Game element display method and device, program product and electronic equipment

By adaptively adjusting the display type of game elements and considering the positional relationship between controlled virtual objects and resource areas, the problem of guiding players to the location of resource areas in virtual scenes was solved, thus improving the gaming experience.

CN121846664APending Publication Date: 2026-04-14NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-02-03
Publication Date
2026-04-14

AI Technical Summary

Technical Problem

In existing technologies, when game element controls are permanently placed on the user interface in a virtual scene, it causes players to frequently switch their attention, leading to visual fatigue. When they are fixed in a specific location, players cannot accurately locate resource areas, causing them to overlook resource scenes.

Method used

By monitoring the positional relationship between controlled virtual objects and resource areas, the display type of target elements is adaptively adjusted. The target elements can be scene-type or interface-type, ensuring that the player's resource area orientation guidance needs are flexibly met in different scenarios.

Benefits of technology

This avoids the disconnect between elements and scenes, reduces players' neglect of resource areas, and enhances the gaming experience.

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Abstract

The invention provides a game element display method and device, a program product and electronic equipment, and the game element display method comprises the steps: responding to a movement control operation of a controlled virtual object, and controlling the controlled virtual object to move in a virtual scene; determining an element type corresponding to the target element according to the position relationship between the controlled virtual object and the resource region, and controlling to display the target element according to the element type corresponding to the target element; wherein the target element is used for indicating the orientation of the resource area; the element type is one of a scene type and an interface type. According to the method and the device, the target element is controlled to be adaptively adjusted between the scene type and the interface type by monitoring the position relationship between the controlled virtual object and the resource region, so that the resource region orientation guide requirements of a player in different scenes can be flexibly met.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to a method for displaying game elements, a device for displaying game elements, a computer program product, and an electronic device. Background Technology

[0002] During the construction of a virtual scene, several resource supply areas are typically deployed to provide game resources to players who participate in the interaction. When the virtual scene is large, corresponding element controls are configured to guide players to these resource areas, making it easier for them to quickly locate them.

[0003] In related technologies, two common methods are used to control and display elements used to guide resource areas: one is to be permanently displayed on the user interface, and the other is to be fixedly deployed in a specific location within the virtual scene. When these elements are permanently displayed on the user interface, the elements and the scene are in a state of long-term separation, requiring players to frequently switch between the interface and the scene, which can easily lead to visual fatigue. When these elements are fixedly deployed in a specific location within the virtual scene, and are outside the player's field of vision, players may not be able to accurately locate the area, which can easily cause players to overlook the resource scene.

[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0005] This disclosure provides a method for displaying game elements, a device for displaying game elements, a computer program product, and an electronic device, to at least partially solve the problems in related technologies such as the inability to flexibly meet players' needs for resource area location guidance in different scenarios.

[0006] According to a first aspect of this disclosure, a method for displaying game elements is provided, which provides a graphical user interface via a terminal device. The graphical user interface includes displaying at least a portion of a virtual scene, the virtual scene including a controlled virtual object controlled by the terminal device and at least one resource area. The method includes: controlling the controlled virtual object to move within the virtual scene in response to a movement control operation of the controlled virtual object; determining an element type corresponding to a target element based on the positional relationship between the controlled virtual object and the resource area, and controlling the display of the target element based on the element type corresponding to the target element; wherein the target element is used to indicate the location of the resource area; and the element type is one of a scene type and an interface type.

[0007] According to a second aspect of this disclosure, a game element display device is provided, which provides a graphical user interface via a terminal device. The graphical user interface includes displaying at least a portion of a virtual scene, the virtual scene including a controlled virtual object controlled by the terminal device and at least one resource area. The device includes: an object movement control module, configured to control the controlled virtual object to move within the virtual scene in response to a movement control operation of the controlled virtual object; and an element display control module, configured to determine the element type corresponding to a target element based on the positional relationship between the controlled virtual object and the resource area, and control the display of the target element based on the element type corresponding to the target element; wherein the target element is used to indicate the location of the resource area; and the element type is one of a scene type and an interface type.

[0008] According to a third aspect of this disclosure, a computer program product is provided, comprising a computer program that, when executed by a processor, implements the game element display method of the first aspect and its possible implementations.

[0009] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game element display method of the first aspect and possible implementations thereof by executing the executable instructions.

[0010] The technical solution disclosed herein has the following beneficial effects: During the display of the aforementioned game elements, in response to the movement control operation of the controlled virtual object, the controlled virtual object is moved within the virtual scene. Based on the positional relationship between the controlled virtual object and the resource area, the element type corresponding to the target element is determined, and the target element is displayed according to its element type. The target element is used to indicate the location of the resource area; the element type is either a scene type or an interface type. This disclosure, by monitoring the positional relationship between the controlled virtual object and the resource area, controls the target element to adaptively adjust between scene and interface types. This not only avoids elements and scenes being in a state of long-term separation but also reduces the likelihood of players neglecting resource areas. This allows the display of the target element to flexibly meet the player's needs for guiding the location of resource areas in different scenes, thereby improving the player's gaming experience. Attached Figure Description

[0011] Figure 1 This diagram illustrates a method for displaying game elements according to this exemplary embodiment; Figure 2 This exemplary embodiment shows a flowchart of controlling the display of a target element according to the element type corresponding to the target element; Figure 3This illustration shows a schematic diagram of controlling the display of target elements in a virtual scene according to this exemplary embodiment; Figure 4 This illustration shows a schematic diagram of controlling the display of target elements in a graphical user interface according to this exemplary embodiment; Figure 5 This illustration shows another schematic diagram of controlling the display of target elements in a graphical user interface in this exemplary embodiment; Figure 6A This illustration shows a schematic diagram of controlling a target element to move from the interface projection position corresponding to the second scene position to a preset interface position in this exemplary embodiment. Figure 6B This illustration shows a schematic diagram of controlling a target element to move from a second interface position to a preset interface position in this exemplary embodiment. Figure 6C This illustration shows a schematic diagram of controlling a target element to move from a preset interface position to a third interface position in this exemplary embodiment. Figure 6D This illustration shows a schematic diagram of controlling a target element to move from a preset interface position to the interface projection position corresponding to the resource area in this exemplary embodiment. Figure 7 This diagram illustrates a flowchart of a method for dynamically switching the display state of a target element based on its positional relationship, as described in this exemplary embodiment. Figure 8 This exemplary embodiment shows a flowchart illustrating another method for dynamically switching the display state of a target element based on its positional relationship. Figure 9 This diagram illustrates a structural block diagram of a game element display device according to this exemplary embodiment; Figure 10 An electronic device for implementing the above-described game element display method is shown in this exemplary embodiment. Detailed Implementation

[0012] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0013] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0014] In related technologies, two common methods are used to control and display elements used to guide resource areas: one is to be permanently displayed on the user interface, and the other is to be fixedly deployed in a specific location within the virtual scene. When these elements are permanently displayed on the user interface, the elements and the scene are in a state of long-term separation, requiring players to frequently switch between the interface and the scene, which can easily lead to visual fatigue. When these elements are fixedly deployed in a specific location within the virtual scene, and are outside the player's field of vision, players may not be able to accurately locate the area, which can easily cause players to overlook the resource scene.

[0015] In view of one or more of the above-mentioned problems, exemplary embodiments of this disclosure provide a game element display method, a game element display device, a computer program product, and an electronic device.

[0016] In one embodiment of this disclosure, the game element display method can run on a local terminal device or a server. When the game element display method runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0017] In one alternative implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game element display method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user; however, the game processing is handled by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0018] In one alternative implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0019] In one alternative implementation, refer to Figure 1 The flowchart illustrates a method for displaying game elements, which provides a graphical user interface (GUI) via a terminal device. The GUI includes displaying at least a portion of a virtual scene, where the virtual scene includes controlled virtual objects controlled by the terminal device and at least one resource area. Specifically, the method includes the following steps S110 to S120: Step S110: In response to the movement control operation of the controlled virtual object, control the controlled virtual object to move in the virtual scene; Step S120: Determine the element type corresponding to the target element based on the positional relationship between the controlled virtual object and the resource area, and control the display of the target element according to the element type corresponding to the target element; wherein, the target element is used to indicate the location of the resource area; the element type is one of scene type and interface type.

[0020] Figure 1The method shown monitors the positional relationship between the controlled virtual object and the resource area, and controls the target element to adaptively adjust between scene type and interface type. This not only avoids the element and scene being in a state of long-term separation, but also reduces the player's neglect of the resource area. This allows the display of the target element to flexibly meet the player's needs for guiding the location of the resource area in different scenes, thereby improving the player's gaming experience.

[0021] The virtual scene is a virtual scene displayed (or provided) by an application while it is running on a terminal or server. Optionally, the virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. For example, the virtual scene can be an ocean scene, a land scene, etc., and this disclosure does not specifically limit it.

[0022] In this context, a controlled virtual object refers to a dynamic object in a virtual scene that can be controlled by a terminal device and is capable of movement. Optionally, this dynamic object can be a virtual character, virtual animal, virtual vehicle, virtual ship, etc., and this disclosure does not specifically limit it. The graphical user interface can display the field of view corresponding to the controlled virtual object.

[0023] The resource area refers to a dedicated space area that is pre-planned and deployed within a virtual scene and has specific resource supply functions. This area can provide various game resources such as props, materials, and energy to controlled virtual objects that enter or trigger interactions. This disclosure does not make specific limitations on this.

[0024] Optionally, the resource area may have a corresponding area range, which can be a regularly shaped area or an irregularly shaped area; this disclosure does not impose specific limitations on this. For example, a controlled virtual object located within the area can perform interactive operations related to the resource area. For instance, it can trigger the use of various game resources such as items, materials, and energy within the resource area, or engage in combat with enemy virtual objects entering the resource area; this disclosure does not impose specific limitations on this.

[0025] The following is about Figure 1 Each step in the process will be explained in detail.

[0026] In step S110, in response to the movement control operation of the controlled virtual object, the controlled virtual object is controlled to move in the virtual scene.

[0027] Among them, the movement control operation refers to the interactive command operation executed in response to the change of the spatial position of the controlled virtual object in the virtual scene. Specifically, it may include the input behavior of displacement-related control commands such as forward, backward, and turning. This disclosure does not specifically limit it.

[0028] In step S120, the element type corresponding to the target element is determined according to the positional relationship between the controlled virtual object and the resource area, and the target element is controlled to be displayed according to the element type corresponding to the target element; wherein, the target element is used to indicate the location of the resource area; the element type is one of scene type and interface type.

[0029] The positional relationship between the controlled virtual object and the resource area refers to their relative positions within the virtual scene. This positional relationship may include, but is not limited to, whether the controlled virtual object is located within the resource area's boundaries, and whether the resource area is within the controlled virtual object's field of view.

[0030] The target element is used to indicate the location of the resource area. Its element type can be either scene type or interface type, and the specific type can be determined based on the positional relationship between the controlled virtual object and the resource area. Its display form can be a circular, square, ring, or other similar element identifier, which can be preset by the developers. This disclosure does not impose any specific limitations on this.

[0031] Optionally, the target element may display the quantity of target resources included in the corresponding resource area, so that players can monitor the quantity of target resources in the resource area in real time. For example, the target resource may be a consumable resource, such as virtual ammunition or virtual arrows, which can be set by the developers according to the type of resources contained in the resource area, and this disclosure does not specifically limit it.

[0032] Scene type refers to the type of element displayed in a virtual scene with three-dimensional scene coordinates; interface type refers to the type of element displayed in a graphical user interface with two-dimensional interface coordinates.

[0033] In an optional implementation, if the virtual scene includes multiple resource areas, the above-mentioned determination of the element type corresponding to the target element based on the positional relationship between the controlled virtual object and the resource area can be achieved through the following steps: determining the target resource area; the target resource area is the resource area closest to the controlled virtual object among multiple resource areas, or a resource area that has been pre-marked; determining the element type corresponding to the target element based on the positional relationship between the controlled virtual object and the target resource area.

[0034] Specifically, when a virtual scene includes multiple resource areas, the target resource area can be determined first, and then the element type corresponding to the target element can be determined based on the positional relationship between the controlled virtual object and the target resource area. Optionally, the target resource area is one of the multiple resource areas contained in the virtual scene. It can be the resource area closest to the controlled virtual object, or it can be a pre-marked resource area. This disclosure does not specifically limit it in this way.

[0035] For example, the element type corresponding to the target element can be determined based on the positional relationship between the controlled virtual object and the resource region closest to the controlled virtual object.

[0036] For example, the element type corresponding to the target element can also be determined based on the positional relationship between the controlled virtual object and the pre-marked resource area.

[0037] When a virtual scene includes multiple resource areas, defining the target resource area can provide a clear area object for determining the positional relationships.

[0038] In one embodiment of this disclosure, the location information of the controlled virtual object can be used to determine whether the controlled virtual object is located within the area corresponding to the resource area, and different game processing logic can be executed according to different determination results.

[0039] In one optional implementation, the element type corresponding to the target element is determined based on the positional relationship between the controlled virtual object and the resource area, and the display of the target element is controlled according to the element type corresponding to the target element, such as... Figure 2 As shown, the following steps may be included: Step S210: If the controlled virtual object is located outside the area range corresponding to the resource area, determine whether the resource area is within the field of view of the controlled virtual object; Step S220: Based on the judgment result, determine the element type of the target element, and control the display of the target element according to the element type corresponding to the target element.

[0040] The current field of view of the controlled virtual object refers to the area of ​​the scene that the controlled virtual object can cover based on the preset viewpoint and orientation angle at its current position in the virtual scene.

[0041] For example, if the controlled virtual object is located outside the area corresponding to the resource area, it can be determined whether the corresponding resource area is entirely or partially within the field of view of the controlled virtual object based on the current field of view of the controlled virtual object; and based on the determination result, the element type of the target element is determined, and the display of the target element is controlled according to the element type corresponding to the target element.

[0042] By determining whether the resource area is within the field of view of the controlled virtual object, different element types are used to control the display of the target element based on different determination results. This adaptively meets the player's resource area location guidance needs in both cases where the resource area is within the field of view of the controlled virtual object and when the resource area is not within the field of view of the controlled virtual object.

[0043] In an optional implementation, the determination of the element type of the target element based on the judgment result in step S220, and the control of displaying the target element according to the element type corresponding to the target element, can be achieved through the following steps: if the resource area is within the field of view of the controlled virtual object, the scene type is determined as the element type of the target element; the target element is controlled to be displayed in the virtual scene according to the location information of the resource area.

[0044] Optionally, if the controlled virtual object is located outside the area corresponding to the resource area, and the resource area is within the field of view of the controlled virtual object, the scene type can be determined as the element type of the target element; when the element type of the target element is the scene type, the target element can be displayed at the associated position of the resource area in the virtual scene according to the location information of the resource area.

[0045] For example, such as Figure 3 As shown, a schematic diagram is provided for controlling the display of target elements in a virtual scene. If the controlled virtual object 301 is located outside the area range corresponding to the resource area 302, and the resource area 302 is within the field of view of the controlled virtual object, the target element 303 can be controlled to float and be displayed above the resource area.

[0046] If the controlled virtual object is located outside the area corresponding to the resource area, but the resource area is within the field of view of the controlled virtual object, the target element is displayed in the virtual scene according to the location information of the resource area. This can intuitively prompt the player about the location of the resource area in the scene, while ensuring the player's immersive experience of the current location.

[0047] It is understandable that when displaying target elements in a virtual scene based on the location information of the resource area, the interface projection position corresponding to the target element will change with the field of view of the controlled virtual object.

[0048] In an optional implementation, the following steps may also be performed: in response to the resource area leaving the field of view of the controlled virtual object, determining the interface projection position corresponding to the first scene position; the first scene position is the scene display position of the target element before the resource area leaves the field of view of the controlled virtual object; determining the interface display position of the target element according to the interface projection position corresponding to the first scene position; and controlling the display of the target element in the graphical user interface based on the interface display position of the target element.

[0049] The first scene location is the scene display position of the target element before the resource area leaves the field of view of the controlled virtual object, which can be represented by three-dimensional scene coordinates.

[0050] For example, when the controlled virtual object is located outside the area corresponding to the resource area, in response to the resource area leaving the field of view of the controlled virtual object, the scene display position of the target element before the resource area leaves the field of view of the controlled virtual object (the last frame) can be used as the first scene position.

[0051] The interface projection position corresponding to the first scene location refers to the position of the first scene location projected onto the graphical user interface in the virtual scene, which can be represented by two-dimensional interface coordinates. Specifically, the interface projection position corresponding to the first scene location can be determined based on the mapping relationship between the three-dimensional virtual scene and the two-dimensional graphical user interface.

[0052] Specifically, after determining the interface projection position corresponding to the first scene position, the interface projection position corresponding to the first scene position can be used as the interface display position of the target element. Based on the interface display position of the target element, the display of the target element in the graphical user interface can be controlled to achieve the switching of the target element from scene type to interface type.

[0053] On the one hand, when a resource area leaves the field of view of a controlled virtual object, the 3D scene coordinates of the target element are converted into 2D interface coordinates to indicate to the player that the resource area has left the field of view of the controlled virtual object. On the other hand, the scene display position of the target element before the resource area leaves the field of view of the controlled virtual object (in the last frame) is used as the first scene position for interface projection, which helps guide the player to make orientation decisions in the vast virtual scene.

[0054] In an optional implementation, the determination of the element type of the target element based on the judgment result in step S220, and the control of displaying the target element according to the element type corresponding to the target element, can be achieved through the following steps: if the resource area is outside the field of view of the controlled virtual object, the interface type is determined as the element type of the target element; the target element is controlled to be displayed in the graphical user interface.

[0055] Optionally, if the controlled virtual object is located outside the area corresponding to the resource area, and the resource area is outside the field of view of the controlled virtual object, the interface type can be determined as the element type of the target element; when the element type of the target element is the interface type, the target element can be controlled to be displayed in the graphical user interface to reduce the player's neglect of the resource area outside the field of view and assist the player in making orientation decisions.

[0056] In an optional implementation, the above-mentioned control of displaying the target element in the graphical user interface can be achieved through the following steps: determining the interface display position of the target element based on the position of the resource area relative to the controlled virtual object or relative to the central scene position, and controlling the display of the target element in the graphical user interface based on the interface display position.

[0057] The central scene position is either the scene projection position corresponding to the center position of the graphical user interface or the scene projection position corresponding to the center position of the field of view of the controlled virtual object.

[0058] For example, the scene projection position corresponding to the center position of the graphical user interface or the scene projection position corresponding to the center position of the field of view of the controlled virtual object can be determined based on the mapping relationship between the three-dimensional virtual scene and the two-dimensional graphical user interface.

[0059] For example, when the controlled virtual object is located outside the area corresponding to the resource region, and the resource region is outside the field of view of the controlled virtual object, the position of the target element's interface display in the graphical user interface can correspond to the position of the resource region relative to the controlled virtual object. For instance, if the resource region is located to the left of the controlled virtual object in the virtual scene, the target element's interface display position can also be located to the left of the graphical user interface.

[0060] For example, when the controlled virtual object is located outside the area corresponding to the resource region, and the resource region is outside the field of view of the controlled virtual object, the position of the target element's interface display in the graphical user interface can still correspond to the position of the resource region relative to the central scene position. For instance, if the resource region is located to the left of the central scene position in the virtual scene, the target element's interface display position can also be located to the left of the graphical user interface.

[0061] When a resource area is outside the field of view of a controlled virtual object, the target element is displayed in the graphical user interface based on the location of the resource area relative to the controlled virtual object or relative to the central scene location. This provides a more intuitive way to guide players in making orientation decisions in the vast virtual scene and reduces the chances of players ignoring resource areas outside their field of view.

[0062] For example, such as Figure 4 As shown, a schematic diagram is provided for controlling the display of target elements in a graphical user interface. If the controlled virtual object is located outside the area corresponding to the resource area, and the resource area is located outside the field of view of the controlled virtual object, the target element 303 can be controlled to be displayed in the corresponding position in the graphical user interface.

[0063] In one optional implementation, the above-mentioned control of displaying target elements in the graphical user interface can be achieved through the following steps: determining the direction of the orientation indicator based on the orientation of the resource area relative to the controlled virtual object or relative to the central scene position; the central scene position is the scene projection position corresponding to the center position of the graphical user interface or the scene projection position corresponding to the center position of the field of view of the controlled virtual object; and controlling the display of target elements carrying orientation indicators in the graphical user interface based on the direction of the orientation indicator.

[0064] Among them, the target element carrying the orientation indicator can be, for example... Figure 4 As shown in target element 303, when the resource area in the virtual scene is located to the left rear of the controlled virtual object or to the left rear of the center scene position, the direction of the orientation indicator can be to the lower left.

[0065] For example, when the controlled virtual object is located outside the area corresponding to the resource area, and the resource area is outside the field of view of the controlled virtual object, the target element carrying the directional indicator can be displayed in the graphical user interface according to the location of the resource area relative to the controlled virtual object or relative to the central scene location. This will provide the player with more precise information about the relative position of the resource area relative to the controlled virtual object or the central scene location, and provide more refined directional guidance for the player to find the resource area.

[0066] In an optional implementation, the following steps may also be performed: in response to the resource area entering the field of view of the controlled virtual object, determining the scene projection position corresponding to the first interface position; the first interface position is the interface display position of the target element before the resource area enters the field of view of the controlled virtual object; determining the scene display position of the target element according to the scene projection position corresponding to the first interface position; and controlling the display of the target element in the virtual scene according to the scene display position of the target element.

[0067] The first interface position is the interface display position of the target element before the resource area enters the field of view of the controlled virtual object, which can be represented by two-dimensional interface coordinates.

[0068] The scene projection position corresponding to the first interface position refers to the position of the first interface position projected onto the virtual scene from the graphical user interface, which can be represented by three-dimensional scene coordinates. Specifically, the scene projection position corresponding to the first interface position can be determined based on the mapping relationship between the three-dimensional virtual scene and the two-dimensional graphical user interface.

[0069] Optionally, after determining the scene projection position corresponding to the first interface position, this position can be used as the scene display position of the target element. Based on this scene display position, the target element can be controlled to be displayed in the virtual scene, thus enabling the target element to switch from interface type to scene type. Furthermore, if the scene display position of the target element is inconsistent with the position of the resource area, the target element can be moved to an associated position in the resource area to improve the correlation between the target element and the virtual scene.

[0070] When a controlled virtual object is located outside the area corresponding to a resource area, and the resource area enters the field of view of the controlled virtual object, the two-dimensional interface coordinates of the target element can be converted into three-dimensional scene coordinates by controlling the conversion, which can enhance the player's immersive experience of "current location".

[0071] In one optional implementation, the above-mentioned determination of the element type corresponding to the target element based on the positional relationship between the controlled virtual object and the resource area, and the control of displaying the target element based on the element type corresponding to the target element, can be achieved through the following steps: if the controlled virtual object is located within the area corresponding to the resource area, the interface type is determined as the element type of the target element; based on the preset interface position, the target element is controlled to be displayed in the graphical user interface.

[0072] The preset interface position refers to a specific interface position pre-set in the graphical user interface, which can be represented by two-dimensional interface coordinates. For example, the preset interface position can be set in a hotspot area of ​​the graphical user interface for easy viewing by the player, such as the center position at the bottom of the interface. The specific position can be set in advance by the developers, and this disclosure does not impose any specific limitations.

[0073] For example, such as Figure 5 As shown, another schematic diagram of controlling the display of target elements in the graphical user interface is provided. If the controlled virtual object 301 is located within the area corresponding to the resource area 302, the interface type can be determined as the element type of the target element. When the element type of the target element is the interface type, the target element 303 can be controlled to be displayed in the graphical user interface based on the preset interface position.

[0074] When a controlled virtual object is located within the area corresponding to a resource area, the target element is displayed at a preset interface position to notify the player that they have entered the area corresponding to the resource area, which can trigger interactive operations related to the resource area.

[0075] In one optional implementation, the target element displays the number of target resources associated with the resource region. The above-mentioned control of the display of the target element in the graphical user interface based on the preset interface position can be achieved through the following steps: based on the preset interface position, control the display of the target element carrying the activation progress indicator in the graphical user interface; the progress value of the activation progress indicator is used to control whether the target resource is in a consumable state.

[0076] For example, such as Figure 5 As shown, the number of target resources associated with the resource area can be displayed at the center of the target element's identifier, allowing players to monitor the number of target resources in real time.

[0077] The progress value of the activation progress indicator is used to control whether the target resource is in a consumable state. For example, the progress value of the activation progress indicator can be increased over time, upon completion of a specified interactive action, etc., and this disclosure does not impose specific limitations on it.

[0078] Optionally, the target element carrying the activation progress indicator may include a progress bar and / or an energy ring, such as Figure 5 The provided target element 303 carries an activation progress indicator. The progress bar can employ a "two-way convergence" animation (converging from both sides towards the center) to simulate the visual effect of energy concentrating on the controlled virtual object. When the activation progress indicator reaches its maximum value, a "activation complete" highlight effect can be played, such as a continuous rotation effect, to indicate to the player that the progress bar is full; this disclosure does not impose specific limitations on this.

[0079] For example, when the progress value of the activation progress indicator reaches the maximum, the target resource can be controlled to be in a consumable state; when the progress value of the activation progress indicator does not reach the maximum, the target resource can be controlled to be in a non-consumable state.

[0080] When a controlled virtual object is located within the area corresponding to a resource zone, the target element carrying an activation progress indicator is displayed in the graphical user interface to intuitively prompt the player about the consumable status of the target resource within the area corresponding to the resource zone, so that the player can make further operational decisions.

[0081] In an alternative implementation, the following steps may also be performed: if the target resource is in a consumable state, control the target resource associated with the resource consumption area, and execute the usage effect corresponding to the target resource in the resource area.

[0082] For example, in response to a target resource being in a consumable state, the system can control the automatic consumption of the target resource associated with the resource region and execute the corresponding usage effect of the target resource.

[0083] For example, if the target resource is in a consumable state, the usage effect corresponding to the target resource can be controlled in response to a consumption operation on the target resource associated with the resource area. The consumption operation on the target resource associated with the resource area can be a touch operation on the target element or a trigger operation on other preset functional controls; this disclosure does not specifically limit this.

[0084] The usage effect of the target resource refers to the specific functional performance or interaction result produced by the use of the target resource in a virtual scene. This usage effect can be flexibly configured in advance according to the attributes of the target resource, and this disclosure does not impose specific limitations on it. For example, when the target resource is virtual ammunition, its corresponding usage effect may be, for example, firing the ammunition and causing damage to the hit object; when the target resource is virtual arrow, its corresponding usage effect may be, for example, firing the arrow and triggering additional effects such as penetration, critical hit, or marking.

[0085] For example, the target element displays the quantity of target resources associated with the resource area. When controlling the consumption of target resources, the quantity of target resources associated with the resource area displayed in the target element can be updated synchronously, so that the player can monitor the remaining target resources in real time while controlling the game.

[0086] For example, when updating the number of target resources associated with the resource area displayed in the target element, a pre-configured number jump animation can be executed, while playing specific motion effects (such as light effects trailing off the screen) to simulate the physical feeling of the target resources flying out, thereby enhancing the feedback intensity and the player's visual experience when consuming target resources.

[0087] In an alternative implementation, the following steps may also be performed: in response to the exhaustion of the target resource associated with the resource region, control the destruction of the target element.

[0088] For example, when the number of target resources associated with a resource area is consumed to 0, the target element displayed at a preset interface position can be destroyed.

[0089] For example, when destroying a target element, the target element can be controlled to play a preset destruction animation synchronously to enhance the visual effect. This disclosure does not specifically limit this.

[0090] When the target resources associated with a resource region are exhausted, controlling the destruction of the corresponding target elements can avoid causing unnecessary interference to users.

[0091] In an optional implementation, the following steps may also be performed: when the resource area is within the field of view of the controlled virtual object, in response to the controlled virtual object entering the area corresponding to the resource area, the interface projection position corresponding to the second scene position is determined, the second scene position is the scene display position of the target element before the controlled virtual object enters the area corresponding to the resource area; according to the interface projection position corresponding to the second scene position, the target element is controlled to be displayed in the graphical user interface, and the target element is moved to the preset interface position according to the preset trajectory.

[0092] The second scene location is the scene display position of the target element before the controlled virtual object enters the area corresponding to the resource area, which can be represented by three-dimensional scene coordinates.

[0093] For example, when the resource area is within the field of view of the controlled virtual object, in response to the controlled virtual object entering the area corresponding to the resource area, the scene display position of the target element before the controlled virtual object enters the area corresponding to the resource area (the last frame) can be used as the second scene position.

[0094] The interface projection position corresponding to the second scene location refers to the position of the second scene location projected onto the graphical user interface in the virtual scene, which can be represented by two-dimensional interface coordinates. Specifically, the interface projection position corresponding to the second scene location can be determined based on the mapping relationship between the three-dimensional virtual scene and the two-dimensional graphical user interface.

[0095] Here, the preset trajectory refers to a pre-defined trajectory for element movement. For example, the preset trajectory can be a Bézier curve, and this disclosure does not specifically limit it.

[0096] Optionally, after determining the interface projection position corresponding to the second scene position, the target element can be displayed in the graphical user interface based on the interface projection position corresponding to the second scene position, and the target element can be moved to the preset interface position according to the preset trajectory.

[0097] For example, the target element can be controlled to smoothly move from the interface projection position corresponding to the second scene position to the preset interface position using a Bézier curve motion within a preset time (e.g., 0.5 seconds). The preset time is used to control the movement time of the preset trajectory, and can be specifically set by the developer; this disclosure does not impose any specific limitations on this.

[0098] For example, such as Figure 6A As shown, this is a schematic diagram illustrating how to control a target element to move from the interface projection position corresponding to the second scene position to a preset interface position.

[0099] When a resource area is within the field of view of a controlled virtual object, in response to the controlled virtual object entering the area corresponding to the resource area, the target element is displayed in the graphical user interface according to the interface projection position corresponding to the second scene position, and the target element is moved to the preset interface position according to the preset trajectory. This realizes the transformation of the target element from scene type to interface type, which can guide the player's gaze from the background back to a specific position on the interface, so as to prompt the player that they have entered the corresponding resource area, which can trigger further interactive operations, such as using the target resource to fight.

[0100] In an alternative implementation, the following steps may also be performed: when the resource area is outside the field of view of the controlled virtual object, in response to the controlled virtual object entering the area corresponding to the resource area, the target element is controlled to move from the second interface position to the preset interface position.

[0101] The second interface position is the interface display position of the target element before the controlled virtual object enters the area corresponding to the resource area, which can be represented by two-dimensional interface coordinates.

[0102] For example, when the resource area is outside the field of view of the controlled virtual object, in response to the controlled virtual object entering the area corresponding to the resource area, the target element can be moved from the second interface position to the preset interface position within a preset time (e.g., within 0.5 seconds).

[0103] For example, when the resource area is outside the field of view of the controlled virtual object, in response to the controlled virtual object entering the area corresponding to the resource area, the target element can be moved from the second interface position to the preset interface position according to a preset trajectory (e.g., a Bézier curve). Figure 6B As shown, this is a schematic diagram illustrating the control of a target element to move from a second interface position to a preset interface position.

[0104] When a resource area is outside the field of view of a controlled virtual object, the target element is moved from the second interface position to the preset interface position in response to the controlled virtual object entering the area corresponding to the resource area. This prompts the player to enter the corresponding resource area and can trigger further interactive operations, such as using the target resource to engage in combat.

[0105] In an optional implementation, the following steps may also be performed: in response to the controlled virtual object leaving the area corresponding to the resource area, if the resource area is outside the field of view of the controlled virtual object, determine the position of the third interface; the position of the third interface is determined based on the position of the resource area relative to the controlled virtual object or relative to the central scene position; the central scene position is the scene projection position corresponding to the center position of the graphical user interface or the scene projection position corresponding to the center position of the field of view of the controlled virtual object; control the movement of the target element from the preset interface position to the third interface position.

[0106] The third interface position is the display position of the target element determined by the position of the resource area relative to the controlled virtual object or relative to the central scene position, and can be represented by two-dimensional interface coordinates.

[0107] For example, the location of the third interface within the graphical user interface can correspond to the location of the resource area relative to the controlled virtual object. For instance, if the resource area is located to the left of the controlled virtual object in the virtual scene, the third interface can also be located to the left of the graphical user interface to guide the player in making orientation decisions within the vast virtual scene.

[0108] For example, the location of the third interface within the graphical user interface can correspond to the location of the resource area relative to the central scene location. For instance, if the resource area is located to the left of the central scene location in the virtual scene, the third interface can also be located to the left of the graphical user interface to guide players in making orientation decisions within the vast virtual scene.

[0109] Optionally, when a controlled virtual object leaves the area corresponding to the resource region, if the resource region is outside the controlled virtual object's field of vision, the location of the third interface can be determined, and the target element can be moved from the preset interface location to the third interface location. For example... Figure 6C As shown, this is a schematic diagram illustrating the control of a target element to move from a preset interface position to a third interface position.

[0110] For example, after determining the position of the third interface, the target element can be controlled to move from the preset interface position to the third interface position within a preset time (e.g., within 0.5 seconds).

[0111] For example, after determining the position of the third interface, the target element can be controlled to move from the preset interface position to the third interface position according to a preset trajectory (such as a Bézier curve).

[0112] In an optional implementation, the following steps may also be performed: in response to the controlled virtual object leaving the area corresponding to the resource area, if the resource area is within the field of view of the controlled virtual object, determine the position of the fourth interface based on the position information of the resource area; control the target element to be moved from the preset interface position to the fourth interface position, and control the display of the target element in the virtual scene based on the scene projection position corresponding to the fourth interface position.

[0113] For example, such as Figure 6D The diagram illustrates a method for controlling the movement of a target element from a preset interface position to the interface projection position corresponding to a resource area. Responding to the controlled virtual object leaving the area corresponding to the resource area, if the resource area is within the field of view of the controlled virtual object, the interface projection position corresponding to the resource area can be used as the fourth interface position. The target element is first moved from the preset interface position to the fourth interface position, and then, based on the scene projection position corresponding to the fourth interface position, the target element is controlled to be displayed in the virtual scene. This adjusts the display position of the target element from two-dimensional interface coordinates to three-dimensional scene coordinates, realizing the transformation of the target element from interface type to scene type, thereby enhancing the player's immersive experience of their "current location."

[0114] In an optional implementation, the following steps may also be performed: if the element type corresponding to the target element is a scene type, the display size of the target element is controlled according to the distance between the controlled virtual object and the resource area; the display size of the target element is negatively correlated with the distance; if the element type corresponding to the target element is an interface type, the display size of the target element is controlled according to a preset size.

[0115] When controlling the display size of a target element based on the distance between the controlled virtual object and the resource area, the display size of the target element is negatively correlated with the distance; that is, the greater the distance, the smaller the display size, and vice versa. When the element type corresponding to the target element is a scene type, the target element adopts a dynamic size "related to the distance between the controlled virtual object and the resource area" to conform to the visual habit that objects appear smaller the further away they are and larger the closer they are.

[0116] The preset size refers to the pre-defined interface display size, used to control the display size of the target element when the element type corresponding to the target element is an interface type. This can be specifically defined by the developers, and this disclosure does not impose any specific limitations. When the element type corresponding to the target element is an interface type, its display position is outside the specific scenario. In this case, using a static "preset size" for the target element can reduce some unnecessary processing overhead.

[0117] For example, in response to the element type corresponding to the target element switching from scene type to interface type, the display size of the target element can be adjusted from a dynamic size "related to the distance between the controlled virtual object and the resource area" to a static "preset size".

[0118] For example, in response to the element type corresponding to the target element switching from interface type to scene type, the display size of the target element can be adjusted from a static "preset size" to a "dynamic size related to the distance between the controlled virtual object and the resource area".

[0119] like Figure 7 As shown, a flowchart is provided to dynamically switch the display state of a target element based on its positional relationship. Specifically, it may include the following steps: Step S701: If the controlled virtual object is located outside the area range corresponding to the resource area, and the resource area is within the field of view of the controlled virtual object, the scene type is determined as the element type of the target element, and the target element is displayed in the virtual scene according to the location information of the resource area. Step S702: In response to the resource area leaving the field of view of the controlled virtual object, the interface type is determined as the element type of the target element; Step S703: Determine the interface projection position corresponding to the first scene position, and control the display of the target element in the graphical user interface according to the interface projection position corresponding to the first scene position; the first scene position is the scene display position of the target element in the last frame before the resource area leaves the field of view of the controlled virtual object.

[0120] like Figure 8 As shown, another flowchart is provided to dynamically switch the display state of a target element based on its position, which may include the following steps: Step S801: If the controlled virtual object is located outside the area range corresponding to the resource area, and the resource area is within the field of view of the controlled virtual object, the scene type is determined as the element type of the target element, and the target element is displayed in the virtual scene according to the location information of the resource area. Step S802: In response to the controlled virtual object moving to the resource area and entering the area range corresponding to the resource area, determine the second scene position. The second scene position is the scene display position of the target element in the last frame before the controlled virtual object enters the area range corresponding to the resource area. Step S803: Based on the interface projection position corresponding to the second scene position, control the display of the target element in the graphical user interface and move the target element to the preset interface position according to the preset trajectory.

[0121] Exemplary embodiments of this disclosure also provide a game element display device that provides a graphical user interface via a terminal device. The graphical user interface includes displaying at least a portion of a virtual scene, the virtual scene including controlled virtual objects controlled by the terminal device and at least one resource area. (Refer to...) Figure 9 As shown, the game element display device 900 may include the following program modules: The object movement control module 910 is used to respond to the movement control operation of the controlled virtual object and control the movement of the controlled virtual object in the virtual scene; The element display control module 920 is used to determine the element type corresponding to the target element based on the positional relationship between the controlled virtual object and the resource area, and to control the display of the target element based on the element type corresponding to the target element; wherein, the target element is used to indicate the location of the resource area; the element type is one of scene type and interface type.

[0122] In an optional implementation, based on the aforementioned scheme, the element display control module 920 includes: an outside-area processing module, used to determine whether the resource area is within the field of view of the controlled virtual object if the controlled virtual object is located outside the area corresponding to the resource area; and an element type determination module, used to determine the element type of the target element according to the determination result, and control the display of the target element according to the element type corresponding to the target element.

[0123] In an optional implementation, based on the aforementioned scheme, the element type determination module includes: a field-of-view processing module. The field-of-view processing module can be configured to: if the resource area is within the field of view of the controlled virtual object, determine the scene type as the element type of the target element; and control the display of the target element in the virtual scene based on the location information of the resource area.

[0124] In an optional implementation, based on the foregoing solution, the game element display device 900 further includes: an exit view processing module. The exit view processing module can be configured to: determine the interface projection position corresponding to a first scene position in response to a resource area leaving the field of view of a controlled virtual object; the first scene position is the scene display position of the target element before the resource area leaves the field of view of the controlled virtual object; determine the interface display position of the target element based on the interface projection position corresponding to the first scene position; and control the display of the target element in the graphical user interface based on the interface display position of the target element.

[0125] In an optional implementation, based on the aforementioned scheme, the element type determination module includes: an out-of-view processing module. The out-of-view processing module can be configured to: if the resource area is located outside the view range of the controlled virtual object, determine the interface type as the element type of the target element; and control the display of the target element in the graphical user interface.

[0126] In an optional implementation, based on the aforementioned scheme, the out-of-view processing module controls the display of target elements in the graphical user interface, including: determining the interface display position of the target element based on the position of the resource area relative to the controlled virtual object or relative to the central scene position, and controlling the display of the target element in the graphical user interface based on the interface display position; the central scene position is the scene projection position corresponding to the center position of the graphical user interface or the scene projection position corresponding to the center position of the field of view of the controlled virtual object.

[0127] In one optional implementation, based on the aforementioned scheme, the out-of-view processing module controls the display of target elements in the graphical user interface, including: determining the direction of the directional indicator based on the location of the resource area relative to the controlled virtual object or relative to the central scene location; the central scene location is the scene projection location corresponding to the center location of the graphical user interface or the scene projection location corresponding to the center location of the field of view of the controlled virtual object; and controlling the display of target elements carrying directional indicators in the graphical user interface based on the direction of the directional indicator.

[0128] In an optional implementation, based on the aforementioned scheme, the game element display device 900 further includes: an entry field of view processing module. The entry field of view processing module can be configured to: determine the scene projection position corresponding to the first interface position in response to the resource area entering the field of view of the controlled virtual object; the first interface position is the interface display position of the target element before the resource area enters the field of view of the controlled virtual object; determine the scene display position of the target element based on the scene projection position corresponding to the first interface position; and control the display of the target element in the virtual scene based on the scene display position of the target element.

[0129] In an optional implementation, based on the aforementioned scheme, the element display control module 920 includes: a region range processing module, used to determine the interface type as the element type of the target element if the controlled virtual object is located within the region range corresponding to the resource region; and a target element interface display module, used to control the display of the target element in the graphical user interface based on a preset interface position.

[0130] In an optional implementation, based on the aforementioned scheme, the game element display device 900 further includes a region range entry processing module. The region range entry processing module can be configured to: when a resource area is within the field of view of a controlled virtual object, in response to the controlled virtual object entering the region range corresponding to the resource area, determine the interface projection position corresponding to a second scene position, where the second scene position is the scene display position of the target element before the controlled virtual object enters the region range corresponding to the resource area; based on the interface projection position corresponding to the second scene position, control the display of the target element in the graphical user interface, and move the target element to a preset interface position according to a preset trajectory.

[0131] In an optional implementation, based on the aforementioned scheme, the area range entry processing module can also be configured to: when the resource area is outside the field of view of the controlled virtual object, in response to the controlled virtual object entering the area range corresponding to the resource area, control the target element to move from the second interface position to the preset interface position; wherein, the second interface position is the interface display position of the target element before the controlled virtual object enters the area range corresponding to the resource area.

[0132] In an optional implementation, based on the aforementioned scheme, the game element display device 900 further includes a region departure processing module. The region departure processing module can be configured to: in response to a controlled virtual object leaving the region corresponding to a resource area, if the resource area is outside the field of view of the controlled virtual object, determine a third interface position; the third interface position is determined based on the position of the resource area relative to the controlled virtual object or relative to the central scene position; control the movement of the target element from a preset interface position to the third interface position; the central scene position is the scene projection position corresponding to the center position of the graphical user interface or the scene projection position corresponding to the center position of the field of view of the controlled virtual object.

[0133] In an optional implementation, based on the aforementioned scheme, the area range departure processing module can also be configured as follows: in response to the controlled virtual object leaving the area range corresponding to the resource area, if the resource area is within the field of view of the controlled virtual object, the position of the fourth interface is determined based on the position information of the resource area; the target element is moved from the preset interface position to the fourth interface position, and the target element is displayed in the virtual scene based on the scene projection position corresponding to the fourth interface position.

[0134] In an optional implementation, based on the aforementioned scheme, the target element displays the number of target resources associated with the resource region. The target element interface display module can be configured to: control the display of target elements carrying activation progress indicators in the graphical user interface based on a preset interface position; the progress value of the activation progress indicator is used to control whether the target resource is in a consumable state.

[0135] In an optional implementation, based on the aforementioned scheme, the game element display device 900 further includes: a target resource consumption module, used to control the target resource associated with the resource consumption area if the target resource is in a consumable state, and to execute the usage effect corresponding to the target resource in the resource area.

[0136] In an optional implementation, based on the aforementioned scheme, the game element display device 900 further includes: a target element destruction module, used to control the destruction of target elements in response to the exhaustion of target resources associated with the resource area.

[0137] In an optional implementation, based on the aforementioned scheme, if the virtual scene includes multiple resource areas, the element display control module 920 further includes an element type determination module, used to determine the element type corresponding to the target element based on the positional relationship between the controlled virtual object and the resource area. The element type determination module can be configured to: determine the target resource area; the target resource area is the resource area closest to the controlled virtual object among multiple resource areas, or a pre-marked resource area; and determine the element type corresponding to the target element based on the positional relationship between the controlled virtual object and the target resource area.

[0138] In an optional implementation, based on the aforementioned scheme, the game element display device 900 further includes a display size control module. This display size control module can be configured to: if the element type corresponding to the target element is a scene type, control the display size of the target element according to the distance between the controlled virtual object and the resource area; the display size of the target element is negatively correlated with the distance; if the element type corresponding to the target element is an interface type, control the display size of the target element according to a preset size.

[0139] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0140] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the above-described game element display method.

[0141] In one implementation, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.

[0142] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.

[0143] Computer program code can be written in one or more programming languages. Examples of programming languages ​​include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).

[0144] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic radiation, and infrared rays. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to execute) the method steps of various exemplary embodiments of this disclosure. Exemplarily, this may include the following steps: In response to movement control operations of the controlled virtual object, control the movement of the controlled virtual object in the virtual scene; Based on the positional relationship between the controlled virtual object and the resource area, determine the element type corresponding to the target element, and control the display of the target element according to the element type corresponding to the target element; wherein, the target element is used to indicate the location of the resource area; the element type is one of scene type and interface type.

[0145] In the above steps, by monitoring the positional relationship between the controlled virtual object and the resource area, the target element is controlled to adaptively adjust between scene type and interface type. This not only avoids the element and scene being in a state of long-term separation, but also reduces the player's neglect of the resource area. This allows the display of the target element to flexibly meet the player's needs for guiding the location of the resource area in different scenes, thereby improving the player's gaming experience.

[0146] The exemplary embodiments of this disclosure also provide an electronic device capable of implementing the above-described game element display method. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the executable instructions to perform the method of this exemplary embodiment. Furthermore, the electronic device may also include a display for displaying a graphical user interface.

[0147] The following is for reference. Figure 10 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 10 The electronic device 1000 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0148] like Figure 10 As shown, the electronic device 1000 may include: a processor 1010, a memory 1020, a bus 1030, an I / O (input / output) interface 1040, a network adapter 1050, and a display 1060.

[0149] The memory 1020 may include volatile memory, such as RAM 1021 and cache unit 1022, and may also include non-volatile memory, such as ROM 1023. The memory 1020 may also include one or more program modules 1024, such program modules 1024 including, but not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1024 may include the modules described above.

[0150] The processor 1010 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).

[0151] The processor 1010 can be used to execute executable instructions stored in the memory 1020, such as performing any one or more method steps in this exemplary embodiment.

[0152] For example, processor 1010 may perform the following steps: In response to movement control operations of the controlled virtual object, control the movement of the controlled virtual object in the virtual scene; Based on the positional relationship between the controlled virtual object and the resource area, determine the element type corresponding to the target element, and control the display of the target element according to the element type corresponding to the target element; wherein, the target element is used to indicate the location of the resource area; the element type is one of scene type and interface type.

[0153] In the above steps, by monitoring the positional relationship between the controlled virtual object and the resource area, the target element is controlled to adaptively adjust between scene type and interface type. This not only avoids the element and scene being in a state of long-term separation, but also reduces the player's neglect of the resource area. This allows the display of the target element to flexibly meet the player's needs for guiding the location of the resource area in different scenes, thereby improving the player's gaming experience.

[0154] Bus 1030 is used to connect different components of electronic device 1000, and may include data bus, address bus and control bus.

[0155] Electronic device 1000 can communicate with one or more external devices 1100 (such as keyboard, mouse, external controller, etc.) through I / O interface 1040.

[0156] Electronic device 1000 can communicate with one or more networks via network adapter 1050. For example, network adapter 1050 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1050 can communicate with other modules of electronic device 1000 via bus 1030.

[0157] Electronic device 1000 can display a graphical user interface, etc., via display 1060.

[0158] although Figure 10 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 1000, including but not limited to: a display, microcode, device driver, redundant processor, external disk drive array, RAID (Redundant Array of Independent Disks) system, tape drive, and data backup storage system, etc.

[0159] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0160] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0161] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.

Claims

1. A method for displaying game elements, characterized in that, The method includes providing a graphical user interface via a terminal device, the graphical user interface including displaying at least a portion of a virtual scene, the virtual scene including controlled virtual objects controlled by the terminal device and at least one resource area, the method comprising: In response to a movement control operation of the controlled virtual object, the controlled virtual object is controlled to move within the virtual scene; Based on the positional relationship between the controlled virtual object and the resource area, the element type corresponding to the target element is determined, and the target element is controlled to be displayed according to the element type corresponding to the target element; wherein, the target element is used to indicate the location of the resource area; the element type is one of scene type and interface type.

2. The method according to claim 1, characterized in that, The step of determining the element type corresponding to the target element based on the positional relationship between the controlled virtual object and the resource area, and controlling the display of the target element based on the element type corresponding to the target element, includes: If the controlled virtual object is located outside the area corresponding to the resource area, determine whether the resource area is within the field of view of the controlled virtual object; Based on the judgment result, the element type of the target element is determined, and the target element is displayed according to the element type corresponding to the target element.

3. The method according to claim 2, characterized in that, The step of determining the element type of the target element based on the judgment result, and controlling the display of the target element according to the element type corresponding to the target element, includes: If the resource area is within the field of view of the controlled virtual object, the scene type is determined as the element type of the target element; Based on the location information of the resource area, the target elements are controlled to be displayed in the virtual scene.

4. The method according to claim 3, characterized in that, The method further includes: In response to the resource area leaving the field of view of the controlled virtual object, the interface projection position corresponding to the first scene position is determined; the first scene position is the scene display position of the target element before the resource area leaves the field of view of the controlled virtual object; The interface display position of the target element is determined based on the interface projection position corresponding to the first scene position. Based on the interface display position of the target element, control the display of the target element in the graphical user interface.

5. The method according to claim 2, characterized in that, The step of determining the element type of the target element based on the judgment result, and controlling the display of the target element according to the element type corresponding to the target element, includes: If the resource area is outside the field of view of the controlled virtual object, the interface type is determined to be the element type of the target element; Control the display of the target element in the graphical user interface.

6. The method according to claim 5, characterized in that, The control of displaying the target element in the graphical user interface includes: Based on the location of the resource area relative to the controlled virtual object or relative to the central scene location, the interface display position of the target element is determined, and based on the interface display position, the target element is controlled to be displayed in the graphical user interface; the central scene location is the scene projection position corresponding to the center position of the graphical user interface or the scene projection position corresponding to the center position of the field of view of the controlled virtual object.

7. The method according to claim 5, characterized in that, The control of displaying the target element in the graphical user interface includes: The direction of the orientation indicator is determined based on the orientation of the resource area relative to the controlled virtual object or relative to the central scene position; the central scene position is the scene projection position corresponding to the center position of the graphical user interface or the scene projection position corresponding to the center position of the field of view of the controlled virtual object. Based on the direction indicated by the directional indicator, the target element carrying the directional indicator is displayed in the graphical user interface.

8. The method according to claim 5, characterized in that, The method further includes: In response to the resource area entering the field of view of the controlled virtual object, the scene projection position corresponding to the first interface position is determined; the first interface position is the interface display position of the target element before the resource area enters the field of view of the controlled virtual object; The scene display position of the target element is determined based on the scene projection position corresponding to the first interface position. Based on the scene display position of the target element, control the display of the target element in the virtual scene.

9. The method according to claim 1, characterized in that, The step of determining the element type corresponding to the target element based on the positional relationship between the controlled virtual object and the resource area, and controlling the display of the target element based on the element type corresponding to the target element, includes: If the controlled virtual object is located within the area corresponding to the resource area, the interface type is determined as the element type of the target element; Based on a preset interface position, the target element is controlled to be displayed in the graphical user interface.

10. The method according to claim 9, characterized in that, The method further includes: When the resource area is within the field of view of the controlled virtual object, in response to the controlled virtual object entering the area corresponding to the resource area, the interface projection position corresponding to the second scene position is determined, where the second scene position is the scene display position of the target element before the controlled virtual object enters the area corresponding to the resource area; Based on the interface projection position corresponding to the second scene position, the target element is displayed in the graphical user interface and moved to the preset interface position according to the preset trajectory.

11. The method according to claim 9, characterized in that, The method further includes: When the resource area is outside the field of view of the controlled virtual object, in response to the controlled virtual object entering the area corresponding to the resource area, the target element is controlled to move from the second interface position to the preset interface position; wherein, the second interface position is the interface display position of the target element before the controlled virtual object enters the area corresponding to the resource area.

12. The method according to claim 9, characterized in that, The method further includes: In response to the controlled virtual object leaving the area corresponding to the resource area, if the resource area is outside the field of view of the controlled virtual object, the position of the third interface is determined; the position of the third interface is determined according to the position of the resource area relative to the controlled virtual object or relative to the central scene position; the central scene position is the scene projection position corresponding to the center position of the graphical user interface or the scene projection position corresponding to the center position of the field of view of the controlled virtual object. The control moves the target element from the preset interface position to the third interface position.

13. The method according to claim 9, characterized in that, The method further includes: In response to the controlled virtual object leaving the area corresponding to the resource area, if the resource area is within the field of view of the controlled virtual object, the location of the fourth interface is determined based on the location information of the resource area; The system controls the movement of the target element from the preset interface position to the fourth interface position, and controls the display of the target element in the virtual scene based on the scene projection position corresponding to the fourth interface position.

14. The method according to claim 9, characterized in that, The target element displays the number of target resources associated with the resource region. The step of controlling the display of the target element in the graphical user interface based on a preset interface position includes: Based on a preset interface position, the target element carrying an activation progress indicator is displayed in the graphical user interface; the progress value of the activation progress indicator is used to control whether the target resource is in a consumable state.

15. The method according to claim 14, characterized in that, The method further includes: If the target resource is in a consumable state, control the consumption of the target resource associated with the resource region and execute the usage effect corresponding to the target resource.

16. The method according to claim 15, characterized in that, The method further includes: In response to the exhaustion of the target resource associated with the resource region, the target element is destroyed.

17. The method according to claim 1, characterized in that, If the virtual scene includes multiple resource areas, determining the element type corresponding to the target element based on the positional relationship between the controlled virtual object and the resource areas includes: Determine the target resource region; the target resource region is the resource region among the plurality of resource regions that is closest to the controlled virtual object, or a resource region that has been pre-marked; The element type corresponding to the target element is determined based on the positional relationship between the controlled virtual object and the target resource area.

18. The method according to claim 1, characterized in that, The method further includes: If the element type corresponding to the target element is a scene type, the display size of the target element is controlled according to the distance between the controlled virtual object and the resource area; the display size of the target element is negatively correlated with the distance. If the element type corresponding to the target element is an interface type, the display size of the target element is controlled according to the preset size.

19. A device for displaying game elements, characterized in that, The device provides a graphical user interface via a terminal device, the graphical user interface including the display of at least a portion of a virtual scene, the virtual scene including controlled virtual objects controlled by the terminal device and at least one resource area, the device comprising: An object movement control module is used to control the movement of the controlled virtual object in the virtual scene in response to the movement control operation of the controlled virtual object; The element display control module is used to determine the element type corresponding to the target element based on the positional relationship between the controlled virtual object and the resource area, and to control the display of the target element based on the element type corresponding to the target element; wherein, the target element is used to indicate the location of the resource area; the element type is one of scene type and interface type.

20. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 18.

21. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 18 by executing the executable instructions.