set lower to adapt to the field of view requirements in different environments. The system will also adjust the threshold at different stages of the game: in the early development stage, a higher threshold may be used to provide a wider field of view; while in the later team battle stage, a lower threshold may be used to provide more detailed tactical information.
[0181] The second preset distance threshold refers to another distance value preset by the system. When the actual distance between the controlled virtual character and the target object is greater than this value, the adjustment mechanism of moving the virtual lens away is triggered.
[0182] The second preset distance threshold can be greater than the first preset distance threshold, forming a buffer zone. For example, if the first preset distance threshold is 2000 units, the second preset distance threshold may be set to 3000 units, so that the system has a stable display range between the two thresholds. In MOBA games, the map zoom will not switch frequently due to small fluctuations in the character's distance. It will only zoom in when the distance is less than 2000 units and will only zoom out when the distance exceeds 3000 units. The current zoom state remains unchanged within the middle 1000 unit range, avoiding frequent visual changes.
[0183] Optionally, the second preset distance threshold can also be dynamically adjusted based on movement speed. For example, if the target or player character has a high movement speed, the system may increase the second preset distance threshold to trigger the zoom-out in advance so that the player has a better vision for path planning.
[0184] Optionally, the second preset distance threshold can be predictively adjusted based on the target's direction and speed. For example, if the target is rapidly moving away from the player, the system might lower the second preset distance threshold, triggering the zoom-out earlier so the player can maintain sight of the target. In actual gameplay, when the system detects that the target is moving away from the player at maximum speed, the standard second preset distance threshold might be temporarily adjusted from 3000 units to 2500 units, causing the zoom-out to occur earlier and ensuring the player doesn't lose track of the target due to field of view limitations.
[0185] Among them, controlling the virtual lens to move closer can have the effect of moving the map camera's perspective closer to the observed object. By increasing the map scale, a specific area can occupy a larger proportion within the limited display space, thereby displaying more details.
[0186] Controlling the virtual camera's proximity can be achieved by increasing the scale. For example, increasing the map scale from the standard 1:5000 to 1:2000 allows the same screen space to display a smaller but more detailed map. In MOBA games, as players approach their target and enter combat, the system increases the scale of the thumbnail map by approximately 50%-100%, allowing players to clearly see the distribution of surrounding grass, terrain height differences, and available vantage points.
[0187] Optionally, the virtual camera approach can also be accompanied by an adjustment in the priority of the displayed content. For example, in the approach mode, tactical relevant elements (such as grass and traversable walls) may be highlighted while non-critical information (such as decorative terrain) may be weakened.
[0188] Among them, controlling the virtual lens to move away can have the effect of pulling the map camera's perspective backward. By reducing the map scale, a larger game area can be presented in a limited display space.
[0189] Controlling the virtual camera's distance away can be achieved by reducing the scale. For example, the system may reduce the map scale from 1:2000 at close range to 1:6000 at long distances, allowing the same screen space to display a larger range of map content. In MOBA games, as the player's distance from the target increases, the system will reduce the scale of the thumbnail map by approximately 30%-60%, ensuring that both the player character and the target object can be displayed in the map view at the same time, while also being able to see the complete path between them and possible interception points.
[0190] Optionally, the virtual camera can be moved away to optimize the information density of the long-distance view. For example, in the distance mode, the system may simplify the display of small terrain details, while highlighting the main paths and key locations. When the camera is pulled away, the system automatically adjusts the display strategy. Small terrain details (such as small grass or decorative terrain) may be simplified or temporarily hidden, while key locations such as main passages, wild area entrances and defense towers will remain clearly visible, ensuring that players can quickly identify the main navigation information.
[0191] Optionally, the virtual camera zooming out can also provide additional strategic cues. For example, in the long-range view, the system might display a predicted target movement route or mark possible interception locations. If a player is detected to be in long-distance pursuit, the zoomed-out map view not only displays the current shortest path but also may use light-colored dotted lines to indicate several possible escape routes for the target or mark suitable locations for ambushes.
[0192] The method provided in the above embodiment always maintains the display of the shortest path throughout the entire pursuit process, and adjusts the display mode of the path in real time according to the changes in the distance between the two. This dynamically adjusted display mode greatly improves the accuracy and success rate of the pursuit, allowing players to always obtain the information most needed at the current stage.
[0193] Through the above steps, this application provides a map display method that allows players to easily switch to the focus object display mode and focus on tracking or protecting specific targets. In addition, dynamically adjusting the map lens distance and displaying the nearest route in real time not only simplifies the operation complexity, but also enhances the player's decision-making ability and gaming experience through intelligent path planning.
[0194] Figure 5 It is a structural diagram of a map information display device provided in an embodiment of the present application.
[0195] Based on the above method embodiment, the embodiment of the present application also provides a map information display device, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene, and the game scene includes a controlled virtual character controlled by the terminal device. Figure 5 , the apparatus 300 includes the following modules:
[0196] The movement control module 301 is used to control the movement of the controlled virtual character in the game scene in response to the movement control operation on the controlled virtual character;
[0197] A display module 302 is configured to determine a target object that the controlled virtual character continuously follows, and to display an identifier of the target object on a graphical user interface;
[0198] The switching module 303 is configured to switch the thumbnail map to a focus object display mode in response to a trigger operation on the target object identifier, where the focus object display mode is configured to display the shortest path between the controlled virtual character and the target object.
[0199] A map information display device provided in an embodiment of the present application intelligently identifies a player's behavior of continuously following a target object, focuses on the target object, and displays the shortest path between the player and the target object, thereby enabling the player to focus on the target when chasing or protecting a specific object without causing operational difficulties due to field of view limitations.
[0200] The embodiment of the present application provides a map information display device, whose implementation principle and technical effects are the same as those of the aforementioned method embodiment. For the sake of brief description, for parts not mentioned in the embodiment of the information interaction device, reference can be made to the corresponding content in the aforementioned information interaction method embodiment.
[0201] Figure 6 This is a structural block diagram of an electronic device provided in an embodiment of the present application.
[0202] The present application also provides an electronic device, such as Figure 6 FIG. 1 is a schematic diagram of the structure of the electronic device, wherein 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. The processor 111 executes the computer-executable instructions to implement the following steps of the map information display method:
[0203] In response to a movement control operation on a controlled virtual character, the controlled virtual character is controlled to move in a game scene; a target object that the controlled virtual character continuously follows is determined, and an identifier of the target object is displayed on a graphical user interface; in response to a trigger operation on the identifier of the target object, the thumbnail map is switched to a focus object display mode, and the focus object display mode is used to display the shortest path between the controlled virtual character and the target object.
[0204] Optionally, determining the target object that the controlled virtual character is continuously following includes: obtaining the moving direction of the controlled virtual character and the moving direction of the target object; when the angle between the moving direction of the controlled virtual character and the moving direction of the target object is less than a preset threshold and the duration exceeds a preset time length, determining that the controlled virtual character is continuously following the target object.
[0205] Optionally, determining the target object that the controlled virtual character continues to follow includes: obtaining a distance between the controlled virtual character and the target object; and determining that the controlled virtual character continues to follow the target object when the distance decreases or remains stable over time.
[0206] Optionally, determining the target object that the controlled virtual character continues to follow includes: detecting whether the target object disappears from the field of view of the controlled virtual character; when the target object disappears from the field of view of the controlled virtual character and the controlled virtual character immediately moves in the direction where the target object last disappeared, determining that the controlled virtual character continues to follow the target object.
[0207] Optionally, in response to a trigger operation for a target object identifier, the thumbnail map is switched to a focused object display mode, including: the contact point of the trigger operation slides to the location of the target object identifier starting from the control area of the virtual joystick; in response to an end instruction of the trigger operation, the thumbnail map is switched to a focused object display mode.
[0208] Optionally, in response to a trigger operation on the target object identifier, switching the thumbnail map to the focused object display mode includes: in response to a long press operation on the target object identifier, switching the thumbnail map to the focused object display mode.
[0209] Optionally, the focused object display mode is used to display the shortest path between the controlled virtual character and the target object, including: calculating the shortest path for the controlled virtual character to reach the location of the target object; and displaying the shortest path on the thumbnail map in a highlighted or specially marked manner.
[0210] Optionally, the focused object display mode includes: updating the shortest path between the controlled virtual object and the target object in real time in response to changes in the position of the target object.
[0211] Optionally, the method further includes: dynamically adjusting the display ratio of the virtual mirror lens according to the distance relationship between the controlled virtual character and the target object, and displaying the shortest path between the controlled virtual character and the target object on a thumbnail map.
[0212] Optionally, dynamically adjusting the display ratio of the virtual lens includes: when the distance between the controlled virtual character and the target object is less than a first preset distance threshold, controlling the virtual lens to move closer and increasing the display ratio of the thumbnail map; when the distance between the controlled virtual character and the target object is greater than a second preset distance threshold, controlling the virtual lens to move away and reducing the display ratio of the thumbnail map.
[0213] exist Figure 6 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113 , wherein the processor 111 , the communication interface 113 and the memory 110 are connected via the bus 112 .
[0214] Among them, the memory 110 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 113 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 112 can 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 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 6 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0215] The processor 111 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 111 or software instructions. The above-mentioned processor 111 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium mature in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, registers, etc. The storage medium is located in the memory, and the processor 111 reads the information in the memory and completes the steps of the information interaction method of the aforementioned embodiment in combination with its hardware.
[0216] The present application also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement a map information display method, which specifically includes:
[0217] In response to a movement control operation on a controlled virtual character, the controlled virtual character is controlled to move in a game scene; a target object that the controlled virtual character continuously follows is determined, and an identifier of the target object is displayed on a graphical user interface; in response to a trigger operation on the identifier of the target object, the thumbnail map is switched to a focus object display mode, and the focus object display mode is used to display the shortest path between the controlled virtual character and the target object.
[0218] Optionally, determining the target object that the controlled virtual character is continuously following includes: obtaining the moving direction of the controlled virtual character and the moving direction of the target object; when the angle between the moving direction of the controlled virtual character and the moving direction of the target object is less than a preset threshold and the duration exceeds a preset time length, determining that the controlled virtual character is continuously following the target object.
[0219] Optionally, determining the target object that the controlled virtual character continues to follow includes: obtaining a distance between the controlled virtual character and the target object; and determining that the controlled virtual character continues to follow the target object when the distance decreases or remains stable over time.
[0220] Optionally, determining the target object that the controlled virtual character continues to follow includes: detecting whether the target object disappears from the field of view of the controlled virtual character; when the target object disappears from the field of view of the controlled virtual character and the controlled virtual character immediately moves in the direction where the target object last disappeared, determining that the controlled virtual character continues to follow the target object.
[0221] Optionally, in response to a trigger operation for a target object identifier, the thumbnail map is switched to a focused object display mode, including: the contact point of the trigger operation slides to the location of the target object identifier starting from the control area of the virtual joystick; in response to an end instruction of the trigger operation, the thumbnail map is switched to a focused object display mode.
[0222] Optionally, in response to a trigger operation on the target object identifier, switching the thumbnail map to the focused object display mode includes: in response to a long press operation on the target object identifier, switching the thumbnail map to the focused object display mode.
[0223] Optionally, the focused object display mode is used to display the shortest path between the controlled virtual character and the target object, including: calculating the shortest path for the controlled virtual character to reach the location of the target object; and displaying the shortest path on the thumbnail map in a highlighted or specially marked manner.
[0224] Optionally, the focused object display mode includes: updating the shortest path between the controlled virtual object and the target object in real time in response to changes in the position of the target object.
[0225] Optionally, the method further includes: dynamically adjusting the display ratio of the virtual mirror lens according to the distance relationship between the controlled virtual character and the target object, and displaying the shortest path between the controlled virtual character and the target object on a thumbnail map.
[0226] Optionally, dynamically adjusting the display ratio of the virtual lens includes: when the distance between the controlled virtual character and the target object is less than a first preset distance threshold, controlling the virtual lens to move closer and increasing the display ratio of the thumbnail map; when the distance between the controlled virtual character and the target object is greater than a second preset distance threshold, controlling the virtual lens to move away and reducing the display ratio of the thumbnail map.
[0227] 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 application.
[0228] Based on this understanding, the technical solution of this application, or the portion that contributes to the prior art, or the portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes a number of instructions for causing a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of this application. The aforementioned storage medium includes: a USB flash drive, a mobile hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk, etc., various media that can store program code.
[0229] In the description of this application, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this application and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this application. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0230] 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-described 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-described 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 shall be subject to the scope of protection of the claims.
Claims
1. A method for displaying map information, comprising providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays at least a portion of a game scene, the game scene including a controlled virtual character whose operation is controlled by the terminal device, the method comprising: In response to a movement control operation on the controlled virtual character, controlling the controlled virtual character to move in the game scene; determining a target object that the controlled virtual character continuously follows, and displaying an identifier of the target object on the graphical user interface; In response to a triggering operation for the target object identifier, the thumbnail map is switched to a focus object display mode, where the focus object display mode is used to display the shortest path between the controlled virtual character and the target object.
2. The method according to claim 1, characterized in that The determining of the target object that the controlled virtual character continuously follows includes: Acquiring the moving direction of the controlled virtual character and the moving direction of the target object; When the angle between the moving direction of the controlled virtual character and the moving direction of the target object is smaller than a preset threshold and the duration exceeds a preset time length, it is determined that the controlled virtual character continues to follow the target object.
3. The method according to claim 1, characterized in that The determining of the target object that the controlled virtual character continuously follows includes: Obtaining the distance between the controlled virtual character and the target object; When the distance decreases or remains stable over time, a target object that the controlled virtual character continues to follow is determined.
4. The method according to claim 1, wherein The determining of the target object that the controlled virtual character continuously follows includes: Detecting whether the target object disappears from the field of view of the controlled virtual character; When the target object disappears from the field of view of the controlled virtual character, and the controlled virtual character immediately moves toward the direction in which the target object last disappeared, it is determined that the controlled virtual character continues to follow the target object.
5. The method according to claim 1, wherein The step of switching the thumbnail map to a focused object display mode in response to a triggering operation on the target object identifier includes: The touch point for triggering the operation starts from the control area of the virtual joystick and slides to the location of the target object identifier; In response to an end instruction of the trigger operation, the thumbnail map is switched to a focused object display mode.
6. The method according to claim 1, characterized in that The step of switching the thumbnail map to a focused object display mode in response to a triggering operation on the target object identifier includes: In response to a long press operation on the target object identifier, the thumbnail map is switched to a focused object display mode.
7. The method according to claim 1, characterized in that The focused object display mode is used to display the shortest path between the controlled virtual character and the target object, including: Calculating the shortest path for the controlled virtual character to reach the location of the target object; The shortest path is displayed on the thumbnail map in a highlighted or specially marked manner.
8. The method according to claim 7, characterized in that The focused object display mode includes: in response to a change in the position of the target object, updating the shortest path between the controlled virtual object and the target object in real time.
9. The method according to claim 1, characterized in that The method further comprises: According to the distance relationship between the controlled virtual character and the target object, the display ratio of the virtual mirror lens is dynamically adjusted, and the shortest path between the controlled virtual character and the target object is displayed on the thumbnail map.
10. The method according to claim 9, characterized in that The dynamically adjusting the display ratio of the virtual lens includes: When the distance between the controlled virtual character and the target object is less than a first preset distance threshold, controlling the virtual camera to move closer and increasing the display scale of the thumbnail map; When the distance between the controlled virtual character and the target object is greater than a second preset distance threshold, the virtual lens is controlled to move away and the display ratio of the thumbnail map is reduced.
11. A map information display device, comprising: providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays at least a portion of a game scene, the game scene including a controlled virtual character whose operation is controlled by the terminal device; the device comprising: A movement control module, configured to control the controlled virtual character to move in the game scene in response to a movement control operation on the controlled virtual character; A display module, configured to determine a target object that the controlled virtual character continuously follows, and display an identifier of the target object on the graphical user interface; A switching module is used to switch the thumbnail map to a focus object display mode in response to a trigger operation for the target object identifier, wherein the focus object display mode is used to display the shortest path between the controlled virtual character and the target object.
12. An electronic device, characterized in that: The invention comprises a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method according to any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that 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 prompt the processor to implement the method according to any one of claims 1 to 10.