Map viewing method and device in game, medium, equipment and program product
By automatically scaling down the map in response to trigger commands within the minimap to display the location of the target virtual object, the limited range of the minimap in existing technologies is solved, simplifying operation and improving the gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- GUANGZHOU BOGUAN TELECOMM TECH LTD
- Filing Date
- 2026-02-02
- Publication Date
- 2026-05-12
AI Technical Summary
The minimap in the current game can only display a limited area of the scene, causing players to frequently open the full map to view target virtual objects, which is cumbersome and affects the game experience.
By responding to trigger commands within the minimap, the map scale is automatically reduced, allowing the minimap to cover a larger scene area and display the location of target virtual objects, thus avoiding the need to open the full map.
It simplifies player controls, improves the gaming experience, avoids interruptions and fragmentation of the gaming experience, and enhances players' focus on the game.
Smart Images

Figure CN122006243A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, specifically to a method for viewing maps in a game, a device for viewing maps in a game, a computer-readable storage medium, an electronic device, and a computer program product. Background Technology
[0002] In related technologies, players can use a minimap in the game to check their surroundings, such as the location of nearby teammates and the distribution of surrounding locations. However, since the minimap can usually only display a limited area of the game scene, if players need to frequently check objects outside the minimap's range, they need to frequently open the game map interface to view them, which is cumbersome and affects the player experience to some extent. Summary of the Invention
[0003] This application provides a method for viewing maps in a game, a device for viewing maps in a game, a computer-readable storage medium, an electronic device, and a computer program product. When a player triggers an instruction to display a target virtual object, the map scale of the minimap is reduced so that the minimap can display target virtual objects that are not originally within the display range of the minimap. Thus, players can know the location of the target virtual object through the minimap without having to open the full map, thereby simplifying player operation and improving the player experience.
[0004] On one hand, embodiments of this application provide a method for viewing a map in a game, providing a graphical user interface through a terminal device. The graphical user interface includes a minimap and at least a portion of the game scene, wherein the minimap is a thumbnail of a first scene area in the game scene. The method includes: When the target virtual object is located outside the first scene area, in response to the first trigger command to display the target virtual object in the minimap, the map scale of the minimap is reduced, wherein the minimap after the map scale is reduced is a thumbnail of the second scene area in the game scene, the second scene area is larger than the first scene area, and the target virtual object is located within the second scene area; The location of the target virtual object is displayed within the minimap after the map scale has been reduced.
[0005] On the other hand, embodiments of this application provide a map viewing device in a game, which provides a graphical user interface through a terminal device. The graphical user interface includes a small map and at least a portion of the game scene. The small map is a thumbnail of a first scene area in the game scene. The device includes: The zoom-out module is used to zoom out the map scale of the minimap in response to a first trigger command to display the target virtual object in the minimap when the target virtual object is located outside the first scene area. The zoom-out minimap is a thumbnail of a second scene area in the game scene, which is larger than the first scene area, and the target virtual object is located within the second scene area. The display module is used to display the location of the target virtual object within the minimap after the map scale has been reduced.
[0006] On the other hand, embodiments of this application provide a computer-readable storage medium storing a computer program adapted for loading by a processor to execute the map viewing method in a game as described in any of the above embodiments.
[0007] On the other hand, embodiments of this application provide an electronic device, which includes a processor and a memory. The memory stores a computer program, and the processor executes the map viewing method in a game as described in any of the above embodiments by calling the computer program stored in the memory.
[0008] On the other hand, embodiments of this application provide a computer program product, including computer instructions, which, when executed by a processor, implement the map viewing method in a game as described in any of the above embodiments.
[0009] The map viewing method in the game provided in this application embodiment can, in response to a first trigger command to display the target virtual object in the minimap when the target virtual object is located outside the first scene area, reduce the map scale of the minimap and display the location of the target virtual object in the minimap after the map scale is reduced. This allows players to view the location of the target virtual object in the minimap without opening the game map interface, thereby simplifying the amount of operation required for players to view the location of the target virtual object to a certain extent. At the same time, it can also avoid the interruption of operation due to opening the game map interface, which would lead to a break in the game experience. This allows players to focus on game operation and improves the game experience. Attached Figure Description
[0010] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0011] Figure 1This is a schematic diagram of an example game system provided in an embodiment of this application.
[0012] Figure 2 This is a flowchart illustrating a method for viewing a map in a game, as provided in an embodiment of this application.
[0013] Figure 3 This is a schematic diagram illustrating an application scenario of the map viewing method in a game provided in this application embodiment.
[0014] Figure 4 This is a schematic diagram illustrating an application scenario of the map viewing method in a game provided in this application embodiment.
[0015] Figure 5 This is a schematic diagram illustrating an application scenario of the map viewing method in a game provided in this application embodiment.
[0016] Figure 6 This is a schematic diagram illustrating an application scenario of the map viewing method in a game provided in this application embodiment.
[0017] Figure 7 This is a schematic diagram illustrating an application scenario of the map viewing method in a game provided in this application embodiment.
[0018] Figure 8 This is a schematic diagram illustrating an application scenario of the map viewing method in a game provided in this application embodiment.
[0019] Figure 9 This is a schematic diagram illustrating an application scenario of the map viewing method in a game provided in this application embodiment.
[0020] Figure 10 This is a schematic diagram of the structure of a map viewing device in a game provided in an embodiment of this application.
[0021] Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0022] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0023] This application provides a map viewing method, a map viewing device in a game, a computer-readable storage medium, an electronic device, and a computer program product. Specifically, the map viewing method in a game according to this application can be executed by an electronic device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, smart TV, wearable smart device, smart vehicle terminal, etc. The terminal can also include a client, which can be a game client, browser client, instant messaging client, or mini-program, etc. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.
[0024] For example, when the map viewing method in the game is running on a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present the game screen and receive commands generated by the player interacting with the game screen. The game screen may include a portion of a virtual game scene, which is a virtual world where virtual characters move. The processor is used to store the game application, run the game, generate game screens, respond to commands, and control the display of the game screen on the display screen. When the player interacts with the game screen through the display screen, the game screen can control the local content of the terminal device in response to the received operation commands. The terminal device can provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.
[0025] For example, when the map viewing method in the game runs on a server, it can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes servers and client devices. The main body running the game application and the main body displaying the game screen are separate. The storage and execution of the map viewing method in the game are completed on the server. The game screen display is completed on the client, which is mainly used for receiving and sending game data and displaying the game screen. For example, the client can be a display device with data transmission capabilities close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device that processes the game data is the server in the cloud. When playing the game, the player operates the client to send commands to the server. The server controls the game to run according to the commands, encodes and compresses the game screen data, returns it to the client through the network, and finally, the client decodes and outputs the game screen.
[0026] It should be noted that, in this embodiment, the execution entity of the map viewing method in the game can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This embodiment does not limit the type of execution entity.
[0027] For example, in conjunction with the above description, Figure 1 This application illustrates a game system 1000 for implementing a map viewing method in a game, as provided in an embodiment of this application. The game system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The user-held terminal 1001 can connect to different servers via the network. The terminal is any device with computing hardware capable of supporting and executing software application tools corresponding to the game.
[0028] In the aforementioned game system 1000, terminal 1001 is used to install and run the game application. In some cases, the game application may not need to be pre-installed on terminal 1001, and players can directly access the game through a browser or other client. Players log in to the game application using their registered game account to control the virtual character corresponding to that account and participate in the game. When a player logs in to the game application, terminal 1001 sends a login request to server 1002. Server 1002 verifies the game account used by the player and determines the game mechanics corresponding to the game account based on the login request. If the verification is successful, a login success notification is returned to terminal 1001. During the player's participation in the game through the game application, terminal 1001 and server 1002 exchange data. Terminal 1001 sends various information to server 1002. Server 1002 determines the display data for terminal 1001 based on the stored game mechanics and the received information, and sends the display data back to terminal 1001 so that terminal 1001 can display the display data sent by server 1002 to the player.
[0029] In possible application scenarios, different terminals 1001 may be served by different servers 1002. Therefore, in order to distinguish the servers 1002 corresponding to different game terminals 1001, the embodiments of this application will use the terms "first" and "second" to describe them. In fact, the servers 1002 corresponding to different game terminals 1001 can be the same server 1002. Therefore, without distinguishing between "first" and "second", it can be understood that the terminals 1001 corresponding to virtual characters in the same game scene are served by the same server 1002.
[0030] Furthermore, when the game system 1000 includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network; for example, wireless networks include Wi-Fi, LAN, cellular networks, 2G, 3G, 4G, and 5G networks. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. Moreover, the system 100 can include multiple databases coupled to different servers, and can continuously store game-related information in the databases while different users are playing multiplayer games online.
[0031] It should be noted that in this embodiment, multiple terminal devices are running the same virtual game. Therefore, data interaction between the multiple terminal devices can be achieved through the virtual game's server. Thus, sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the virtual game's server, and the server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the virtual game's server, which is the data sent by terminal device 2 to the server. Alternatively, there may be no game server, and terminal device 1 directly sends game data to terminal device 2.
[0032] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system 1000 described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.
[0033] It should be noted that the triggering operations mentioned in the subsequent detailed description of the map viewing method in the game provided in the embodiments of this application can all be regarded as triggering operations performed by the player through a finger or by controlling a medium such as a mouse, keyboard, or stylus. The specific medium used can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, tablet computer, or game console, the player can operate on the touch screen using any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touch screen terminal device such as a desktop computer or laptop computer, the player can operate using an external device such as a mouse or keyboard.
[0034] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.
[0035] In FPS (First Person Shooting) games, a minimap is usually set in the upper right (or upper left) corner of the game interface. This allows players to know the surrounding situation, such as the location of friendly forces and the location of enemy forces, without opening the map interface.
[0036] However, in most FPS games, the minimap can only roughly display a fixed area of the game scene. Therefore, when players are engaged in combat with distant enemies or when friendly forces are far away, players cannot observe the positions of enemies and friendly forces through the minimap and need to open the map interface to view them.
[0037] Based on the above, please refer to Figure 2 , Figure 2 This is a flowchart illustrating a method for viewing a map in a game, provided in an embodiment of this application. It should be noted that the steps shown can be executed in a logical order different from that shown in the flowchart. The method provides a graphical user interface (GUI) through a terminal device. The GUI includes a small map and at least a portion of the game scene. The small map is a thumbnail of a first scene area within the game scene. The method includes: 210: When the target virtual object is located outside the first scene area, in response to the first trigger command to display the target virtual object in the minimap, the map scale of the minimap is reduced, wherein the minimap after the map scale is reduced is a thumbnail of the second scene area in the game scene, the second scene area is larger than the first scene area, and the target virtual object is located within the second scene area. 220: Displays the location of the target virtual object within a smaller map after the map scale has been reduced.
[0038] Specifically, considering the limited area displayed on the minimap by default, when teammates or enemies in combat are outside this area, players cannot directly view their locations on the current minimap and must manually open the full map interface to obtain this information. Understandably, opening the full map interface not only disrupts the flow of gameplay and distracts players, but may also affect reaction speed and decision-making efficiency in crucial scenarios such as competitive battles, thus reducing the overall gaming experience.
[0039] Based on this, in some embodiments provided in this application, when an electronic device displays a portion of the game scene to a player through a terminal device, and simultaneously displays a thumbnail of the first scene area in the game scene, i.e., a small map, if the target virtual object is located outside the first scene area, the electronic device can respond to the first trigger command triggered by the player (or the game system) to display the target virtual object within the small map. Then, the electronic device automatically reduces the map scale of the small map, transforming the small map into a thumbnail of a second scene area with a larger coverage area, larger than the original first scene area displayed on the small map, and capable of containing the target virtual object. Finally, the location of the target virtual object is displayed on the reduced small map, thereby allowing the player to view the location of the target virtual object without opening the full map.
[0040] In some embodiments, a terminal device can be understood as a device capable of running the game or displaying the game interface, including but not limited to smartphones, tablets, desktop computers, game consoles, etc.
[0041] In some embodiments, the graphical user interface can be understood as a visual interface through which players interact with the game, and may include a minimap and a portion of the game scene. The displayed portion of the game scene allows players to observe the game's combat visuals, while the minimap allows players to observe their surroundings and obtain location references.
[0042] In some embodiments, a minimap can be understood as a scaled-down representation of a local scene within a limited game scenario.
[0043] In some embodiments, the minimap may be located in a corner of the graphical user interface, such as the upper left, lower left, upper right, or lower right corner, to provide players with real-time location reference and surrounding environment display without obscuring or interfering with the main game screen.
[0044] In some embodiments, the first scene area can be understood as the actual game scene range corresponding to the default zoom level of the minimap, which is the scene area that can be covered in the initial or default state of the minimap.
[0045] In some embodiments, the size of the first scene area is a preset value.
[0046] In some embodiments, a virtual scene can be a game scene, which can be understood as a simulation of the real world in a game, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. A virtual scene typically includes multiple scene elements, which refer to the various elements required to constitute the virtual scene. For example, it may include, but is not limited to, at least one of the following: virtual character elements, virtual item elements, virtual building elements, virtual terrain elements, virtual vegetation elements, etc. Among these, virtual terrain elements may include, but are not limited to, natural landform elements such as land, ocean, lakes, and rivers. The virtual scene serves as the scene in which the player controls the virtual character to complete the game logic.
[0047] In some embodiments, the target virtual object may include virtual objects located outside the first scene area, such as friendly virtual characters of the friendly faction, enemy virtual characters of the enemy faction, virtual buildings, virtual locations, etc. It is understood that because the target virtual object is located outside the first scene area, it will not appear on the minimap when the minimap displays a thumbnail of the first scene area.
[0048] In some embodiments, a virtual character is a game character controlled by the player in the game. The player manipulates this virtual character to perform various game activities within the game scene, such as picking up items, engaging in combat, exploring, or solving puzzles. This virtual character can represent the player's image, and each virtual character can be implemented using a three-dimensional or two-dimensional virtual model; this embodiment is not specifically limited to any particular type. Virtual characters include, but are not limited to, at least one of virtual human figures, virtual animals, and virtual machines.
[0049] In some embodiments, the first trigger instruction can be understood as an operation signal used to trigger the zooming of the minimap.
[0050] In some embodiments, the first triggering instruction can be triggered by the player. For example, when the player sets a virtual object located outside the first scene area as a target virtual object to be displayed on the minimap by means of voice, keyboard input, touch click, etc., the first triggering instruction is generated and triggered.
[0051] In some embodiments, the first trigger command may be initiated by the game. For example, when the electronic device detects that a controlled virtual object operated by the player through a terminal device is engaged in combat with a virtual character located outside the first scene area, the electronic device sets the virtual character as the target virtual object to be displayed on the minimap, thereby generating and triggering the first trigger command. As another example, when it is detected that the player has accepted a game mission, and therefore the controlled virtual object operated by the player through a terminal device needs to travel to a virtual location outside the first scene area to perform the mission, the virtual location can be set as the target virtual object to be displayed on the minimap, thereby generating and triggering the first trigger command.
[0052] In some embodiments, map scale can be understood as the size correspondence between the minimap thumbnail and the actual game scene.
[0053] In one example, the smaller the map scale, the larger the actual game scene area that the thumbnail can display. Conversely, the larger the map scale, the smaller the actual game scene area that the thumbnail corresponds to.
[0054] In some embodiments, the map scale of a minimap can be understood as the minimap's measuring scale.
[0055] In some embodiments, the second scene region can be understood as the actual game scene area corresponding to a scaled-down minimap. It is worth noting that the area of the second scene region is larger than the area of the first scene region, and the target virtual object is located within the second scene region.
[0056] To more clearly illustrate the map viewing method in the game provided in the embodiments of this application, please refer to... Figure 3-5 , Figure 3-5These are all schematic diagrams illustrating application scenarios of the map viewing method in games provided in the embodiments of this application. Specifically, as... Figure 3 As shown, the electronic device provides a graphical user interface 300 to the player through a terminal device. The graphical user interface 300 displays a portion of the virtual scene 301 and a minimap 302. In addition, the graphical user interface 300 can also display a controlled virtual object 303 that the player can manipulate through the terminal device, as well as interactive controls, such as a movement control control 304 for controlling the movement of the controlled virtual object 303 and an attack control control 305 for controlling the controlled virtual object 303 to perform virtual attacks.
[0057] In addition, the graphical user interface 300 can also display multiple friendly information display controls to show the attribute information of each virtual object in the faction to which the controlled virtual object belongs (hereinafter referred to as the friendly faction), such as the name of the virtual object, the current health of the virtual object, etc. Figure 3 The control comprises four friend information display controls: 306 (first friend information display), 307 (second friend information display), 308 (third friend information display), and 309 (fourth friend information display). The first friend information display control 306 displays the name of virtual object number 1, i.e., "Zhang San." The second, third, and fourth friend information display controls 307, 308, and 309, respectively, display the names of virtual objects number 2, 3, and 4. It is worth noting that virtual object number 1 is the controlled virtual object 303.
[0058] like Figure 4 As shown, the minimap 302 can display a thumbnail of the first scene area, which includes the location of the controlled virtual object 303, that is... Figure 4 The "①" in the text. Minimap 302 also includes the locations of friendly virtual objects within the first scene area that belong to the friendly faction, that is... Figure 4 The "②" in the figure represents the position of virtual object number 2 corresponding to the second friendly information display control 307. The minimap 302 also includes a thumbnail of the terrain of the first scene area, that is... Figure 4 The bent line segment in the middle.
[0059] It is understandable that, since both virtual objects #3 and #4 are outside the first scene area, therefore... Figure 4 The locations of virtual objects 3 and 4 are not shown in the small map 302 shown.
[0060] Furthermore, if a player needs to display the location of virtual object number 3 on minimap 302, the player can generate a first trigger command to display virtual object number 3 on minimap 302 through voice, keyboard input, touch click, or other means.
[0061] After the first trigger command is generated, the electronic device responds to the command by scaling the map of the minimap 302, so that the actual virtual scene corresponding to the thumbnail displayed on the minimap 302 is the second scene area containing virtual object number 3, and displays the location of virtual object number 3 on the minimap 302, i.e. Figure 5 As shown. It is worth noting that, relative to Figure 4 Regarding the small map 302 shown, Figure 5 The minimap 302 shown has a smaller scale, displays a wider scene area, and shows the location of virtual object number 3, that is... Figure 5 The "③" in the text.
[0062] Additionally, if player number 4 is also located in the second scene area, in some embodiments, when the player generates a first trigger command to display virtual object number 3 on minimap 302 through voice, keyboard input, touch click, or other means, the location of virtual object number 4 can be displayed on minimap 302.
[0063] In contrast, in other embodiments, even if player number 4 is also located in the second scene area, since the first trigger command triggered by the player is used to display the location of virtual object number 3, the minimap 302 may not display the location of player number 4 after the player generates the first trigger command to display virtual object number 3 in the minimap 302 through voice, keyboard input, touch click, or other means.
[0064] Thus, in the embodiments provided in this application, when the target virtual object is located outside the first scene area, in response to the first trigger command to display the target virtual object in the minimap, the map scale of the minimap is reduced, and the location of the target virtual object is displayed in the minimap after the map scale is reduced. This allows players to view the location of the target virtual object in the minimap by triggering a command without opening the game map interface. This simplifies the amount of operation required for players to view the location of the target virtual object to a certain extent, and also avoids the interruption of operation due to opening the game map interface, which would lead to a fragmentation of the game experience. This allows players to focus on game operation, and the game experience is improved.
[0065] In some embodiments provided in this application, the map viewing method further includes: when the location of the target virtual object is displayed in the minimap, in response to a second triggering command to cancel the display of the target virtual object in the minimap, performing map scale restoration processing on the minimap after the map scale has been reduced, and canceling the display of the target virtual object in the restored minimap, wherein the restored minimap is a thumbnail of the first scene area in the game scene.
[0066] Specifically, considering that the minimap scale is reduced due to the first trigger command, players may not be able to accurately grasp the distance of various objects in the surrounding environment, such as the relative position of teammates. In close-quarters combat and other scenarios, a minimap with an excessively small display scale may affect players' judgment of the game's progress.
[0067] Based on this, in some embodiments provided in this application, when the map scale of the minimap has been reduced, and thus the location of the target virtual object is displayed on the minimap, the electronic device can respond to a second trigger command to cancel the display of the target virtual object in the minimap, and then perform map scale restoration processing on the scaled minimap to enlarge the map scale, thereby restoring the minimap from a thumbnail of the second scene area to a thumbnail of the first scene area, thus completing the map scale restoration. Furthermore, after completing the map scale restoration processing, the location display of the target virtual object is canceled in the restored minimap.
[0068] In some embodiments, the second trigger instruction can be understood as a reverse trigger signal that functions opposite to the first trigger instruction.
[0069] It is understandable that the triggering method of the second triggering command can be set according to the actual situation. For example, in one example, the triggering method of the second triggering command is: when the map scale of the minimap has been reduced and the location of the target virtual object has been displayed on the minimap, the triggering operation of the first triggering command is executed.
[0070] In some embodiments, map scale restoration processing can be understood as the process of restoring the scale of a small map that has been scaled down to the scale before the scaling down.
[0071] To more clearly illustrate the map viewing method in the game provided in the embodiments of this application, please refer again. Figure 4 and 5 , that is Figure 5 As shown, after the electronic device responds to the first trigger command and thus reduces the scale of the minimap 302 to display the location of virtual object number 3 on the minimap 302, the player (or the game system) can generate a second trigger command to make the electronic device respond. After receiving the second trigger command, the electronic device can enlarge the scale of the minimap 302, allowing the minimap 302 to automatically... Figure 5 The situation shown is transformed into Figure 4 As shown, the location of virtual object number 3 is no longer displayed on minimap 302.
[0072] Thus, in this embodiment of the application, when the location of the target virtual object can be displayed in the minimap, in response to the second trigger command to cancel the display of the target virtual object in the minimap, the map scale of the minimap after the map scale has been reduced is restored, and the display of the target virtual object is canceled in the restored minimap. This realizes the scaling of the minimap and can meet the player's need to stop the display of the target virtual object in the minimap, thereby improving the player experience.
[0073] Furthermore, considering that players may trigger different first trigger commands sequentially at multiple consecutive moments to gradually reduce the display ratio of the minimap, in some embodiments provided in this application, the electronic device can adjust the display ratio of the minimap according to the specified virtual object when it receives a second trigger command for canceling the display of the specified virtual object, and stop displaying the specified virtual object in the minimap after the ratio adjustment.
[0074] For example, such as Figure 4 and 5 As shown, upon completion of the first trigger command used to display virtual object number 3, the map scale of minimap 302 shrinks from X1 to X2, thus... Figure 4 The situation shown is transformed into Figure 5 Following the scenario shown, if virtual object #4 is not located in the second scene area, and the player triggers the first trigger command to display virtual object #4, the map scale of minimap 302 can be reduced from X2 to X3, and "④" will be displayed on minimap 302 to represent the position of virtual object #4. It can be understood that at this time, minimap 302 will display "①", "②", "③", and "④", which represent the positions of controlled virtual object 303, virtual object #2, virtual object #3, and virtual object #4, respectively.
[0075] At time T1, if the player triggers the second trigger command to cancel the display of virtual object 3, the map scale of minimap 302 will remain unchanged at X3, and "③" in minimap 302 will be hidden. It can be understood that at this time, minimap 302 will display "①", "②", and "④", which represent the positions of controlled virtual object 303, virtual object 2, and virtual object 4, respectively.
[0076] At time T2, following time T1, if the player triggers the second command to cancel the display of virtual object number 4, the map scale of minimap 302 can be increased from X3 to X1, while hiding "④" in minimap 302. It can be understood that at this time, minimap 302 displays "①" and "②", which are the positions of controlled virtual object 303 and virtual object number 2, respectively.
[0077] If, at time T1, the player triggers the second command to cancel the display of virtual object number 4, the map scale of minimap 302 can be increased from X3 to X2, while hiding "④" in minimap 302. It can be understood that at this time, minimap 302 displays "①", "②", and "③", which represent the positions of controlled virtual object 303, virtual object number 2, and virtual object number 3, respectively.
[0078] If, at time T1, the player triggers the second trigger command to simultaneously hide virtual objects 3 and 4, the map scale of minimap 302 can be increased from X3 to X1, while hiding "③" and "④" in minimap 302. Understandably, at this time, minimap 302 displays "①" and "②," which represent the positions of controlled virtual object 303 and virtual object 2, respectively.
[0079] In some embodiments provided in this application, the target virtual object belongs to a friendly faction, and the graphical user interface also includes a friendly information display control, which is used to display the attribute information of the target virtual object. Therefore, the map viewing method further includes: If the location of the target virtual object is not displayed on the minimap, a first trigger command is generated in response to a sliding operation that starts from the friendly information display control and slides into the minimap; if the location of the target virtual object is displayed on the minimap, a second trigger command is generated in response to a sliding operation that starts from the friendly information display control and slides into the minimap.
[0080] Specifically, in order to enable players to easily trigger the first and second trigger commands, thereby efficiently adjusting the map scale of the minimap and the position of objects displayed on the minimap, in some embodiments provided in this application, the graphical user interface is provided with a friendly information display control for displaying friendly attribute information. Then, when the minimap does not display the position of a friendly virtual object, the player can slide the friendly information display control corresponding to the friendly virtual object to the minimap to generate the first trigger command, thereby triggering the minimap to shrink in scale and display the position of the friendly virtual object on the minimap.
[0081] Conversely, when the minimap already displays the location of the friendly virtual object, the player can slide the friendly information display control corresponding to the friendly virtual object to the minimap again to generate a second trigger command, which will then trigger the minimap to restore (or zoom in) its scale, and the location of the friendly virtual object will stop being displayed on the minimap.
[0082] In some embodiments, a friendly faction can be understood as the faction to which the controlled virtual object belongs, controlled by the player through a terminal device, or among the multiple game factions in the game, the faction whose friendliness towards the controlled virtual object is higher than a preset value, or the faction that has established a virtual alliance or virtual friendly relationship with the faction to which the controlled virtual object belongs.
[0083] In some embodiments, the friendly information display control can be understood as a visual interactive control in a graphical user interface specifically used to display the attribute information of a friendly target virtual object. The attribute information includes, but is not limited to, the teammate's nickname, current health, remaining ammunition, equipment status, etc.
[0084] In some examples, the friendly information display control can take the form of icons, text labels, or comprehensive information cards, making it easier for players to identify different friendly virtual objects.
[0085] In one example, please refer again for details. Figure 3 , that is Figure 3 As shown, the graphical user interface 300 displays four friend information display controls: the first friend information display control 306, the second friend information display control 307, the third friend information display control 308, and the fourth friend information display control 309. The first friend information display control 306 displays the name of virtual object number 1, namely "Zhang San." The second, third, and fourth friend information display controls 307, 308, and 309 respectively display the names of virtual objects number 2, 3, and 4. It is worth noting that virtual object number 1 is the controlled virtual object 303.
[0086] In some embodiments, a swipe operation can be understood as an input method of the player through the terminal device, such as touch screen dragging, mouse dragging, etc., representing the interactive behavior of the player to display the virtual friendly object corresponding to the friendly information display control on the minimap.
[0087] For a clearer explanation of the map viewing method in the game provided in this application, please refer to [link / reference]. Figure 3 , 4 5 and 6 Figure 6 This is a schematic diagram illustrating an application scenario of the map viewing method in a game provided in this application embodiment. Specifically, as... Figure 4 As shown, the minimap 302 displays “①” and “②”, which are the locations of the controlled virtual object 303 and the virtual object number 2, respectively.
[0088] Next, if the player needs to display the location of virtual object number 3 on minimap 302, then as follows: Figure 6As shown, the player can slide the third friendly information display control 308, which displays the attribute information of virtual object number 3, to slide the third friendly information display control 308 onto the minimap 302, thereby triggering the first trigger command to display virtual object number 3 on the minimap 302. The electronic device responds to the first trigger command, such as... Figure 4 The display scale of the minimap 302 shown is reduced, and "③" is displayed in the reduced-scale minimap 302 to indicate the location of virtual object number 3, as shown below. Figure 5 As shown.
[0089] Next, as shown on minimap 302. Figure 5 In the scenario shown, if the player wants to cancel the display of the location of virtual object number 3 in minimap 302, then as follows: Figure 7 As shown, the player can slide the third friendly information display control 308 onto the minimap 302, thereby triggering a second trigger command to cancel the display of virtual object number 3 on the minimap 302. The electronic device responds to the second trigger command, such as... Figure 5 The display scale of the minimap 302 shown is restored / zoomed in, and the position of virtual object number 3 is stopped from being displayed on the minimap 302 after the display scale is restored, that is, as shown in the figure. Figure 4 As shown.
[0090] Additionally, it is worth noting that after the player slides the third-party information display control 308 to the minimap 302, the third-party information display control 308 will still be displayed in the graphical user interface 300, i.e. Figure 3 As shown, or in other words, when the user executes... Figure 6 After the sliding operation shown, the graphical user interface 300 can be displayed. Figure 3 The situation shown.
[0091] Thus, in this embodiment, a first trigger command can be generated in response to a sliding operation that starts from the friendly information display control and slides into the minimap when the location of the target virtual object is not displayed on the minimap. Conversely, a second trigger command can be generated in response to a sliding operation that starts from the friendly information display control and slides into the minimap when the location of the target virtual object is already displayed on the minimap. This allows players to easily generate the first and second trigger commands by performing a sliding operation that starts from the friendly information display control and slides into the minimap. This enables players to easily and efficiently scale the minimap and easily and efficiently set whether the target virtual object is displayed on the minimap, thereby improving the player experience.
[0092] In some embodiments provided in this application, the target virtual object belongs to the enemy camp, the graphical user interface also includes a controlled virtual object located in the game scene, and the map viewing method further includes: generating a first trigger command when the controlled virtual object and the target virtual object are engaged in virtual combat; and generating a second trigger command after a preset time period of stopping the virtual combat.
[0093] Specifically, to facilitate players' observation of the positions of distant enemy virtual objects and to ensure game fairness, in some embodiments provided in this application, when a player controls a controlled virtual object via a terminal to engage in virtual combat with a target virtual object from the enemy camp, a first trigger command is automatically generated. The electronic device then scales down the minimap and displays the target virtual object's position on the minimap. Furthermore, when the virtual combat between the controlled virtual object and the target virtual object ceases and the duration of the pause reaches a preset time, a second trigger command is automatically generated. The electronic device then restores the minimap's scale and removes the target virtual object's position from the minimap.
[0094] In some embodiments, the enemy faction can be understood as a game faction that is in opposition to the faction to which the controlled virtual object belongs, or as a game faction that is in opposition to the friendly faction.
[0095] In some embodiments, virtual battles can be understood as in-game competitive confrontations between a controlled virtual object and a target virtual object, including but not limited to long-range confrontations using virtual items in the game, such as shooting at each other, throwing virtual items, and skill confrontations.
[0096] In some embodiments, the preset duration can be understood as a fixed time length set in advance, which can be used to determine whether to cancel the display of the enemy's position after the virtual battle stops. It can be flexibly configured according to factors such as game type, competitive pace, and balance requirements.
[0097] In some embodiments, the preset duration is 5 seconds.
[0098] In some embodiments, to further ensure game fairness, the virtual battle between the controlled virtual object and the target virtual object can be understood as the controlled virtual object launching an attack on the target virtual object, such as shooting at the target virtual object, throwing a virtual object at the target virtual object, or releasing a skill at the target virtual object. Therefore, the preset duration can be understood as the duration during which the controlled virtual object stops attacking the target virtual object.
[0099] To more clearly illustrate the embodiments of this application, please refer to the following exemplary description: During the game, when the electronic device detects that a controlled virtual object is attacking an enemy virtual object in the opposing camp, such as when the controlled virtual object fires a gun, throws an item, or releases a skill in the direction of the enemy virtual object's location, it determines whether the enemy virtual object is outside the first scene area.
[0100] If the enemy virtual object is located outside the first scene area, the first trigger command is automatically generated. Then, the electronic device scales down the minimap, transforming it into a thumbnail of the second scene area, and displays the location of the enemy virtual object within the scaled-down minimap. The enemy virtual object is located within the second scene area.
[0101] If the player continues to attack this enemy virtual object, the electronic device will update the location of the enemy virtual object on the minimap in real time.
[0102] When the player stops attacking this enemy virtual object, the electronic device keeps the position of the enemy virtual object on the minimap unchanged.
[0103] If the player stops attacking the enemy virtual object for 5 seconds or more, a second trigger command is automatically generated. Then, the electronic device restores (or zooms in on) the minimap, making it a thumbnail of the first scene area, and removes the location of the enemy virtual object from the scaled-down minimap.
[0104] Thus, in this embodiment, a first trigger command can be generated when the controlled virtual object and the target virtual object are engaged in virtual combat, and a second trigger command can be generated after a preset time period of stopping the virtual combat. This allows the location of the target virtual object to be displayed on the minimap when the controlled virtual object is engaged in virtual combat with the target virtual object of the enemy camp, and the location of the target virtual object to be removed from the minimap after the preset time period of stopping the virtual combat between the controlled virtual object and the target virtual object of the enemy camp. This ensures fairness in the game. Furthermore, when engaging in virtual combat with the target virtual object, the map scale of the minimap can be automatically reduced to display the enemy's location, allowing players to confirm the enemy's location through the minimap without manually switching to the full map, thereby focusing on combat operations and improving the player experience.
[0105] In some embodiments provided in this application, the map viewing method further includes: generating a first trigger command when the target virtual object enters the field of view of the controlled virtual object.
[0106] Specifically, considering that some games offer virtual game props such as drones and telescopes that can observe distant scenes, and considering that when virtual objects from the enemy faction enter the field of vision of the player's controlled virtual object, players may need to devise some tactical preparations, such as ambushing, evading, and calling for teammate support.
[0107] Based on this, in order to further improve the player's gaming experience, in some embodiments provided in this application, when a target virtual object belonging to the enemy camp enters the field of vision of the controlled virtual object, a first trigger command can be automatically generated, and then the electronic device will zoom out the map of the minimap and display the location of the target virtual object on the minimap after the map scale is reduced.
[0108] In some embodiments, the field of view of a controlled virtual object can be understood as the virtual area that the controlled virtual object can perceive in the game scene through the visual dimension. This range can be determined by preset character field of view parameters, scene occlusion conditions, weather or environmental effects, and can also be determined by the field of view observation props used by the player, such as "8x scope" or "6x scope" on a sniper rifle, or drones that can be observed in the distance.
[0109] Thus, in this embodiment of the application, a first trigger command can be generated when the target virtual object enters the field of view of the controlled virtual object, thereby enabling the position of the target virtual object observed by the player to be displayed on the minimap, thereby further improving the player experience.
[0110] In some embodiments provided in this application, the step of displaying the location of a target virtual object within a minimap with a scaled-down map includes: displaying the current location of the target virtual object within a minimap with a scaled-down map when the target virtual object is within the field of view of a controlled virtual object; and maintaining the location of the target virtual object unchanged within a minimap with a scaled-down map when the target virtual object is not within the field of view of a controlled virtual object.
[0111] Specifically, to ensure game fairness, in some embodiments provided in this application, for a target virtual object of the opposing faction, after the minimap is zoomed out and the target virtual object's position is displayed on the minimap, the electronic device can detect in real time whether the target virtual object is within the field of view of the controlled virtual object. If it is within the field of view, the target virtual object's current position is displayed on the zoomed-out minimap, achieving real-time tracking. If it is not within the field of view, the target virtual object's last position within the field of view is maintained on the zoomed-out minimap, thus balancing information usability and game fairness.
[0112] In some embodiments, the current position of the target virtual object can be understood as the mapping position of the target virtual object's position coordinates in the game scene on the minimap, which can be updated synchronously with the target virtual object's movement, turning, and other operations.
[0113] In some embodiments, maintaining the position of the target virtual object can be understood as retaining the mapped position of the target virtual object's location coordinates in the game scene when it was last within the field of view of the controlled virtual object after the target virtual object leaves the field of view. It is worth noting that the position of the target virtual object on the minimap is no longer updated synchronously with the target virtual object's movement, turning, or other operations within the virtual scene.
[0114] For example, at time t1, the player-controlled virtual object first observes an enemy virtual object, causing the minimap to shrink and display the enemy virtual object's location. At time t2, the next time step after t1, the moving enemy virtual object remains within the controlled virtual object's field of vision; therefore, the enemy virtual object's location on the minimap at time t2 is updated in real-time. At time t3, the next time step after t2, the moving enemy virtual object enters a building, thus leaving the controlled virtual object's field of vision. Therefore, at time t3, the enemy virtual object's location on the minimap stops updating; it remains at the location from time t2. In other words, the enemy virtual object's location on the minimap at time t3 is the same as its location on the minimap at time t2.
[0115] In some embodiments, when a target virtual object belonging to the enemy faction leaves the field of vision of the controlled virtual object, and the time spent leaving the field of vision reaches a preset time, such as 5 seconds, a second triggering command is triggered to cancel the display of the target virtual object's location on the minimap. This avoids the situation where the minimap still displays the target virtual object's location when the player stops observing its location and the target virtual object's location on the minimap stops updating, thus preventing the player from misjudging the target virtual object's location.
[0116] Thus, in this embodiment of the application, when the target virtual object is within the field of view of the controlled virtual object, the current position of the target virtual object can be displayed on a minimap with a scaled-down map, and when the target virtual object is not within the field of view of the controlled virtual object, the position of the target virtual object can be kept unchanged on a minimap with a scaled-down map, thereby preventing players from obtaining real-time movement information of enemies outside their field of view through the minimap, and thus ensuring the fairness of the game.
[0117] In some embodiments provided in this application, step 220 includes: displaying a preset identifier within a small map after the map scale has been reduced, wherein the preset identifier is used to identify the position of the target virtual object in the thumbnail.
[0118] Specifically, in order to enable players to accurately observe the location of the target virtual object through the minimap, in some embodiments provided in this application, a preset identifier is displayed in the zoomed minimap, so that the location of the target virtual object is presented in a conspicuous and exclusive form, thereby enabling players to accurately identify the location of the target virtual object in the minimap.
[0119] In some embodiments, the preset identifier symbol can be understood as a visual graphical element pre-configured by the game system for specifically identifying the location of target virtual objects of the enemy faction.
[0120] In some embodiments, the preset identifier symbols include, but are not limited to, geometric shapes of specific colors, such as red dots, blue triangles, etc.
[0121] In some embodiments, the preset identifier symbols include, but are not limited to, icons with symbolic meaning, such as exclamation marks, thumbnails of people, etc.
[0122] In some embodiments, the preset identifier may be a dynamically flashing symbol, etc.
[0123] In some embodiments, the default identifier is associated with the faction of the target virtual object. For example, see [link to relevant documentation]. Figure 5 When the target virtual object belongs to a friendly faction, the default identifier can be... Figure 5 A circular marker containing numbers. For example, please see... Figure 7 , Figure 7 This is a schematic diagram illustrating an application scenario of the map viewing method in a game provided in this application embodiment, namely, as follows: Figure 7 As shown, when the target virtual object belongs to the enemy faction, the default identifier is... Figure 7 The triangular marker 310 with an exclamation mark in the middle.
[0124] Thus, in this embodiment of the application, preset symbols can be displayed in the minimap after the map scale is reduced, so that players can easily and efficiently identify the location of the target virtual object through the preset symbols in the minimap, thereby improving the player's game experience to a certain extent.
[0125] In some embodiments provided in this application, step 210 includes: when the target virtual object is located outside the first scene area and a map scaling permission instruction for the minimap is obtained, responding to a first trigger instruction, reducing the map scale of the minimap.
[0126] Specifically, considering that players may be accustomed to playing games on a small map with a fixed map ratio and therefore do not want the map ratio of the small map to change during the game, in some embodiments provided in this application, when the target virtual object is located outside the first scene area and a map ratio scaling permission instruction is obtained, the electronic device can respond to the first trigger instruction to perform the operation of scaling down the map ratio of the small map and displaying the location of the target virtual object in the scaled small map.
[0127] In some embodiments, the map scaling permission instruction can be understood as an operation signal initiated by the player to authorize the electronic device to adjust the scale of the minimap.
[0128] In some embodiments, players can trigger the map scaling permission command through checkboxes, function switches, buttons, etc. in the game settings panel.
[0129] In some embodiments, players can trigger a map scaling permission command by pressing a pre-defined shortcut key.
[0130] In one example, please refer to [link / reference]. Figure 8 and 9 , Figure 8 and 9 These are all schematic diagrams illustrating application scenarios of the map viewing method in games provided in the embodiments of this application. Specifically, as... Figure 8 and 9 As shown, the graphical user interface 300 is equipped with a preset control 311 that can trigger the map scaling permission command. The preset control 311 is a check box control.
[0131] Therefore, if players allow the minimap's scale to change during gameplay, they can click the preset control 311 to automatically adjust the preset control 311. Figure 8 The unchecked style shown has been changed to Figure 9 The selected style, as shown, triggers the map scaling permission command. Conversely, if the player no longer allows the minimap's scale to change during gameplay, they can click preset control 311 to automatically adjust the map scale. Figure 9 The selected style shown has been changed to Figure 8 The unchecked style shown triggers the map scaling disabling command.
[0132] In addition, such as Figure 8 and 9 As shown, the graphical user interface 300 can also display the text "Adaptive scaling tracking" to inform the player of the function of the preset control 311.
[0133] Thus, in some embodiments provided in this application, when the target virtual object is located outside the first scene area and a map scaling permission instruction for the minimap is obtained, the map scale of the minimap can be reduced in response to the first trigger instruction, thereby satisfying the player's need to adjust the map scale of the minimap and further improving the player's gaming experience.
[0134] In some embodiments provided in this application, the graphical user interface further includes a controlled virtual object located in the game scene. The first scene area is a preset area in the game scene centered on the controlled virtual object. Step 210 then includes: when the target virtual object is located outside the first scene area, in response to a first trigger command to display the target virtual object in the minimap, determining the target distance between the controlled virtual object and the target virtual object in the game scene; determining the map scale reduction amount of the minimap based on the target distance; and reducing the map scale based on the map scale reduction amount.
[0135] Specifically, in order to ensure the effective scaling of the minimap, in some embodiments provided in this application, when the target virtual object is located outside the first scene area and a first trigger command is triggered, the electronic device calculates the target distance between the controlled virtual object and the target virtual object, then determines the scaling of the minimap based on the target distance, and finally scales the minimap according to the scaling amount to ensure that the scaled second scene area can contain the target virtual object.
[0136] In some embodiments, the target distance can be understood as the straight-line distance between the controlled virtual object and the target virtual object in the game scene, or the effective distance set in the game, which can be calculated according to the coordinate system of the game scene.
[0137] In some embodiments, the map scaling reduction can be understood as the change in the scale of the small map from the initial scale of the corresponding first scene area to the target scale of the corresponding second scene area, and the magnitude of the map scaling reduction is related to the target distance.
[0138] To more clearly illustrate the map viewing method in the game provided in the embodiments of this application, please refer to the following exemplary description: After the terminal device launches the game, the graphical user interface simultaneously loads a minimap, some game scenes, and controlled virtual objects. The minimap is a thumbnail of a circular, square, or other area centered on the current location of the controlled virtual object, defined by the game's preset radius or range parameters. Players can use the minimap to view their surroundings.
[0139] During gameplay, the electronic device continuously monitors whether the first trigger command has been triggered / generated. For example, it detects whether the player drags the control displaying friendly information of the target virtual object to the minimap. It also detects whether the player-controlled virtual object is engaging in virtual combat with a target virtual object from the enemy faction.
[0140] When the system detects that a player drags the friendly information display control corresponding to the target virtual object to the minimap, or when it detects that the player-controlled virtual object is engaged in a virtual battle with the target virtual object of the enemy camp, the electronic device can calculate the target distance between the controlled virtual object and the target virtual object based on the real-time coordinates of the controlled virtual object and the target virtual object, combined with a preset distance calculation formula, such as the Euclidean distance formula.
[0141] Then, based on the game's built-in distance-shrinkage mapping rules, the corresponding map scaling amount is matched by the target distance between the controlled virtual object and the target virtual object.
[0142] Finally, the electronic device adjusts the initial scale of the minimap according to the determined map scaling, transforming the minimap from a thumbnail of the first scene area to a thumbnail of the second scene area, and displays the location of the target virtual object on the scaled minimap.
[0143] Thus, in the embodiments provided in this application, when the target virtual object is located outside the first scene area, in response to the first trigger command to display the target virtual object in the minimap, the target distance between the controlled virtual object and the target virtual object in the game scene is determined, and the map scale reduction amount of the minimap is determined according to the target distance, and the map scale is reduced according to the map scale reduction amount, thereby ensuring the effective reduction of the map scale.
[0144] Additionally, it can be understood that the minimap scale restoration operation can be understood as enlarging the initial scale of the minimap according to the scale used when shrinking the map. This process is similar to the process of shrinking the map, and will not be described in detail here to avoid repetition.
[0145] In some embodiments provided in this application, the map viewing method in the game further includes: synchronously updating the minimap data of the target device according to the current map scale and / or the current display content of the minimap, wherein the target device includes the terminal device of friendly players.
[0146] Specifically, in team-based cooperative games, considering that the map scale and / or map content displayed on different devices of different players in the same faction may be inconsistent, the team cooperation effect of different players in the faction may be affected to some extent. For example, some teammates may not be able to see distant battle points, fail to provide timely support, or miss the opportunity to regroup with their teammates.
[0147] Based on this, in some embodiments provided in this application, the electronic device can collect the current map scale and / or the current display content of the minimap in real time, and synchronize this data to the terminal devices of friendly players in real time, so that the minimap data of the terminal devices of friendly players is automatically updated to be consistent with the initiator, thereby realizing the synchronization of the minimap between players and friendly players.
[0148] In some embodiments, the current map scale can be understood as the current value of the minimap's map scale.
[0149] In some embodiments, the currently displayed content can be understood as the complete set of information presented on the minimap, including but not limited to the location markers of the target virtual object, terrain markers on the map, distance markings, etc.
[0150] In some embodiments, the target device can be understood as the terminal device used by friendly players to participate in the game, which requires the synchronization of minimap data.
[0151] In some embodiments, minimap data can be understood as a set of data that supports the normal display and function implementation of the minimap, including map zoom ratio parameters, coordinate range data of the display area, position coordinate data of virtual objects, display parameters of symbols, etc.
[0152] In some embodiments, synchronous update can be understood as the process of transmitting real-time data of the minimap on the player's terminal device to the target's terminal device and automatically replacing the original data of the target's minimap, so that the minimap states of both parties remain consistent.
[0153] To more clearly illustrate the embodiments of this application, please refer to the following exemplary description: When the target virtual object is outside the first scene area, the electronic device responds to the first trigger command, reduces the scale of the small map so that the small map changes from a thumbnail of the first scene area to a thumbnail of the second scene area, and displays the location of the target virtual object on the small map.
[0154] At the same time, the electronic device monitors the player's minimap data in real time and collects specific parameters of the current map scale, such as the scaling factor and coverage radius. In other words, it collects the real-time location coordinates of target virtual objects in the minimap, the type and display position of the symbols, the coordinate boundaries of the second scene area, etc., thereby forming a complete minimap data package.
[0155] Then, the electronic device determines the recipient of the minimap data packet based on preset rules such as team information and faction division in the game, that is, the terminal device used by teammates (i.e., friendly faction players) to participate in this game.
[0156] Finally, the electronic devices transmit the collected minimap data packets in real time to the terminal devices used by all (or some) teammates participating in the game. After receiving the data, the teammates' terminal devices perform minimap update operations, such as adjusting the scaling ratio of their own minimap according to the received scaling parameters so that the scale of the scaled-down minimap is the same as the current scale of the player's minimap. They can also update the displayed content of the minimap, such as synchronously loading the location markers of the target virtual objects and the thumbnail of the second scene area, so that the minimaps displayed on the player's terminal device and the minimaps displayed on the teammates' terminal devices can both display the target virtual objects.
[0157] Thus, in this embodiment of the application, the minimap data of the target object can be updated synchronously according to the current map scale and / or the current display content of the minimap, so that the minimap of the target object and the player's minimap can be kept consistent to a certain extent, thereby realizing the synchronization of minimap information and improving the player's game experience to a certain extent.
[0158] It is understood that all the above technical solutions can be combined in any way to form optional embodiments of this application, and will not be described in detail here.
[0159] To facilitate better implementation of the game map viewing method of this application embodiment, this application embodiment also provides a game map viewing device. Please refer to... Figure 10 , Figure 10 This is a schematic diagram of the structure of a map viewing device in a game provided in an embodiment of this application. The map viewing device 400 in the game provides a graphical user interface (GUI) through a terminal device. The GUI includes a small map and at least a portion of the game scene. The small map is a thumbnail of a first scene area in the game scene. The method includes: The zoom-out module 410 is used to zoom out the map scale of the minimap in response to a first trigger command to display the target virtual object in the minimap when the target virtual object is located outside the first scene area. The minimap after the map scale is zoomed out is a thumbnail of the second scene area in the game scene. The second scene area is larger than the first scene area, and the target virtual object is located within the second scene area. Display module 420 is used to display the location of the target virtual object within a minimap after the map scale has been reduced.
[0160] In some embodiments provided in this application, the map display device further includes a restoration module. The restoration module is used to restore the map scale of the scaled-down minimap in response to a second trigger command to cancel the display of the target virtual object within the minimap when the location of the target virtual object is displayed on the minimap. The restored minimap is a thumbnail of the first scene area in the game scene. The display module 420 is also used to cancel the display of the target virtual object in the restored minimap.
[0161] In some embodiments provided in this application, the target virtual object belongs to a friendly faction, and the graphical user interface further includes a friendly information display control. This control displays the attribute information of the target virtual object. Furthermore, the map display device also includes a first instruction generation module and a second instruction generation module. The first instruction generation module generates a first trigger instruction in response to a sliding operation originating from the friendly information display control and moving to the minimap when the target virtual object's location is not displayed on the minimap. The second instruction generation module generates a second trigger instruction in response to a sliding operation originating from the friendly information display control and moving to the minimap when the target virtual object's location is already displayed on the minimap.
[0162] In some embodiments provided in this application, the target virtual object belongs to the enemy camp, the graphical user interface also includes a controlled virtual object located in the game scene, and the second instruction generation module is further used to generate a second trigger instruction after a preset time of stopping the virtual battle.
[0163] In some embodiments provided in this application, the first instruction generation module is further configured to generate a first trigger instruction when the target virtual object enters the field of view of the controlled virtual object.
[0164] In some embodiments provided in this application, the display module 420 is further configured to display the current position of the target virtual object in a small map with a scaled-down view when the target virtual object is within the field of view of the controlled virtual object, and to maintain the position of the target virtual object unchanged in a small map with a scaled-down view when the target virtual object is not within the field of view of the controlled virtual object.
[0165] In some embodiments provided in this application, the display module 420 is also used to display a preset identifier in a small map after the map scale has been reduced, wherein the preset identifier is used to identify the position of the target virtual object in the thumbnail.
[0166] In some embodiments provided in this application, the scaling-down module 410 is further configured to scale down the map of the small map in response to a first triggering instruction when the target virtual object is located outside the first scene area and a map scaling permission instruction for the small map is obtained.
[0167] In some embodiments provided in this application, the graphical user interface also includes a controlled virtual object located in the game scene. The first scene area is a preset area in the game scene centered on the controlled virtual object. The zoom-out module 410 is further configured to, in response to a first trigger command to display the target virtual object in the minimap when the target virtual object is located outside the first scene area, determine the target distance between the controlled virtual object and the target virtual object in the game scene, and determine the map scale reduction amount of the minimap based on the target distance, and reduce the map scale based on the map scale reduction amount.
[0168] In some embodiments provided in this application, the map display device further includes a synchronization update module. The synchronization update module is used to synchronously update the minimap data of the target device according to the current map scale and / or the current display content of the minimap, wherein the target device includes the terminal device of a friendly player.
[0169] The various units in the map viewing device of the aforementioned game can be implemented entirely or partially through software, hardware, or a combination thereof. These units can be embedded in or independent of the processor in the electronic device in hardware form, or stored in the memory of the electronic device in software form, so that the processor can call and execute the operations corresponding to each unit.
[0170] The map viewing device 400 in the game can be integrated into a terminal or server that has storage and a processor and thus computing power, or the map viewing device 400 in the game can be that terminal or server.
[0171] Optionally, this application also provides an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the steps in the above-described method embodiments.
[0172] Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 500 can be a terminal or a server. Figure 11As shown, the electronic device 500 includes a processor 501 with one or more processing cores, a memory 502 with one or more computer-readable storage media, and a computer program stored in the memory 502 and executable on the processor. The processor 501 is electrically connected to the memory 502. Those skilled in the art will understand that... Figure 11 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0173] The processor 501 is the control center of the electronic device 500. It connects various parts of the electronic device 500 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 502, and calling data stored in the memory 502, it executes various functions of the electronic device 500 and processes data, thereby performing overall processing of the electronic device 500.
[0174] In this embodiment, the processor 501 in the electronic device 500 loads the instructions corresponding to the processes of one or more computer programs into the memory 502 according to the following steps, and the processor 501 runs the computer programs stored in the memory 502 to realize various functions: When the target virtual object is located outside the first scene area, in response to the first trigger command to display the target virtual object in the minimap, the map scale of the minimap is reduced. The minimap after the map scale is reduced is a thumbnail of the second scene area in the game scene. The second scene area is larger than the first scene area, and the target virtual object is located within the second scene area. The location of the target virtual object is displayed within a smaller map after the map scale has been reduced.
[0175] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0176] Optional, such as Figure 11 As shown, the electronic device 500 also includes: a display screen 503, a radio frequency circuit 504, an audio circuit 505, an input unit 506, and a power supply 507. The processor 501 is electrically connected to the display screen 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506, and the power supply 507. Those skilled in the art will understand that... Figure 11 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0177] The display screen 503 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The display screen 503 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program. Optionally, the touch panel may include a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, and transmits the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, sends it to the processor 501, and can receive and execute commands from the processor 501. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 501 to determine the type of touch event. Subsequently, the processor 501 provides corresponding visual output on the display panel according to the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the display screen 503 to achieve input and output functions. However, in some embodiments, the touch panel and the display screen 503 can be implemented as two independent components to achieve input and output functions. That is, the display screen 503 can also be used as part of the input unit 506 to achieve input functions.
[0178] The radio frequency circuit 504 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.
[0179] Audio circuitry 505 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuitry 505 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 505, converted back into audio data, and then processed by processor 501 before being transmitted via radio frequency circuitry 504 to, for example, another electronic device, or output to memory 502 for further processing. Audio circuitry 505 may also include an earphone jack to facilitate communication between peripheral headphones and electronic devices.
[0180] The input unit 506 can be used to receive input numbers, characters, or object feature information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0181] Power supply 507 is used to supply power to various components of electronic device 500. Optionally, power supply 507 can be logically connected to processor 501 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 507 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0182] although Figure 11 As not shown in the diagram, the electronic device 500 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0183] This application also provides a computer-readable storage medium for storing a computer program. This computer-readable storage medium can be applied to a computer device, and the computer program causes the computer device to execute the corresponding process in the map viewing method in the game described in this application embodiment; for brevity, further details are omitted here.
[0184] This application also provides a computer program product including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the corresponding process in the map viewing method in the game embodiments of this application. For simplicity, further details are omitted here.
[0185] This application also provides a computer program comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the corresponding process in the map viewing method in the game described in this application. For brevity, further details are omitted here.
[0186] It should be understood that the processor in this application may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method embodiments can be completed by integrated logic circuits in the processor's hardware or by instructions in software form. The processor described above can be a general-purpose processor, a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this application can be directly embodied in the execution of a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software modules can be located in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. This storage medium is located in memory, and the processor reads information from the memory and, in conjunction with its hardware, completes the steps of the above method.
[0187] It is understood that the memory in the embodiments of this application can be volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), or flash memory. The volatile memory can be random access memory (RAM), which is used as an external cache. By way of example, but not limitation, many forms of RAM are available, such as Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDR SDRAM), Enhanced Synchronous DRAM (ESDRAM), Synchlink DRAM (SLDRAM), and Direct Rambus RAM (DR RAM). It should be noted that the memory used in the systems and methods described herein is intended to include, but is not limited to, these and any other suitable types of memory.
[0188] Those skilled in the art will recognize that the units and algorithm steps of the various examples described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of this application.
[0189] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0190] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.
[0191] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.
[0192] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0193] In addition, the functional units in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0194] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer or a server) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.
[0195] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A method for viewing a map in a game, characterized in that, The method provides a graphical user interface (GUI) via a terminal device, the GUI including a small map and at least a portion of the game scene, the small map being a thumbnail of a first scene area within the game scene, the method comprising: When the target virtual object is located outside the first scene area, in response to the first trigger command to display the target virtual object in the minimap, the map scale of the minimap is reduced, wherein the minimap after the map scale is reduced is a thumbnail of the second scene area in the game scene, the second scene area is larger than the first scene area, and the target virtual object is located within the second scene area; The location of the target virtual object is displayed within the minimap after the map scale has been reduced.
2. The method for viewing a map in a game according to claim 1, characterized in that, The method further includes: When the location of the target virtual object is displayed in the minimap, in response to a second trigger command to cancel the display of the target virtual object in the minimap, the minimap with the reduced map scale is restored, wherein the restored minimap is a thumbnail of the first scene area in the game scene; The target virtual object is removed from the display on the restored minimap.
3. The method for viewing a map in a game according to claim 2, characterized in that, The target virtual object belongs to a friendly faction. The graphical user interface further includes a friendly information display control, which is used to display the attribute information of the target virtual object. The method further includes: If the location of the target virtual object is not displayed in the minimap, the first trigger command is generated in response to a sliding operation that starts from the friendly information display control and slides into the minimap. When the location of the target virtual object is already displayed on the minimap, the second trigger command is generated in response to a sliding operation that starts from the friendly information display control and slides into the minimap.
4. The method for viewing a map in a game according to claim 2, characterized in that, The target virtual object belongs to the enemy faction, the graphical user interface also includes controlled virtual objects located in the game scene, and the method further includes: When the controlled virtual object and the target virtual object engage in a virtual battle, the first trigger command is generated; After a preset duration of cessation of the virtual battle, the second trigger command is generated.
5. The method for viewing a map in a game according to claim 4, characterized in that, The method further includes: When the target virtual object enters the field of view of the controlled virtual object, the first trigger command is generated.
6. The method for viewing a map in a game according to claim 5, characterized in that, Displaying the location of the target virtual object within the minimap after the map scale has been reduced includes: When the target virtual object is within the field of view of the controlled virtual object, the current position of the target virtual object is displayed in the minimap after the map scale has been reduced. When the target virtual object is not within the field of view of the controlled virtual object, the position of the target virtual object remains unchanged within the minimap after the map scale is reduced.
7. The method for viewing a map in a game according to claim 1, characterized in that, Displaying the location of the target virtual object within the minimap after the map scale has been reduced includes: A preset identifier is displayed within the minimap after the map scale has been reduced, wherein the preset identifier is used to identify the position of the target virtual object in the thumbnail.
8. The method for viewing a map in a game according to claim 1, characterized in that, When the target virtual object is located outside the first scene area, in response to a first trigger command to display the target virtual object within the minimap, the map scale of the minimap is reduced, including: If the target virtual object is located outside the first scene area and a map scaling permission instruction is obtained for the minimap, the map scale of the minimap is reduced in response to the first trigger instruction.
9. The method for viewing a map in a game according to claim 1, characterized in that, The graphical user interface also includes a controlled virtual object located in the game scene. The first scene area is a preset area in the game scene centered on the controlled virtual object. When the target virtual object is located outside the first scene area, in response to a first trigger command to display the target virtual object on the minimap, the map scale of the minimap is reduced, including: When the target virtual object is located outside the first scene area, in response to a first trigger command to display the target virtual object in the minimap, the target distance between the controlled virtual object and the target virtual object in the game scene is determined. Based on the target distance, determine the map scaling of the minimap; The map scale is reduced according to the stated map scale reduction amount.
10. The method for viewing a map in a game according to claim 1, characterized in that, The method further includes: Based on the current map scale and / or the current display content of the minimap, the minimap data of the target device is updated synchronously, wherein the target device includes the terminal devices of friendly players.
11. A map viewing device for games, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface including a small map and at least a portion of the game scene, the small map being a thumbnail of a first scene area in the game scene, the device comprising: The zoom-out module is used to zoom out the map scale of the minimap in response to a first trigger command to display the target virtual object in the minimap when the target virtual object is located outside the first scene area. The zoom-out minimap is a thumbnail of a second scene area in the game scene, which is larger than the first scene area, and the target virtual object is located within the second scene area. The display module is used to display the location of the target virtual object within the minimap after the map scale has been reduced.
12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program adapted for loading by a processor to perform the map viewing method in a game according to any one of claims 1-10.
13. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing a computer program, and the processor executing the map viewing method in the game according to any one of claims 1-10 by calling the computer program stored in the memory.
14. A computer program product comprising computer instructions, characterized in that, When the computer instructions are executed by the processor, they implement the map viewing method in the game as described in any one of claims 1-10.