Game map display method and device, electronic equipment and storage medium
By adjusting the map marker levels based on player type, the problem of numerous and monotonous markers on the game map was solved, enabling automatic switching and diverse display of map information, thus enhancing the player's gaming experience.
Patent Information
- Application Number
- CN202410663401.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-05-27
- Publication Date
- 2025-11-28
AI Technical Summary
The game map contains a huge number of gameplay markers, but the display method is too simplistic and fails to meet the actual needs of players.
By obtaining the map markers corresponding to player type and each marker level on the game map, adjusting the marker levels according to player type, obtaining the target map markers, and displaying the game map in the graphical user interface.
It enables automatic switching of map information, enriches the diversity of game map information display, and meets the gaming needs of various types of players.
Smart Images

Figure CN121016183A_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the game technical field, and particularly relates to a game map display method, a game map display device, an electronic device and a computer readable storage medium. BACKGROUND
[0002] In some games, especially open world games, due to the openness of the game world, the information contained in the game map corresponding to the game world is also very large. In this regard, the guiding function of the game map is not fully played. In the game map, various types of map markers can be displayed, such as game play markers, game level markers, landmarks, etc., so that the player can refer to the information in the game map during the game, or use the game map to achieve a specific game purpose, such as finding the corresponding play marker in the game map to determine the corresponding position in the game world, and then going to the position to perform the corresponding game play. However, the number of play markers displayed in the game map is huge, and the display method is too single and fixed, which cannot meet the actual needs of the players. SUMMARY
[0003] The embodiments of the present application provide a game map display method, device, electronic device and computer readable storage medium to solve or partially solve the problem that the map information display method of the game map is too single and cannot meet the actual needs of the players.
[0004] The embodiments of the present application disclose a game map display method, characterized in that it comprises:
[0005] obtaining a player type and a map point corresponding to each point level of a game map, the point level being determined based on the display scale of the game map;
[0006] adjusting the map point corresponding to the point level according to the player type to obtain a target map point corresponding to each point level;
[0007] displaying the game map in a graphical user interface according to the target map point corresponding to each point level.
[0008] The embodiments of the present application further disclose a game map display device, characterized in that it comprises:
[0009] a point acquisition module configured to obtain a player type and a map point corresponding to each point level of a game map, the point level being determined based on the display scale of the game map;
[0010] a point adjustment module configured to adjust the map point corresponding to the point level according to the player type to obtain a target map point corresponding to each point level;
[0011] The punctuation display module is configured to display the game map in the graphical user interface according to the target map punctuation corresponding to each of the punctuation levels.
[0012] The present application also discloses an electronic device, comprising a processor, a communication interface, a memory and a communication bus, wherein the processor, the communication interface and the memory communicate with each other through the communication bus.
[0013] The memory is configured to store a computer program.
[0014] The processor is configured to execute the program stored in the memory, so as to realize the method according to the embodiments of the present application.
[0015] The present application also discloses a computer readable storage medium, which stores instructions, and when executed by one or more processors, causes the processor to execute the method according to the embodiments of the present application.
[0016] The present application has the following advantages:
[0017] In the embodiments of the present application, in the game, the map punctuation corresponding to each punctuation level can be obtained by obtaining the player type and the map punctuation corresponding to each punctuation level of the game map, and the target map punctuation corresponding to each punctuation level can be obtained by adjusting the map punctuation corresponding to the corresponding punctuation level according to the player type. Based on the adjusted map punctuation, the terminal can display the game map in the graphical user interface according to the target map punctuation corresponding to each punctuation level, so as to adjust the map punctuation in the game map according to the player type, realize the automatic switching of the map information, make the displayed map punctuation in the game map more meet the needs of various players for the game play, and enrich the diversity of the game map information display. BRIEF DESCRIPTION OF DRAWINGS
[0018] Figure 1 is a step flow chart of a game map display method provided in the embodiments of the present application;
[0019] Figure 2 is a structural block diagram of a game map display device provided in the embodiments of the present application;
[0020] Figure 3 is a block diagram of an electronic device provided in the embodiments of the present application. DETAILED DESCRIPTION
[0021] In order to make the above objectives, characteristics and advantages of the present application more apparent and comprehensible, the present application will be further described in detail below with reference to the drawings and specific embodiments.
[0022] As an example, in order to facilitate the players to play the corresponding game in the game, the game developers usually configure the corresponding game marks in the game map, so as to present the corresponding game of the corresponding position in the game scene to the players through the map marks in the game map. However, for the game marks displayed in the game map, the number is too much, and the display mode is too single, which cannot meet the actual needs of the players.
[0023] To this end, in the present application, in the game, the corresponding map marks of each point level of the game map can be obtained by acquiring the player type and the map marks, and the point level is determined based on the display ratio of the game map. Then, the target map marks corresponding to each point level can be obtained according to the corresponding map marks of the player type corresponding to the point level. Based on the adjusted map marks, the terminal can display the game map in the graphical user interface according to the target map marks corresponding to each point level. Thus, the map marks in the game map can be adjusted according to the player type, the automatic switching of the map information is realized, the map marks displayed in the game map can be more in line with the needs of various players for the game play, and the diversity of the game map information display is enriched.
[0024] Reference Figure 1 The step flow chart of the display method of the game map provided by the embodiment of the present application is shown, and the specific steps can include the following steps:
[0025] Step 101, acquiring the player type and the corresponding map marks of each point level of the game map, and the point level is determined based on the display ratio of the game map;
[0026] In the present application, the game map refers to a large map in a game that can present the overall world view of the game, which can be triggered to display a small map in the game. In the game, the game map not only serves as a guide for players to explore the game scene, but also is a tool for game developers to build a game world, guide players to experience, and narrate a story, which can realize functions such as navigation, positioning, exploration, discovery, tasks, goals, story narration, and social interaction. Among them, in order to present the game play, landmarks, task locations, event locations, etc. of the corresponding position in the game scene to the players, different map markers can be configured in the game map, and the map markers can be divided according to the marker level. The marker level can be determined based on the display scale of the game map. When the game map is at different display scales, the map markers displayed in the game map can correspond to at least one marker level, that is, the game map can display the map markers corresponding to one marker level, and can also display the map markers corresponding to at least two marker levels. It should be noted that the display scale of the map here can be the degree of magnification relative to the default map style, that is, the scale of magnification relative to the default map style. For example, if the display scale of the currently displayed game map is 0%, it means that the currently displayed game map is the default map style, that is, the default game map style is displayed; if the display scale of the currently displayed game map is 50%, it means that the currently displayed game map is magnified relative to the default game map; if the display scale of the currently displayed game map is -50%, it means that the currently displayed game map is reduced relative to the default game map. The display scale of -50% is less than the display scale of 0%, and the display scale of 0% is less than the display scale of 50%.
[0027] In some possible implementations, the map markers can be divided according to the content, size, distribution, importance, etc. of the game play. Specifically, the map markers can be divided into at least two marker levels corresponding to different display scales, such as first-level markers and second-level markers, or first-level markers, second-level markers, and third-level markers, or first-level markers, second-level markers, third-level markers, and fourth-level markers, etc. Each marker level can correspond to map markers of multiple types, and the present application does not limit this.
[0028] Optionally, for the map markers in the game map, different types of map markers can be included in the same marker level, or the same type of map markers can be included in the same marker level. For example, game play markers can be included in the first-level markers, and game play markers can also be included in the second-level markers. It should be noted that although the types of map markers included in different marker levels can be the same, the specific map markers included in different marker levels are different, that is, the same type of map markers corresponds to different game content. Specifically, the game play markers included in the first-level markers can correspond to game play ① in the game, and the game play markers included in the second-level markers can correspond to game play ② in the game, etc.
[0029] In one example, taking the division into three punctuation levels as an example, before the personalized configuration of map points according to player type, game developers can divide the punctuation levels and configure corresponding map points for each punctuation level. The punctuation levels can include first-level punctuation, second-level punctuation, and third-level punctuation, etc., and this invention does not limit this. At a given display scale, the game map can display at least one map marker corresponding to a specific punctuation level. For example, assuming the display scale is divided into Level 1, Level 2, and Level 3, Level 1 corresponds to the lowest content display granularity, and Level 3 corresponds to the highest. As the display scale increases, the map information displayed by the game map becomes more detailed, and the number of map markers in the game map increases with the display scale. Specifically, at Level 1, the game map can display only Level 1 punctuation; at Level 2, it can display both Level 1 and Level 2 punctuation; and at Level 3, it can display Level 1, Level 2, and Level 3 punctuation. Thus, the game map can automatically adjust the displayed content according to the display scale, allowing players to view map markers of different punctuation levels according to their needs.
[0030] It should be noted that the scaling ratio of the default game map style relative to the original default game map style, obtained by enlarging or reducing the default game map style, can be determined as the display ratio of the game map in this application. Each punctuation level mentioned in this application corresponds to a display ratio range. For example, display ratios below 30% correspond to the first punctuation level, display ratios between 30% and 80% correspond to the second punctuation level, and display ratios above 80% correspond to the third punctuation level. Map markers can be designed based on game content, enabling functions such as location teleportation, story triggering, quest acceptance, and location marking. Specifically, based on game content, they can be categorized into landmark markers, gameplay markers, quest markers, and custom markers. Landmark markers correspond to existing landmarks in the game scene, allowing players to easily locate them on the game map. Gameplay markers mark locations within the game scene that feature specific gameplay elements, allowing players to intuitively understand which gameplay elements are included and trigger corresponding gameplay events at those markers. Quest markers indicate locations within the game scene that contain quest events, allowing players to intuitively understand which quests are available and trigger corresponding quest events at those markers. Custom markers allow players to mark any location on the game map according to their own needs.
[0031] In some examples, gameplay markers can be further subdivided into mainstream gameplay markers and casual gameplay markers based on game content. Mainstream gameplay markers can be the locations of the main gameplay content in the game scene on the game map, while casual gameplay markers can be the locations of casual gameplay in the game scene on the game map. For example, compared to casual gameplay, mainstream gameplay can be the game content that players need to complete in the game, or the game content that the selected virtual character's profession needs to complete, such as competitive gameplay, tower climbing gameplay, etc. The scale of gameplay, number of players involved, and distribution are all greater than those of casual gameplay. Casual gameplay can be mini-games in the game scene, such as chess, rhythm games, fishing, sumo, and pitch-pot, as well as small-scale wild bosses, etc. This invention does not limit this.
[0032] Accordingly, task markers can include persistent task markers and specific task markers. Persistent task markers represent task events that exist in the game scene regardless of the circumstances, while specific task markers represent unspecified task events in the game scene. For example, task events that can only be triggered when the player meets certain game conditions; event tasks held by the game developer on specific holidays, etc. This invention does not impose any restrictions on these.
[0033] Furthermore, global landmarks can be global landmarks on the game map, while regional landmarks can be local landmarks within the game. Global landmarks are displayed regardless of the game map's display scale, and players can teleport using global landmarks (i.e., teleport from their current location to the scene location corresponding to the selected global landmark). Local landmarks, on the other hand, are displayed only when the game map is at its corresponding display scale, reducing the concentration of information displayed on the game map. For example, a global landmark can be a marker that unlocks a corresponding map area upon access, while a regional landmark can be a marker for areas within the game scene that provide specific game functions, such as equipment crafting areas, training areas, merchants, and clinics. This invention does not impose any limitations on these aspects.
[0034] By dividing the map into points, players can intuitively perceive the gameplay, missions, landmarks, and other elements corresponding to different locations in the game scene through the points displayed on the game map, effectively helping players understand the game content corresponding to the game scene.
[0035] Furthermore, regarding player types, game developers can categorize players based on their preferences for different game genres to determine each player's type. Some feasible implementations include collecting player profiles using big data analytics and then determining player types based on these profiles; alternatively, player preferences can be collected during the character creation process to determine their player type.
[0036] For example, assuming game types include open-world games, single-player games, combat challenge games, multiplayer online games, and casual games, the player type can be determined based on the player's preference for each type of game. This allows for adjustments to map markers based on the player type, enabling personalized configuration of the game map.
[0037] Furthermore, different map markers can be displayed using different display styles, and map markers of the same type can also be displayed using different display styles. For example, mainstream gameplay markers, casual gameplay markers, global landmarks, regional landmarks, permanent mission markers, and specific mission markers can all be displayed using different display styles (including but not limited to display icons, display colors, etc.). Through differentiated displays, players can intuitively and quickly perceive the game content represented by different map markers, reducing the barrier to entry for players to use the game map and improving the convenience of the game map.
[0038] Step 102: Adjust the map markers corresponding to the punctuation level according to the player type to obtain the target map markers corresponding to each punctuation level;
[0039] After determining the player's player type, the map markers corresponding to each punctuation level can be reclassified or adjusted based on the player type to achieve personalized configuration of the game map and obtain the target map markers corresponding to each punctuation level. Optionally, the map markers corresponding to at least one punctuation level can be adjusted, or the map markers corresponding to all punctuation levels can be adjusted. For example, the map markers corresponding to the first punctuation level can be adjusted, or the map markers corresponding to the first punctuation level and the second punctuation level can be adjusted respectively, etc. This invention does not impose any limitations on this.
[0040] Optionally, the terminal can respond to creation commands for virtual characters or personalized configuration commands for game maps, adjusting the map markers corresponding to the marker types based on player type to obtain target map markers for each marker type. This allows for personalized configuration of the game map from the moment a player creates a virtual character, enabling players to engage in gameplay based on the map as soon as they enter the game, effectively meeting the gaming needs of the players. On the other hand, the terminal can also adjust the game map according to the player's real-time gaming needs during the game, meeting the needs of players in different scenarios and effectively ensuring the player's gaming experience.
[0041] In some feasible implementation methods, player types include any of the following: achievement-oriented, exploration-oriented, social, and combat-oriented. Exploration-oriented players tend to explore the game content independently, social-oriented players tend to participate in multiplayer online activities and social interactions, combat-oriented players tend to challenge game battles and competitive confrontations, and achievement-oriented players tend to complete game objectives. Based on whether a player belongs to the exploration-oriented, social, combat, or achievement-oriented category, the map markers corresponding to different punctuation levels can be adjusted to obtain the target map markers corresponding to each punctuation level, realizing personalized configuration of map markers and making the content displayed on the game map more in line with the player's personal needs.
[0042] Optionally, assuming the game type includes open-world games, single-player games, combat challenge games, multiplayer online games, casual games, etc., players who prefer open-world games, single-player games, casual games, etc. can be classified as exploration-type, players who prefer multiplayer online games can be classified as social-type, players who prefer combat challenge games can be classified as combat-type, and players who prefer challenging game tasks can be classified as achievement-type. This invention does not impose any limitations on this.
[0043] Regarding the adjustment of map points corresponding to different punctuation levels, some feasible implementation methods include adjusting the first map point in the first punctuation level to the second punctuation level based on the player type, thus obtaining the target map points corresponding to each punctuation level. For example, the first map point in the first punctuation level can be adjusted to the second or third punctuation level, or the second map point in the second punctuation level can be adjusted to the first punctuation level. Alternatively, the first map point in the first punctuation level can be adjusted to the second punctuation level, and the second map point in the second punctuation level can be adjusted to the first punctuation level simultaneously. This achieves the adjustment of map points between different punctuation levels, making the adjusted map points more suitable for the player's game needs.
[0044] In other feasible implementations, the display method of map points under the target type in the target punctuation level can be adjusted from the first display method to the second display method based on the player type. This yields the target map points corresponding to the target punctuation level. In other words, this adjustment method can only adjust the map points of the target type in a single punctuation level. For example, the display method of the target gameplay punctuation in the first, second, or third level punctuation can be adjusted from the first display method to the second display method. This achieves the adjustment of the display method of specific types of map points in the same punctuation level, making the adjusted map points more in line with the player's game needs.
[0045] It should be noted that the first and second display methods are one of the following: simultaneously displaying map markers of the target type on the game map, or gradually displaying map markers of the target type on the game map; and the first and second display methods are different. For example, assuming that the target marker level includes casual gameplay markers, without personalized configuration of the game map, casual gameplay markers can be displayed simultaneously with other map markers on the game map when the game map is at the corresponding display ratio. However, when the display method of casual gameplay markers is adjusted according to the player, the casual gameplay markers can be displayed in conjunction with the game progress while also being displayed according to the display ratio. As the player progresses through the game, the number of casual gameplay markers displayed on the game map can gradually increase, enriching the display methods of the game map and effectively meeting the player's game needs. Game progress can at least include game level, game rating, and the progression of the game's storyline, etc., and this invention does not limit this.
[0046] In relevant examples, if the player type is exploration-oriented, the map markers for gameplay types in the first punctuation level can be adjusted to the second punctuation level. The display scale of the game map corresponding to the second punctuation level is larger than that corresponding to the first punctuation level. For example, all gameplay markers related to gameplay in the first punctuation level can be adjusted to the second punctuation level. This way, the game map will not display the corresponding gameplay markers when it is at the corresponding display scale, reducing the game guidance for exploration-oriented players, enhancing players' ability to explore independently, and thus effectively meeting the game needs of exploration-oriented players.
[0047] If the player type is Type 1, the display method of map markers under the target type in the target marker level can be adjusted from the first display method to the second display method. This will yield the target map markers corresponding to the target marker level. The first display method displays all map markers under the target type simultaneously, while the second display method displays them gradually. The target marker level is the marker level with the highest display ratio on the game map among all marker levels. For example, a level 3 marker only appears when the game map is at its maximum display ratio. Therefore, the casual gameplay markers within the level 3 markers can be changed from a permanent display to a gradual display that progresses with the game. This allows the corresponding gameplay markers to appear as the game progresses, effectively encouraging players to recommend game progress and enhancing their ability to explore independently, thus effectively meeting the gaming needs of Type 1 players.
[0048] If the player type is the second player type, then at least some of the map markers for gameplay types in the second punctuation level can be adjusted to the first punctuation level. The display scale of the game map corresponding to the first punctuation level is smaller than that corresponding to the second punctuation level. By raising the map markers for some gameplay types by one punctuation level, they can be prioritized in the game map based on the display scale, thereby providing comprehensive and rich gameplay guidance for second player type players and effectively meeting their game needs.
[0049] If the player type is a third player, at least some combat-related map markers from the second punctuation level can be moved to the first punctuation level. The display scale of the game map corresponding to the first punctuation level is smaller than that corresponding to the second punctuation level. By moving combat-related map markers to the appropriate punctuation level, combat-related map markers can be prioritized on the game map, allowing third-player players to intuitively and quickly browse combat-related map markers, effectively meeting their gaming needs. Conversely, if the player type is a third player, at least some exploration-related map markers from the first punctuation level can be moved to the second punctuation level. The display scale of the game map corresponding to the first punctuation level is smaller than that corresponding to the second punctuation level. By moving exploration-related map markers down one punctuation level, interference for third-player players is reduced, allowing them to focus on combat-related map markers, further meeting their gaming needs.
[0050] Among them, the first player type can be exploration type, the second player type can be social type, the third player type can be combat type, etc., and this invention does not limit them.
[0051] In some examples, the mainstream gameplay punctuation can be further subdivided into core gameplay punctuation and main gameplay punctuation, etc. Core gameplay punctuation can be gameplay that all players can participate in, while main gameplay can be gameplay that requires players to be in a specific game faction to participate in, etc. This invention does not limit this.
[0052] In practical implementation, if the player type is exploration-oriented, the main gameplay markers and quest markers can be placed in the second marker level, and the casual gameplay markers can be set as exploration markers, which are gradually displayed as the exploration progresses on the game map. If the player type is social, the core gameplay markers and main gameplay markers can be placed in the first marker level. If the player type is combat-oriented, the first marker level involving combat gameplay in the main gameplay markers and the second marker level involving combat gameplay in the casual gameplay markers can be placed in the first marker level, and the third marker level involving exploration gameplay in the main gameplay markers can be placed in the second marker level. This allows the map markers on the game map to be adjusted according to the player type, achieving automatic switching of map information, meeting the needs of various players for gameplay, and enriching the diversity of game map information display.
[0053] In some examples, under the default state of the game map, the first level of markers can include core gameplay markers, global landmarks, and permanent task markers; the second level can include main gameplay markers, regional landmarks, and custom markers; and the third level can include casual gameplay markers and specific task markers. When the player is an exploration-oriented player, the terminal can move core gameplay markers and permanent task markers from the first level to the second level, retain global landmarks in the first level, and set casual gameplay markers in the third level as exploration markers. This reduces the concentration of map information displayed on the game map, minimizes excessive game guidance for the player, and allows the player to explore the gameplay independently. If the player is a social player, the terminal can retain core gameplay markers in the first level and move the main gameplay markers in the second level to the second level. The map markers for legal gameplay are reassigned to the first rank, while other map markers in the second rank and the third rank remain unchanged, thus providing comprehensive and rich gameplay guidance for social players. For combat-oriented players, the terminal can reassign the first rank of combat-related markers from the mainstream gameplay markers in the second rank, and the second rank of combat-related markers from the casual gameplay markers, to the first rank. Conversely, the third rank of exploration-related markers from the mainstream gameplay markers in the first rank will be reassigned to the second rank. Then, all other map markers in the first, second, and third ranks remain unchanged, effectively redistributing map markers related to combat gameplay. This caters to players who prefer combat gameplay, allowing them to intuitively perceive locations involving combat gameplay through the game map, thus effectively fulfilling their gaming needs.
[0054] Step 103: Display the game map in the graphical user interface according to the target map points corresponding to each of the punctuation levels.
[0055] After the terminal adjusts the map markers related to the punctuation level according to the player's player type, the terminal can display the adjusted map markers on the game map. This allows for automatic switching of map information based on player type, meeting the needs of various players for gameplay and enriching the diversity of game map information display.
[0056] In some feasible implementations, since there is a correlation between the marker level and the display scale of the game map, the map markers displayed on the game map change as the display scale changes. The terminal can obtain the current display scale of the game map, determine the target marker level corresponding to that scale, and display the target map marker corresponding to that target marker level on the game map. At the same display scale, the game map displays at least one target map marker corresponding to a given marker level. Furthermore, the terminal can respond to zoom commands for the game map, obtain the target display scale corresponding to the zoom command, and adjust the target marker level displayed on the game map according to the target display scale. This allows players to adjust the display scale of the game map according to their needs, and the terminal adjusts the display of map markers on the game map based on the adjusted scale. The target marker level includes at least a first marker level, and the second marker level includes at least the target marker level.
[0057] In its implementation, the terminal can respond to a game map display command by displaying the game map in the graphical user interface and showing the first target map marker corresponding to the first punctuation level on the game map; or, responding to a game map zoom-in command, it can zoom in on the game map and, in addition to displaying the first target map marker on the zoomed-in game map, display the second target map marker corresponding to the second punctuation level on the zoomed-in game map. Correspondingly, on the zoomed-in game map, the player can input a corresponding zoom-out command, and the terminal can respond to the game map zoom-out command by zooming in on the game map and hiding the second target map marker corresponding to the second punctuation level on the zoomed-out game map, only displaying the first target map marker corresponding to the first punctuation level. Thus, when the game map is displayed, the player can control the display of map markers on the game map by zooming in and out, making the display of map markers more diverse, effectively meeting the player's game needs, and improving the player's game experience.
[0058] For example, suppose the game map is displayed at three different scales: Level 1, Level 2, and Level 3. As the scale increases, more map details can be displayed. When the game map is currently displayed at Level 1, the terminal can display Level 1 markers. If the player zooms in, changing the map to Level 2, the terminal can display both Level 1 and Level 2 markers. Furthermore, if the player zooms in again, changing the map to Level 3, the terminal can display all map markers simultaneously—Level 1, Level 2, and Level 3 markers—allowing the player to comprehensively view all map markers and understand location, gameplay, and quest information. Conversely, if the player zooms out, the terminal adjusts the map marker display accordingly, which will not be elaborated further.
[0059] It should be noted that the embodiments of the present invention include, but are not limited to, the examples described above. It is understood that those skilled in the art can make further settings according to actual needs under the guidance of the ideas in the embodiments of the present invention, and the present invention does not limit such settings.
[0060] In this embodiment of the invention, in the game, the player type and the map markers corresponding to each marker level on the game map can be obtained. The marker level is determined based on the display ratio of the game map. Then, the map markers corresponding to the marker level can be adjusted according to the player type to obtain the target map markers corresponding to each marker level. Based on the adjusted map markers, the terminal can display the game map in the graphical user interface according to the target map markers corresponding to each marker level. Thus, the map markers in the game map are adjusted according to the player type, realizing automatic switching of map information. This makes the map markers displayed in the game map more in line with the needs of various players for gameplay, while enriching the diversity of game map information display.
[0061] To enable those skilled in the art to better understand the technical solutions in the embodiments of the present invention, the following examples are provided for illustrative purposes:
[0062] To determine player types, player preferences can be categorized based on game content, as shown in Table 1 below:
[0063] Tendency Open world Single player game Battle challenge Multiplayer online game Casual game
[0064] Table 1
[0065] Based on players' preferences for game content, they can be categorized into five types: those who prefer open-world games, those who prefer single-player games, those who prefer combat games, those who prefer multiplayer online games, and those who prefer casual games. Optionally, players who prefer open-world, single-player, or casual games can be classified as exploration-oriented players; those who prefer combat challenges can be categorized as combat-oriented or achievement-oriented players. The former focuses on the game's combat (such as combat skills and content), while the latter focuses on acquiring quest achievements (such as achievement collection and speedrunning levels). Players of multiplayer online games can be categorized as social-oriented, etc. This invention does not impose any limitations on these categories.
[0066] Specifically, during the character creation process, the game application can conduct user profile analysis on players through corresponding operations and social preference collection, and determine the player type based on the results of the user profile analysis. For example, the player type can be determined by referring to the relevant scoring methods in Table 2.
[0067]
[0068] Table 2
[0069] Specifically, within the same gameplay style and the same sequence of steps, players can only choose one option. Different options correspond to different scores. The terminal calculates the total score for each gameplay style based on the player's choices. Then, based on the scores for each gameplay style, the player is assigned the highest-scoring style as their preferred target gameplay. For example, in an open-world game, if a player chooses "Console Mode," "Single Player," "Free Exploration," and "Story Mode," their score is 2 + 1 + 6 + 0 = 9 points. In a single-player game, if a player chooses "Console Mode," "Single Player," "Free Exploration," and "Story Mode," their score is 2 + 1 - 1 - 2 = 0 points. In a combat game, if a player chooses "Console Mode," "Single Player," "Free Exploration," and "Story Mode," their score is 2 + 1 - 1 - 2 = 0 points. If a player selects "Console Mode," "Single Player," "Free Exploration," or "Story Mode," their score is 1 + 0 + 0 - 1 = 0 points. For multiplayer online games, if a player selects "Console Mode," "Single Player," "Free Exploration," or "Story Mode," their score is -2 - 2 - 0 + 2 = -2 points. For casual games, if a player selects "Console Mode," "Single Player," "Free Exploration," or "Story Mode," their score is -3 + 0 + 3 + 2 = 2 points. Therefore, the scores for open-world, single-player, combat, multiplayer, and casual modes are 9, 0, 0, -2, and 2 respectively. This indicates a preference for open-world games, so the player can be marked as "Open World." The player's preference is indicated by the highest score among their selected modes, such as "Console Mode," "Single Player," "Free Exploration," and "Story Mode."
[0070] Based on the scoring process described above, each player can be categorized into a corresponding player type, as shown in Table 3 below:
[0071] Serial number Operating mode Social preference Guidance mode Difficulty Player marker 1 Host mode Multiplayer companion Detailed guidance Story mode Multiplayer online 2 Host mode Multiplayer companion Detailed guidance Online game Multiplayer online 3 Host mode Multiplayer companion Detailed guidance Desperate mode Battle challenge … … … … … …
[0072] Table 3
[0073] For game maps, map markers can be divided into primary markers, secondary markers, and tertiary markers. Primary markers can include global landmarks, core gameplay markers, and permanent task markers. Secondary markers can include regional landmarks, main gameplay markers, secondary gameplay markers, and custom markers. Tertiary markers can include casual gameplay markers and specific task markers.
[0074] Based on the above classification, if the player is an exploration-oriented player, the core gameplay markers and permanent task markers in the first-level markers can be moved to the second-level markers. At the same time, the casual gameplay markers in the third-level markers can be set to exploration mode, so that the casual gameplay markers can be displayed according to the player's exploration level of the game map. For example, if the game map is 30% unlocked, 30% of the markers in the casual gameplay markers can be unlocked. The original map markers in the second-level markers can remain unchanged.
[0075] If the player is social, the map points in the first-level punctuation can remain unchanged, the main gameplay points in the second-level punctuation can be moved to the first-level punctuation, and the remaining map points can remain unchanged, as can the map points in the third-level punctuation.
[0076] If the player is a combat-oriented player, the exploration gameplay markers in the core gameplay markers of the first-level markers can be moved to the second-level markers, the main gameplay markers in the second-level markers can be moved to the first-level markers, and the combat gameplay markers in the casual gameplay markers of the third-level markers can be moved to the first-level markers, while keeping other map markers in each level unchanged.
[0077] Through the above process, the map markers in the game map are adjusted according to the player type, realizing the automatic switching of map information, meeting the needs of various players for gameplay, and enriching the diversity of game map information display.
[0078] It should be noted that, for the sake of simplicity, the method embodiments are all described as a series of actions. However, those skilled in the art should understand that the embodiments of the present invention are not limited to the described order of actions, because according to the embodiments of the present invention, some steps can be performed in other orders or simultaneously. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions involved are not necessarily essential to the embodiments of the present invention.
[0079] Reference Figure 2 The diagram illustrates a structural block diagram of a game map display device provided in an embodiment of the present invention, which may specifically include the following modules:
[0080] The punctuation acquisition module 201 is used to acquire the player type and the map punctuation corresponding to each punctuation level of the game map, wherein the punctuation level is determined based on the display ratio of the game map;
[0081] The punctuation adjustment module 202 is used to adjust the map points corresponding to the punctuation level according to the player type, so as to obtain the target map points corresponding to each punctuation level;
[0082] The punctuation display module 203 is used to display the game map in the graphical user interface according to the target map points corresponding to each punctuation level.
[0083] In some feasible implementations, the punctuation adjustment module 202 is specifically used for:
[0084] Based on the player type, the first map point in the first punctuation level is adjusted to the second punctuation level to obtain the target map point corresponding to each punctuation level.
[0085] In some feasible implementations, each punctuation level corresponds to multiple types of map points.
[0086] In some feasible implementations, the punctuation adjustment module 202 is specifically used for:
[0087] Based on the player type, the display mode of the map points under the target type in the target marker level is adjusted from the first display mode to the second display mode to obtain the target map points corresponding to the target marker level.
[0088] In some feasible implementations, the first display method and the second display method are one of the following: the map points of the target type are displayed simultaneously in the game map, and the map points of the target type are displayed gradually in the game map; and the first display method is different from the second display method.
[0089] In some feasible implementations, the player type includes any of the following: achievement-oriented, exploration-oriented, social, or combat-oriented.
[0090] In some feasible implementations, the punctuation adjustment module 202 is specifically used for:
[0091] If the player type is the first player type, the map markers of at least some gameplay types in the first punctuation level are adjusted to the second punctuation level, wherein the display ratio of the game map corresponding to the second punctuation level is greater than the display ratio corresponding to the first punctuation level.
[0092] In some feasible implementations, the punctuation adjustment module 202 is specifically used for:
[0093] If the player type is the first player type, the display method of the map points under the target type in the target marker level is adjusted from the first display method to the second display method to obtain the target map points corresponding to the target marker level. The first display method is the method in which the map points under the target type are displayed simultaneously in the game map, and the second display method is the method in which the map points under the target type are displayed gradually in the game map.
[0094] In some feasible implementations, the target punctuation level is the punctuation level with the largest display ratio on the game map among all punctuation levels.
[0095] In some feasible implementations, the first player type is the explorer.
[0096] In some feasible implementations, the punctuation adjustment module 202 is specifically used for:
[0097] If the player type is the second player type, the map markers of at least some gameplay types in the second punctuation level will be adjusted to the first punctuation level, wherein the display ratio of the game map corresponding to the first punctuation level is smaller than the display ratio corresponding to the second punctuation level.
[0098] In some feasible implementations, the second player type is social.
[0099] In some feasible implementations, the punctuation adjustment module 202 is specifically used for:
[0100] If the player type is a third player type, at least some of the map markers for combat types in the second punctuation level will be adjusted to the first punctuation level, wherein the display ratio of the game map corresponding to the first punctuation level is smaller than the display ratio corresponding to the second punctuation level.
[0101] In some feasible implementations, the punctuation adjustment module 202 is specifically used for:
[0102] If the player type is a third player type, at least some of the exploration type map markers in the first punctuation level will be adjusted to the second punctuation level, wherein the display ratio of the game map corresponding to the first punctuation level is smaller than the display ratio corresponding to the second punctuation level.
[0103] In some feasible implementations, the third player type is combat-oriented.
[0104] In some feasible implementations, the punctuation display module 203 is specifically used for:
[0105] Obtain the current display ratio of the game map;
[0106] Determine the target punctuation level corresponding to the current display ratio, and display the target map punctuation corresponding to the target punctuation level in the graphical user interface.
[0107] Among some feasible implementation methods are:
[0108] The map zoom module is used to respond to a zoom command for the game map, obtain the target display ratio corresponding to the zoom command, and adjust the level of the target markers displayed in the game map according to the target display ratio.
[0109] In some feasible implementations, the punctuation adjustment module 202 is specifically used for:
[0110] In response to a creation command for a virtual character, or a personalized configuration command for the game map, the map markers corresponding to each of the specified marker levels are adjusted according to the player type to obtain the target map markers corresponding to each of the specified marker levels.
[0111] In some feasible implementations, the punctuation display module 203 is specifically used for:
[0112] In response to a game map display command, the game map is displayed in the graphical user interface, and a first target map marker corresponding to the first marker level is displayed in the game map;
[0113] In response to the game map zoom-in command, the game map is zoomed in, and in addition to displaying the first target map marker on the zoomed-in game map, a second target map marker corresponding to the second marker level is displayed on the zoomed-in game map.
[0114] As the device embodiment is basically similar to the method embodiment, the description is relatively simple, and relevant parts can be found in the description of the method embodiment.
[0115] In addition, this invention also provides an electronic device, including: a processor, a memory, and a computer program stored in the memory and executable on the processor. When the computer program is executed by the processor, it implements the various processes of the above-described game map display method embodiment and achieves the same technical effect. To avoid repetition, it will not be described again here.
[0116] This invention also provides a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, it implements the various processes of the above-described game map display method embodiments and achieves the same technical effect. To avoid repetition, it will not be described again here. The computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk, etc.
[0117] Figure 3 A schematic diagram of the hardware structure of an electronic device for implementing various embodiments of the present invention.
[0118] The electronic device 300 includes, but is not limited to, components such as: a radio frequency unit 301, a network module 302, an audio output unit 303, an input unit 304, a sensor 305, a display unit 306, a user input unit 307, an interface unit 308, a memory 309, a processor 310, and a power supply 311. Those skilled in the art will understand that the electronic device structure involved in the embodiments of the present invention does not constitute a limitation on the electronic device. An electronic device may include more or fewer components than illustrated, or combine certain components, or have different component arrangements. In the embodiments of the present invention, the electronic device includes, but is not limited to, mobile phones, tablet computers, laptop computers, PDAs, in-vehicle terminals, wearable devices, and pedometers.
[0119] It should be understood that, in this embodiment of the invention, the radio frequency unit 301 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink data from the base station and processes it with the processor 310; additionally, it transmits uplink data to the base station. Typically, the radio frequency unit 301 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier, a duplexer, etc. Furthermore, the radio frequency unit 301 can also communicate with networks and other devices through a wireless communication system.
[0120] The electronic device provides users with wireless broadband internet access through network module 302, such as helping users send and receive emails, browse web pages, and access streaming media.
[0121] The audio output unit 303 can convert audio data received by the radio frequency unit 301 or the network module 302 or stored in the memory 309 into audio signals and output them as sound. Furthermore, the audio output unit 303 can also provide audio output related to specific functions performed by the electronic device 300 (e.g., call signal reception sound, message reception sound, etc.). The audio output unit 303 includes a speaker, a buzzer, and a receiver, etc.
[0122] Input unit 304 is used to receive audio or video signals. Input unit 304 may include a graphics processing unit (GPU) 3041 and a microphone 3042. The GPU 3041 processes image data of still images or videos acquired by an image capture device (such as a camera) in video capture mode or image capture mode. The processed image frames can be displayed on display unit 306. The image frames processed by GPU 3041 can be stored in memory 309 (or other storage media) or transmitted via radio frequency unit 301 or network module 302. Microphone 3042 can receive sound and process such sound into audio data. The processed audio data can be converted into a format that can be transmitted to a mobile communication base station via radio frequency unit 301 in telephone call mode.
[0123] The electronic device 300 also includes at least one sensor 305, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor. The ambient light sensor can adjust the brightness of the display panel 3061 according to the ambient light level, and the proximity sensor can turn off the display panel 3061 and / or backlight when the electronic device 300 is moved to the ear. As a type of motion sensor, an accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used to identify the posture of the electronic device (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc. The sensor 305 may also include a fingerprint sensor, pressure sensor, iris sensor, molecular sensor, gyroscope, barometer, hygrometer, thermometer, infrared sensor, etc., which will not be described in detail here.
[0124] The display unit 306 is used to display information input by the user or information provided to the user. The display unit 306 may include a display panel 3061, which may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.
[0125] User input unit 307 can be used to receive input numerical or character information, and generate key signal inputs related to user settings and function control of electronic devices. Specifically, user input unit 307 includes a touch panel 3071 and other input devices 3072. Touch panel 3071, also known as a touch screen, can collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near touch panel 3071). Touch panel 3071 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 310, which receives and executes commands from the processor 310. In addition, touch panel 3071 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to touch panel 3071, user input unit 307 may also include other input devices 3072. Specifically, other input devices 3072 may include, but are not limited to, physical keyboards, function keys (such as volume control buttons, power buttons, etc.), trackballs, mice, joysticks, etc., which will not be described in detail here.
[0126] Furthermore, the touch panel 3071 can cover the display panel 3061. When the touch panel 3071 detects a touch operation on or near it, it transmits the information to the processor 310 to determine the type of touch event. Subsequently, the processor 310 provides corresponding visual output on the display panel 3061 according to the type of touch event. It is understood that in one embodiment, the touch panel 3071 and the display panel 3061 are implemented as two independent components to realize the input and output functions of the electronic device. However, in some embodiments, the touch panel 3071 and the display panel 3061 can be integrated to realize the input and output functions of the electronic device. The specific implementation is not limited here.
[0127] Interface unit 308 serves as an interface for connecting external devices to electronic device 300. For example, external devices may include a wired or wireless headphone port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device with an identification module, an audio input / output (I / O) port, a video I / O port, a headphone port, and so on. Interface unit 308 can be used to receive input from external devices (e.g., data, power, etc.) and transmit the received input to one or more components within electronic device 300, or it can be used to transmit data between electronic device 300 and external devices.
[0128] The memory 309 can be used to store software programs and various data. The memory 309 may primarily include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback, image playback, etc.), etc.; the data storage area may store data created based on the use of the mobile phone (such as audio data, phonebook, etc.). Furthermore, the memory 309 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0129] The processor 310 is the control center of the electronic device. It connects various parts of the electronic device via various interfaces and lines. By running or executing software programs and / or modules stored in the memory 309, and by calling data stored in the memory 309, it performs various functions and processes data, thereby providing overall monitoring of the electronic device. The processor 310 may include one or more processing units; preferably, the processor 310 may integrate an application processor and a modem processor. The application processor mainly handles the operating system, user interface, and applications, while the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 310.
[0130] The electronic device 300 may also include a power supply 311 (such as a battery) for supplying power to various components. Preferably, the power supply 311 can be logically connected to the processor 310 through a power management system, thereby enabling functions such as managing charging, discharging, and power consumption through the power management system.
[0131] In addition, the electronic device 300 includes some functional modules not shown, which will not be described in detail here.
[0132] It should be noted that, in this document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Unless otherwise specified, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element.
[0133] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes several instructions to cause a terminal (which may be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in the various embodiments of the present invention.
[0134] The embodiments of the present invention have been described above with reference to the accompanying drawings. However, the present invention is not limited to the specific embodiments described above. The specific embodiments described above are merely illustrative and not restrictive. Those skilled in the art can make many other forms under the guidance of the present invention without departing from the spirit and scope of the claims, and all of these forms are within the protection scope of the present invention.
[0135] Those skilled in the art will recognize that the units and algorithm steps of the various examples described in conjunction with the embodiments disclosed in this invention can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementations should not be considered beyond the scope of this invention.
[0136] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0137] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative. For instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.
[0138] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0139] In addition, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0140] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a 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 several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.
[0141] The above description is merely a specific embodiment of the present invention, but the scope of protection of the present invention is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in the present invention should be included within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for displaying a game map, characterized in that, include: Obtain the player type and the map markers corresponding to each marker level on the game map, wherein the marker level is determined based on the display scale of the game map; Adjust the map markers corresponding to the punctuation level according to the player type to obtain the target map markers corresponding to each punctuation level; The game map is displayed in the graphical user interface according to the target map points corresponding to each of the punctuation levels.
2. The method according to claim 1, characterized in that, The step of adjusting the map markers corresponding to the punctuation level according to the player type to obtain the target map markers corresponding to each punctuation level includes: Based on the player type, the first map point in the first punctuation level is adjusted to the second punctuation level to obtain the target map point corresponding to each punctuation level.
3. The method according to claim 1, characterized in that, Each punctuation level corresponds to multiple types of map points.
4. The method according to claim 3, characterized in that, The step of adjusting the map markers corresponding to the punctuation level according to the player type to obtain the target map markers corresponding to each punctuation level includes: Based on the player type, the display mode of the map points under the target type in the target marker level is adjusted from the first display mode to the second display mode to obtain the target map points corresponding to the target marker level.
5. The method according to claim 4, characterized in that, The first display method and the second display method are one of the following: the map points of the target type are displayed simultaneously in the game map, and the map points of the target type are displayed gradually in the game map; and the first display method is different from the second display method.
6. The method according to claim 1, characterized in that, The player type includes any of the following: achievement-oriented, exploration-oriented, social, and combat-oriented.
7. The method according to claim 1, characterized in that, The step of adjusting the map markers corresponding to the punctuation level according to the player type to obtain the target map markers corresponding to each punctuation level includes: If the player type is the first player type, the map markers of at least some gameplay types in the first punctuation level are adjusted to the second punctuation level, wherein the display ratio of the game map corresponding to the second punctuation level is greater than the display ratio corresponding to the first punctuation level.
8. The method according to claim 1, characterized in that, The step of adjusting the map markers corresponding to the punctuation level according to the player type to obtain the target map markers corresponding to each punctuation level includes: If the player type is the first player type, the display method of the map points under the target type in the target marker level is adjusted from the first display method to the second display method to obtain the target map points corresponding to the target marker level. The first display method is the method in which the map points under the target type are displayed simultaneously in the game map, and the second display method is the method in which the map points under the target type are displayed gradually in the game map.
9. The method according to claim 8, characterized in that, The target punctuation level is the punctuation level with the largest display ratio on the game map among all punctuation levels.
10. The method according to claim 7 or 8, characterized in that, The first player type is the explorer.
11. The method according to claim 1, characterized in that, The step of adjusting the map markers corresponding to the punctuation level according to the player type to obtain the target map markers corresponding to each punctuation level includes: If the player type is the second player type, the map markers of at least some gameplay types in the second punctuation level will be adjusted to the first punctuation level, wherein the display ratio of the game map corresponding to the first punctuation level is smaller than the display ratio corresponding to the second punctuation level.
12. The method according to claim 11, characterized in that, The second player type is social.
13. The method according to claim 1, characterized in that, The step of adjusting the map markers corresponding to the punctuation level according to the player type to obtain the target map markers corresponding to each punctuation level includes: If the player type is a third player type, at least some of the map markers for combat types in the second punctuation level will be adjusted to the first punctuation level, wherein the display ratio of the game map corresponding to the first punctuation level is smaller than the display ratio corresponding to the second punctuation level.
14. The method according to claim 1, characterized in that, The step of adjusting the map markers corresponding to the punctuation level according to the player type to obtain the target map markers corresponding to each punctuation level includes: If the player type is a third player type, at least some of the exploration type map markers in the first punctuation level will be adjusted to the second punctuation level, wherein the display ratio of the game map corresponding to the first punctuation level is smaller than the display ratio corresponding to the second punctuation level.
15. The method according to claim 13 or 14, characterized in that, The third player type is the combat type.
16. The method according to claim 1, characterized in that, The step of displaying the game map in the graphical user interface according to the target map points corresponding to each of the punctuation levels includes: Obtain the current display ratio of the game map; Determine the target punctuation level corresponding to the current display ratio, and display the target map punctuation corresponding to the target punctuation level in the graphical user interface.
17. The method according to claim 16, characterized in that, Also includes: In response to a zoom command for the game map, the target display ratio corresponding to the zoom command is obtained, and the level of the target markers displayed in the game map is adjusted according to the target display ratio.
18. The method according to claim 1, characterized in that, The step of adjusting the map markers corresponding to each of the specified punctuation levels according to the player type to obtain the target map markers corresponding to each of the specified punctuation levels includes: In response to a creation command for a virtual character, or a personalized configuration command for the game map, the map markers corresponding to each of the specified marker levels are adjusted according to the player type to obtain the target map markers corresponding to each of the specified marker levels.
19. The method according to claim 1, characterized in that, The step of displaying the game map in the graphical user interface according to the target map points corresponding to each of the punctuation levels includes: In response to a game map display command, the game map is displayed in the graphical user interface, and a first target map marker corresponding to the first marker level is displayed in the game map; In response to the game map zoom-in command, the game map is zoomed in, and in addition to displaying the first target map marker on the zoomed-in game map, a second target map marker corresponding to the second marker level is displayed on the zoomed-in game map.
20. A display device for a game map, characterized in that, include: The punctuation acquisition module is used to acquire player type and map punctuation corresponding to each punctuation level on the game map, wherein the punctuation level is determined based on the display scale of the game map; The punctuation adjustment module is used to adjust the map markers corresponding to the punctuation level according to the player type, so as to obtain the target map markers corresponding to each punctuation level; The punctuation display module is used to display the game map in the graphical user interface according to the target map points corresponding to each punctuation level.
21. An electronic device, characterized in that, It includes a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory communicate with each other through the communication bus; The memory is used to store computer programs; When the processor executes a program stored in the memory, it implements the method as described in any one of claims 1-19.
22. A computer-readable storage medium having instructions stored thereon that, when executed by one or more processors, cause the processors to perform the method as described in any one of claims 1-19.