Display control method and device of game, electronic equipment and storage medium

CN122209062APending Publication Date: 2026-06-16GUANGZHOU BOGUAN TELECOMM TECH LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
GUANGZHOU BOGUAN TELECOMM TECH LTD
Filing Date
2026-05-07
Publication Date
2026-06-16

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Abstract

The present disclosure provides a display control method, device, electronic equipment and storage medium of a game. The present disclosure provides a display control method, device, electronic equipment and storage medium of a game, which automatically switches a map view from a first state indicating a smaller first area to a second state indicating a larger second area when a trigger condition such as a navigation obstacle, a collectable, an executable or a map query intention is met by combining terrain data analysis and / or user gaze data, so that the visible area can be automatically expanded and more rich terrain and object information can be presented without the user manually initiating view switching, thereby reducing the interference of interface switching on the continuity of user operation and improving the interactive experience.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus, electronic device, and storage medium for displaying and controlling a game. Background Technology

[0002] Open-world games typically employ a combination of minimaps and large maps. Players can view their surroundings using a minimap fixed in a corner of the screen, or access the large map to browse the complete terrain and quest distribution of the virtual scene. In related technologies, game map interaction usually provides two view modes: a fixed-size minimap and a large map that requires manual activation. When players need to view terrain information or key objects beyond the minimap's field of view, they must switch to the large map interface using specific commands to obtain complete scene information. In scenarios where the minimap's field of view is limited or the large map is frequently switched, players must actively initiate multiple interactions to confirm their route and surrounding environment information. Summary of the Invention

[0003] The purpose of this disclosure is to provide a display control method, device, electronic device, and storage medium for games to solve the technical problems of frequent map view switching and heavy decision-making burden for players in games.

[0004] In a first aspect, this disclosure provides a display control method for a game, which provides a graphical user interface (GUI) via a terminal. The GUI displays content including at least a portion of a virtual scene, and the virtual scene includes a controlled virtual character. The method includes: displaying a map view in a first state via the GUI, wherein the map view in the first state is used to indicate a first area in the virtual scene; and when a first triggering condition is met, switching the map view from the first state to a second state in the GUI, wherein the map view in the second state is used to indicate a second area in the virtual scene, and the range of the second area is larger than the range of the first area; wherein the first triggering condition includes at least one of the following: a navigation obstacle condition determined based on terrain data, a data collection condition determined based on terrain data, an executable condition determined based on terrain data, and a map query intent condition determined based on user gaze data.

[0005] Secondly, this disclosure provides a display control device for a game, which provides a graphical user interface (GUI) via a terminal. The GUI displays content including at least a portion of a virtual scene, and the virtual scene includes a controlled virtual character. The device includes: a display module for displaying a map view in a first state via the GUI, wherein the map view in the first state indicates a first area in the virtual scene; and a switching module for switching the map view from the first state to a second state in the GUI when a first triggering condition is met, wherein the map view in the second state indicates a second area in the virtual scene, and the range of the second area is larger than the range of the first area; wherein the first triggering condition includes at least one of the following: a navigation obstacle condition determined based on terrain data, a data collection condition determined based on terrain data, an executable condition determined based on terrain data, and a map query intent condition determined based on user gaze data.

[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to perform the steps in the display control method in the game described in any of the preceding claims.

[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to perform the steps in the display control method in the game described above.

[0008] This disclosure provides a display control method, device, electronic device, and storage medium for games. By combining terrain data analysis and / or user gaze data, when triggering conditions such as navigation obstruction, data collection capability, execution capability, or map query intent are met, the map view is automatically switched from a first state indicating a smaller first area to a second state indicating a larger second area. This allows the visible area to be automatically expanded and richer terrain and object information to be presented without the user manually initiating the view switch, thereby reducing the interference of interface switching on the continuity of user operation and improving the interactive experience. At the same time, based on multiple triggering conditions, key points are promptly perceived and prompted, enabling traversable paths and interactive objects in the virtual scene to be actively presented, expanding the dynamic feedback dimension of the game information layer and enhancing the richness of the game. In addition, by integrating terrain perception and intent recognition logic into the map display control process, the client can intelligently adjust the view range and information display strategy, optimizing data processing and display resource scheduling in the human-computer interaction process, and solving the technical problems of response lag and unreasonable resource consumption caused by traditional map display relying on manual user triggering. Attached Figure Description To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0009] Figure 1 A flowchart illustrating a game display control method provided in an embodiment of this disclosure; Figure 2 A schematic diagram of a game display control device provided in an embodiment of this disclosure; Figure 3 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. Detailed Implementation

[0010] The technical solutions of this disclosure will be clearly and completely described below with reference to the embodiments. Obviously, the described embodiments are only some embodiments of this disclosure, not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0011] This embodiment provides a game display control method. The method provides a graphical user interface through a terminal device, and the graphical user interface displays the game interface, which includes the screen of a virtual scene and the user interface (UI). The virtual scene interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The user interface is used to interact with the user and may include game design elements that come into direct or indirect contact with the user, such as buttons, animations, text, sounds, and windows. In an optional embodiment, the interface elements in the user interface may include the following controls: (1) controls related to the character, such as skill controls, movement controls, function controls, etc.; (2) controls for indicating information, also known as indicator information icons, such as direction indicators, character indicators, character stamina indicators, item pickup points, or treasure chest locations, etc.; (3) information display controls, also known as information display areas, such as displaying basic character information (character name, profession, health points, mana points, etc.), character status information (such as whether the character is unconscious, poisoned, etc.), or game information (such as the number of kills, match time, etc.); (4) game setting controls, such as system settings, shop, gold coins, etc. Furthermore, the controls displayed in the user interface may differ between games. Some games include a friend list control, allowing users to view information about added friends, chat, visit their homes, and delete them. Other games include quest-related controls, such as displaying a list of current quests, including main and side quests. These controls help users better manage and play the game.

[0012] In an optional implementation, the virtual scene screen may include virtual objects such as game characters (e.g., controlled virtual characters, also known as player virtual characters), NPC characters (Non-Player Characters), and AI (Artificial Intelligence) characters that execute game logic in the virtual scene. The displayed virtual scene screen usually changes as the controlled virtual character moves.

[0013] The game display control method in one embodiment of this disclosure can run on a terminal device or a server. The terminal device can be a local terminal device, such as a touch device or a non-touch device. When the game display control method runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0014] In an optional implementation, cloud gaming can run within a cloud-interactive system. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game's display control methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game interface and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game interface.

[0015] In an optional implementation, the terminal device can be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface; that is, it typically downloads, installs, and runs the game program via an electronic device. The local terminal device can provide the game interface to the player in various ways, such as rendering it on a terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the game interface, which includes game scene visuals, and the processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.

[0016] This embodiment provides a method for controlling the display of a game. Figure 1 This is a flowchart of a game display control method according to an embodiment of the present disclosure, such as... Figure 1 As shown, the process includes the following steps: Step S110: Display a map view in a first state through a graphical user interface. When the map view is in the first state, it is used to indicate the first area in the virtual scene. Step S120: When the first triggering condition is met, the map view in the graphical user interface is switched from the first state to the second state. When the map view is in the second state, it is used to indicate the second area in the virtual scene. The range of the second area is larger than the range of the first area. The first triggering condition includes at least one of the following: a navigation obstruction condition determined based on terrain data, a data collection condition determined based on terrain data, an executable condition determined based on terrain data, or a map query intent condition determined based on user gaze data.

[0017] The method provided in this embodiment enables the game map to automatically adjust its display range according to the player's actual movement needs and interaction intentions, avoiding the need for players to frequently manually switch between large and small map views, thereby significantly improving the continuity and immersion of the interactive experience. At the same time, by dynamically expanding the map field of view and intelligently triggering based on multi-dimensional perception conditions, players can obtain key terrain information and potential interactive targets in the virtual scene in a timely manner, enriching the information dimensions of exploration and decision-making within the game. It effectively solves the problems in the field of computer human-computer interaction where traditional fixed-size maps have insufficient information presentation in complex terrain and require frequent interruptions to view the large map, thereby improving the intelligent responsiveness of the game while ensuring player focus.

[0018] The steps described above are explained in detail below.

[0019] In step S110, a map view in a first state is displayed through a graphical user interface. When the map view is in the first state, it is used to indicate a first area in the virtual scene.

[0020] When used in the application, a graphical user interface is provided through the terminal. The content displayed by the graphical user interface includes at least a portion of the virtual scene, which includes controlled virtual characters.

[0021] Specifically, after the terminal runs the game program, it renders a graphical user interface containing at least part of the virtual scene on the display screen. The controlled virtual character is located in the virtual scene. The designated area on the graphical user interface presents a map view in a first state in a thumbnail form. The map view uses the current location of the controlled virtual character as a reference to show the terrain overview and orientation relationship of the first area in the virtual scene, providing players with real-time local navigation reference.

[0022] The virtual scene can be a digital three-dimensional spatial environment built by a game engine and running locally on a server or terminal. This environment includes virtual spatial elements such as terrain undulations, man-made buildings and facilities, natural vegetation cover, and interactive objects, providing a continuous and consistent spatial carrier for the movement, combat, exploration, and task execution of the controlled virtual character. It typically serves to carry the occurrence and evolution of core gameplay events, define the operable boundaries of the controlled virtual character, and provide the three-dimensional spatial data foundation for the map view to be visualized. In an optional implementation, the virtual scene constructs a complete open-world map through a combination of high-precision terrain mesh data, static scene models, and dynamic objects. The first and second regions presented in the map view are both projections extracted and symbolically rendered from a specified spatial range of the virtual scene. The terminal dynamically loads the terrain features and object distribution information of the corresponding region for map rendering based on the real-time coordinates of the controlled virtual character in the virtual scene.

[0023] The controlled virtual character can be a game entity that is directly controlled by the player through a terminal input device in a virtual scene. This entity possesses spatial coordinates, movement direction, current task objective, and the ability to interact with other virtual objects in the virtual scene, serving as the player's behavioral agent and perspective carrier in the virtual world. In an optional implementation, the current position of the controlled virtual character in the virtual scene is mapped in real time to the geometric center or a specified offset position of the first state map view. The display range of both the first and second regions is calculated based on the character's spatial coordinates as a reference point. Simultaneously, the character's target position information is used to generate a target travel path, which is then compared with terrain data to determine whether the navigation obstacle condition in the first triggering condition is met.

[0024] The map view can be a thumbnail spatial navigation map that is normally displayed on a graphical user interface with a preset size and preset field of view. The navigation map uses highly symbolic graphic elements to roughly indicate key terrain features, orientation relationships and nearby landmarks in the local area around the controlled virtual character.

[0025] In one alternative implementation, the map view uses small geometric shapes fixed to the edge of the graphical user interface as carriers to present the main road directions, water body outlines and relative height differences in the first area through a simplified rendering method. Its display scale is relatively small and the information density is simplified, allowing players to quickly scan and grasp the local spatial layout around the controlled virtual character without shifting their main gaze.

[0026] The first region can be the spatial coverage area that the map view in the first state actually corresponds to in the virtual scene and is rendered and displayed on the graphical user interface. This range is obtained by extracting and projecting from the overall terrain database of the virtual scene according to preset radius parameters or side length parameters, with the real-time spatial coordinates of the controlled virtual character as the reference center.

[0027] Based on this, in an alternative implementation, the first area can be set as a circular geographical area with a radius of 300 meters centered on the controlled virtual character.

[0028] Furthermore, in an optional implementation, the first region can also be set as a fan-shaped geographical area primarily within the cone-shaped field of view in front of the controlled virtual character, focusing more on displaying terrain information in the direction the character is facing. For example, in vehicle driving gameplay, the controlled virtual character drives an off-road vehicle across the wilderness, and the first region is defined as a fan-shaped area with an angle of 120 degrees in front of the character and a depth of 800 meters. The map view in the first state mainly renders the terrain undulations and obstacle distribution within this fan-shaped area.

[0029] In step S120, when the first triggering condition is met, the map view in the graphical user interface is switched from the first state to the second state. When the map view is in the second state, it is used to indicate the second area in the virtual scene. The range of the second area is larger than the range of the first area.

[0030] In an optional implementation, the first triggering condition can be determined by monitoring whether there are terrain obstacles ahead of the controlled virtual character's target travel path. For example, if the user sets the character to automatically travel to the ruins in the north of the map, the system generates a target travel path based on the current location and the target location, compares the terrain data on the path in real time, and finds a landslide blocking the original mountain road. This navigation obstacle condition is met, so the system determines that the first triggering condition is satisfied and automatically switches the map view from the first state to the second state on the graphical user interface, allowing the user to see the complete route around the valley in a larger second area without having to manually open the large map to search.

[0031] Furthermore, in an optional implementation, the first triggering condition can also be determined by detecting the user's behavioral characteristics of gazing at the small map area. For example, while the graphical user interface continuously displays the map view in the first state, the terminal's front-facing camera or eye-tracking module records the user's eye movement trajectory at a preset sampling frequency. When the analysis finds that the user's eye movement trajectory meets certain conditions, the map query intent condition is met. Based on this, the system determines that the first triggering condition is met and immediately initiates dynamic expansion of the map view, switching the first state to a second state with a wider field of view to respond to the user's active query needs.

[0032] The second state can be an extended display mode that the map view enters after successfully responding to the first triggering condition. This mode has a larger interface display area or a wider virtual scene field of view coverage compared to the first state, and is used to present a second area with a larger spatial scale and richer information than the first area on the graphical user interface.

[0033] The second region can be the spatial coverage area in the virtual scene when the map view is in the second state. This area is geometrically larger than the first region and is used to show players a wider virtual scene segment that includes the first region and extends outward, as well as the key terrain and interactive information contained therein.

[0034] In an optional implementation, the spatial boundary of the second area is automatically calculated and determined by the system to ensure that key nodes on the target travel path, such as terrain obstacles, resource collection points, or task execution points, are included within the display range of the area, thereby providing complete and continuous geographic information support for the player's path planning and decision-making.

[0035] In an alternative implementation, the second region can be defined as a concentric circle centered on the controlled virtual character with a radius more than twice that of the first region, to cover more strategic terrain.

[0036] Among them, the navigation obstacle conditions determined based on terrain data can be a rule formed by systematically analyzing the terrain grid, height map and physical access attribute data in the virtual scene to determine whether there are terrain elements on the target movement path of the controlled virtual character that prevent the character from passing directly according to the preset movement mode, and the spatial distribution range of the terrain elements exceeds the boundary of the first area that can be fully presented by the map view in the current first state.

[0037] In an optional implementation, the specific determination process of this condition may include the following steps: The system first generates a target travel path based on the real-time spatial coordinates of the controlled virtual character and the target location coordinates specified by the player. Then, it performs a high-precision spatial intersection operation on the path and the terrain database of the virtual scene to detect whether there are cliffs with sudden changes in altitude exceeding the character's climbing threshold, rivers with a width exceeding the character's wading ability, building walls with collision volume, or impassable areas defined by the game logic on the path. Once such terrain obstacles are detected and the projection distribution range of the obstacles on the map exceeds the boundary of the first area, causing the map view in the first state to be unable to simultaneously display the character's current position, the full view of the obstacle, and the feasible detour path, it is determined that the navigation obstacle condition determined based on the terrain data is officially established.

[0038] Among them, the collectable conditions determined based on terrain data can be a rule formed by scanning the resource distribution data in the virtual scene to determine whether there is a target resource point that meets the collection rules in the vicinity of the controlled virtual character, and whether the spatial location or collection path of the resource point is partially or entirely located outside the first area.

[0039] In an optional implementation, the condition is determined by querying the virtual scene object database for terrain attachments or independent entities marked as collectable, and calculating the reachable paths to each resource point in combination with the current position of the controlled virtual character. When a high-value resource point or one that matches the current task requirements is found to be located at the edge or outside of the first area, causing the map view in the first state to be unable to fully display the resource point and its guiding path, the collectable condition determined based on the terrain data is deemed to be met.

[0040] Among them, the executable condition determined based on terrain data can be a rule that determines the relative spatial relationship between an interactive task object or event triggering area in a virtual scene and the controlled virtual character if the relationship exceeds the display boundary of the first area by parsing the geographical location of the interactive task object or event triggering area in the virtual scene.

[0041] In an optional implementation, the condition is determined by reading executable entities bound to geographic coordinates in the task database and analyzing whether the target travel path from the character's current location to the location of the entity passes through special terrain. When there is an executable target that the player needs to know in advance and its spatial information cannot be fully contained in the first area, the executable condition determined based on terrain data is deemed to be met.

[0042] In an alternative implementation, the executable condition determined based on terrain data can be met when there is a hidden mission trigger point near the target travel path and the entrance terrain of the trigger point is outside the first area.

[0043] Among them, the map query intent condition determined based on user gaze data can be a system judgment rule that infers whether a user currently has the psychological intention to actively view or query map information by collecting and analyzing the user's gaze focus. This condition relies on eye-tracking sensors, front-facing camera visual estimation algorithms, and other means equipped on the terminal to obtain user gaze data. When the gaze behavior pattern represented by this data conforms to the preset intent judgment rule, the map query intent condition is considered to be valid.

[0044] In one embodiment of this application, a game display control method further includes: The target object identifier is displayed in the map view in the second state. The target object identifier corresponds to the target virtual object, which is determined from the virtual objects in the second area.

[0045] Specifically, when the map view is in the second state, the system generates and displays target object identifiers in the extended map view corresponding to the second area. These target object identifiers establish a one-to-one correspondence with the target virtual objects identified from the virtual objects in the second area, thereby achieving automatic visualization and identification of key virtual objects in a larger map display, and assisting the controlled virtual character in quickly grasping the distribution of key objects in the scene.

[0046] The target object identifier can be a graphic marker element that is visually presented in the second state map view. It is used to map the actual spatial location of the target virtual object in the virtual scene to the map view, and to distinguish it from the map background texture and other ordinary object display styles through differentiated color configuration, geometric shape design or dynamic flashing effect.

[0047] The target virtual object can be a specific virtual object instance that requires special attention, determined from multiple candidate virtual objects distributed within the second area based on preset filtering logic, attribute matching rules, distance weight calculation, or real-time interaction needs. This instance is extracted by the system from numerous candidate objects at a certain moment as the core object that needs to be highlighted to the player. This target virtual object can be a threatening object that affects the actions of the controlled virtual character, a resource object that can be collected and utilized, or a plot-advancing object related to the current task chain (such as quest-type virtual objects or teleportation points). Its specific type will be dynamically adjusted according to the game progress, player status, and scene events.

[0048] In one embodiment of this application, a game display control method further includes: If terrain data determines that there are terrain obstacles on the target's travel path, and it is determined that the current display range of the map view cannot display the identified terrain obstacles, then the navigation obstacle condition is met. If the terrain data determines that there are collectable resources along the target's travel path, and it is determined that the current display area of ​​the map view cannot display the identified collectable resources, then the collectability condition is met. If an executable task is determined based on terrain data, and the current display area of ​​the map view cannot display the determined executable task, then the executable condition is met. The target's travel path is determined based on the controlled virtual character's current position and the target's position in the virtual scene.

[0049] Terrain obstacles can be terrain features or scene objects or NPCs with threatening attributes that are identified in the virtual scene based on terrain data and prevent the controlled virtual character from passing through normally along the target path in a conventional way.

[0050] Among them, collectable resources can be virtual items, environmental materials, or task props that are distributed within a certain distance around the target's path in the virtual scene and can be collected by the controlled virtual character through preset interaction methods.

[0051] Among them, executable tasks can be activity events or target nodes in a virtual scene that are identified based on terrain data matching and task status monitoring, and can be interacted with by a controlled virtual character near the target's path to achieve a specific goal. These tasks are usually tied to NPCs, mechanisms, or environmental elements in the scene and require the character to go to a specific location to trigger them.

[0052] The current display range of the map view can be the field of view boundary and spatial coverage area presented in the graphical user interface when the map view is in the first state, used to indicate the range of a specific area in the virtual scene.

[0053] The target location can be the destination that the controlled virtual character in the virtual scene hopes to reach. This location can be automatically assigned by the task system according to the progress of the story, manually marked by the player through the map interface, or triggered by dialogue with interactive objects in the environment. This location defines the endpoint constraint of the target's movement path.

[0054] In a game display control method provided in one embodiment of this application, the map query intent condition determined based on user gaze data is determined in the following manner: Obtain user gaze data; The user gaze data is analyzed according to the preset intent determination rules to determine the existence of a map query intent.

[0055] Among them, the preset intent determination rules can be a set of judgment logics configured by the developer during the system initialization phase or before the game runs, and can be remotely updated by the server based on the statistics of player group behavior, used to identify and distinguish accidental gaze from active map query intent from user gaze data.

[0056] In a game display control method provided in one embodiment of this application, the preset intent determination rule includes at least one of the following: The user gaze data represents a gaze duration that reaches a first duration threshold and a gaze frequency that reaches a preset gaze frequency.

[0057] Specifically, the preset intent determination rule is applied to the stage of quantitatively analyzing user gaze data to identify map query intent. The system collects user eye data and extracts gaze duration and gaze frequency parameters related to the map view area. These parameters are then compared with the corresponding first duration threshold and preset gaze frequency to determine whether the user is currently actively querying the map. This provides a reliable intent determination basis for automatically triggering map view state switching. Furthermore, by setting dual determination indicators of gaze duration and gaze frequency, the system can effectively distinguish between accidental glances and active map viewing behavior, reducing the probability of false triggering.

[0058] Among them, gaze duration refers to the length of time a user's gaze remains focused on the map view area displayed in the graphical user interface. It usually reflects the depth and duration of the user's attention to map information. When the cumulative gaze duration reaches or exceeds the corresponding benchmark, it indicates that the user may be actively viewing map routes or searching for target locations, thus providing an important time dimension for the system to determine whether the user has a map query intention.

[0059] The first duration threshold can be a standard time threshold parameter pre-set by the system to measure whether the user's gaze duration meets the conditions for determining map query intent. In an optional implementation, the first duration threshold can be a fixed time constant set and written into the terminal's local configuration file after statistical analysis of eye-tracking data from a large number of player samples. This time constant is directly invoked by the intent determination module during application operation without dynamic adjustment for individual players, so as to ensure that all players enjoy a uniform triggering standard in the basic determination logic.

[0060] Furthermore, in an optional implementation, the first duration threshold can also be a variable parameter that the server dynamically issues and synchronizes to the client in real time based on the current game stage or the complexity of the virtual scene. This parameter adapts to the terrain complexity and the urgency of the player's current task, so as to accurately match the player's actual query needs and reaction rhythm in different scenarios.

[0061] In addition, in an optional implementation, the first duration threshold can also be a personalized time parameter output by a user individual difference model, which is trained based on the historical eye movement data of a specific player and can reflect the player's individual gaze habits, cognitive reaction speed and interface interaction style, so that the threshold setting is tailored to the individual rather than adopting a uniform standard for the whole population.

[0062] Among them, gaze frequency can be defined as the effective number of times within a unit of time that a user's gaze focuses on the map view area displayed in the graphical user interface and is successfully captured and recognized by the system. It usually serves to characterize the frequency of a user's attention to map information and the urgency of their query. When a user repeatedly casts their gaze to the map view within a unit of time, it indicates that the user may be repeatedly confirming their location or urgently need to obtain more detailed map information, thus serving as a frequency dimension for determining map query intent.

[0063] In an optional implementation, the gaze frequency can be the absolute frequency value obtained by the system after counting the number of times the user's gaze enters the map view area and meets the minimum dwell time requirement within a fixed observation period. The observation period can be a preset time window such as three seconds, five seconds, or ten seconds. Each time the gaze enters the area and reaches the minimum effective dwell time standard calibrated by the system, it is counted as a valid gaze event.

[0064] The preset gaze frequency can be a frequency threshold pre-configured by the system to determine whether the user's real-time gaze frequency meets the criteria for map query intent. It typically serves as a quantitative comparison benchmark for this dynamic monitoring indicator. By comparing the real-time statistically obtained user gaze frequency with the preset gaze frequency numerically or logically, the system can objectively determine whether the frequency of the user's gaze behavior meets the conditions for triggering the automatic expansion of the map view from the first state to the second state. The specific rules for determining the preset gaze frequency can refer to the rules for determining the first duration threshold.

[0065] In a game display control method provided in one embodiment of this application, switching the map view from a first state to a second state in the graphical user interface includes at least one of the following: Adjust the display size of the map view; Adjust the field of view of the map.

[0066] The method provided in this embodiment enables the automatic switching of the map view from a first state to a second state by adjusting the display size and / or field of view of the map view in the graphical user interface. This allows the map view to dynamically expand its display ratio or visible range according to the actual scene requirements, thereby providing players with a larger range of virtual scene area information and effectively reducing the frequency of players manually calling the large map interface to confirm the surrounding terrain.

[0067] The display size of the map view can be a geometric parameter describing the ratio between the area of ​​the map view in the graphical user interface and the total screen area. It typically allows for adjusting the visible area of ​​the map view by increasing or decreasing this ratio, while maintaining the current interface hierarchy, thereby controlling the density of virtual scene information displayed on the map view.

[0068] In an optional implementation, adjusting the map view's display size can be achieved by enlarging the map view from a small, fixed window at the edge of the interface to a floating display area occupying a larger area within the interface. During this process, the base point position of the map view remains unchanged, and all element markers in the map view are simultaneously enlarged proportionally, allowing players to observe a larger area of ​​map content without switching interfaces. For example, when a virtual character is moving along a tracking path, and the system determines based on terrain data that there is a mountain obstacle ahead preventing the target's path from being fully represented on the current small-sized map, the client automatically enlarges the diameter of the circular map view, originally located in the upper right corner of the interface and occupying only 8% of the screen area, to twice its original size. At this point, the map view switches from a first state indicating a first area to a second state indicating a larger second area. Players can directly observe the entire surrounding terrain containing the complete detour path within the same game interface without interrupting their current operation to manually open the large map function, thus significantly improving the efficiency of path confirmation and the immersion of the game.

[0069] Optionally, in one alternative implementation, adjusting the display size of the map view can also be a dynamic adjustment process of stretching the edges of the map view container. That is, according to the distribution of the remaining space on the interface, the map view is stretched in one or two directions in a specific direction, so that the map view adapts to the aspect ratio while incorporating more virtual scene areas. For example, when the system determines that the player has an active map query intention based on user gaze data, the client can stretch the display width of the map view horizontally from 100 pixels in the first state to 280 pixels along the right edge of the graphical user interface, while keeping the vertical height unchanged. This switches the map view from the first state to the second state. At this time, the map view presents a horizontally expanded wide field of view on the interface. The player can observe the horizontally widened virtual scene area and its key terrain features on the same interface without performing any manual clicks or button operations, which is convenient for quickly scanning the surrounding terrain and formulating corresponding travel strategies.

[0070] The field of view of the map view can be a set of parameters that characterize the boundary of the geographic area currently covered by the map view in the three-dimensional coordinate system or two-dimensional plane coordinate system of the virtual scene. It usually has the function of controlling the number and distribution range of virtual scene geographic elements contained within a unit display area by expanding or shrinking the boundary of the geographic area, thereby adjusting the breadth of environmental information that players can obtain through the map view.

[0071] In an alternative implementation, adjusting the field of view of the map view can also be manifested as dynamically adjusting the working parameters of the virtual overhead camera used when generating the map view. That is, by raising the absolute height coordinates of the virtual camera or increasing the coverage span of the camera's view frustum on the ground plane, a larger area of ​​the virtual scene can be included in the camera's shooting range and mapped onto the map view.

[0072] In a display control method for a game provided in one embodiment of this application, the target virtual object is a virtual object with a specified threat attribute; wherein, displaying the target object identifier in the map view in the second state includes: In the map view in the second state, the target object identifier of the target virtual object is displayed in a target warning style, and / or detour prompt information corresponding to the target virtual object is displayed in the map view.

[0073] The method provided in this embodiment enables the game client to automatically identify and alert players based on the threat attributes of virtual objects. After the map view is expanded to the second state, the client proactively conveys the location information and safe travel suggestions of the target virtual object with the specified threat attributes to the player. This reduces the frequency of players manually searching for threat sources and planning detour routes, and improves the continuity and naturalness of the interactive experience.

[0074] The specified threat attribute can be a risk level identifier for virtual objects, pre-configured or determined in real time, based on terrain data or object behavior data of the virtual scene by the game system. It typically triggers targeted warnings in the map view; that is, when the game client detects a virtual object with this attribute near the target path of the controlled virtual character, it can automatically filter that virtual object as a priority target virtual object during the transition from the first state to the second state of the map view.

[0075] The target alert style can be adjusted by modifying the color saturation, brightness pulsation frequency, geometric outline shape, or dynamic effect parameters of the target object identifier to create a significant visual pop-up effect in the second-state map view for virtual targets with specified threat attributes. This typically serves to quickly attract the player's attention and convey risk level information within the expanded map view, allowing the player to rapidly locate the spatial distribution, movement trends, and relative distances of threat sources from a more macroscopic map perspective.

[0076] The detour guidance information can be guided path data generated by the game system based on terrain data to help the controlled virtual character avoid the warning range or attack influence range of the target virtual object. This path data is usually rendered overlaid on the map view surface in the second state in the form of dashed lines, arrow sequences, or strip-shaped highlighted areas.

[0077] In a display control method for a game provided in one embodiment of this application, the target virtual object is a virtual object with collectable attributes and / or task attributes; the method further includes: Acquire historical interaction data of controlled virtual characters with virtual objects having collectable attributes and / or task attributes; If, based on historical interaction data, it is determined that the controlled virtual character meets the specified interaction requirements of the virtual object, then the virtual object is identified as the target virtual object.

[0078] The method provided in this embodiment enables the system to dynamically select target virtual objects that meet the player's actual progress needs and interaction preferences for map prompts based on the historical behavior trajectory and interaction records accumulated by the controlled virtual character in the virtual scene, which greatly reduces the information overload and invalid visual interference caused by traditional static preset markers.

[0079] Among them, the collectable attribute can be the inherent attribute configuration that identifies a virtual object within a virtual scene as having the ability to collect and acquire resources through click, swipe, long press and / or other operations by a controlled virtual character.

[0080] In an alternative implementation, the collectable attribute can be that the virtual object has material characteristics that can be directly picked up. When the controlled virtual character is within the interaction range, the corresponding resources can be obtained by performing basic collection actions.

[0081] In one alternative implementation, the collectable attribute can be the feature that a virtual object, when destroyed, drops resources, and the controlled virtual character needs to use specific tools or skills to perform the collection. For example, if there is a virtual object of ore near a rock wall, after the controlled virtual character switches to a mining tool, a long press operation on the ore triggers an attack-type interaction. After the ore breaks, it drops collectable materials for the character to collect. Based on this, the system identifies this type of ore as a typical target object with collectable attributes.

[0082] The task attribute can be an inherent attribute configuration that identifies a virtual object as associated with an executable task within the game and enables it to trigger, advance, or complete a task line. In an optional implementation, the task attribute can function as a task issuing node for the virtual object, and a new task line can be activated after the controlled virtual character interacts with it.

[0083] Historical interaction data can be a collection of data recording the actions, interaction results, and corresponding spatiotemporal context of a controlled virtual character in a virtual scene, targeting virtual objects with collectable attributes and / or task attributes. This data typically reflects the controlled virtual character's preference for specific types or locations of virtual objects, the frequency of their actions, and the results of their interactions. This allows the system to build a personalized interaction profile of the controlled virtual character based on this data. As the map view expands, the system can automatically select highly relevant virtual objects matching this profile as candidate prompts, improving the targeting and accuracy of the prompt strategy and avoiding repeatedly pushing objects that the player has already abandoned or clearly lacks interest in to the center of the field of view.

[0084] In an optional implementation, historical interaction data may include records of the number of times a controlled virtual character successfully performs a collection operation on a virtual object with collectable attributes within a preset time window.

[0085] Furthermore, in an optional implementation, historical interaction data may include records of task completion status and duration after the controlled virtual character initiates an interaction with a virtual object possessing task attributes. For example, if the controlled virtual character has previously accepted transportation tasks from the Chamber of Commerce's commission board multiple times through click operations and has consistently delivered them within the specified timeframe, the system can use these task completion records and corresponding durations as historical interaction data to evaluate the controlled virtual character's acceptance and execution efficiency of such task nodes in subsequent assessments.

[0086] The specified interaction requirement can be a result of a threshold-based requirement determination indicating that the controlled virtual character has a tendency or necessity to continue interacting with a specific virtual object. It typically determines whether to select the corresponding virtual object from among many candidate objects as the target virtual object for map display.

[0087] In an optional implementation, the specified interaction requirement can be based on historical interaction data indicating that the controlled virtual character is performing an unfinished task associated with a virtual object and needs to be continuously guided to the location of that virtual object. For example, if the controlled virtual character's current task of collecting ancient documents is missing a rubbing of a stone tablet, and historical interaction data indicates that the character has not yet completed the click operation-triggered reading interaction with the stone tablet virtual object deep in the canyon, the system determines that the controlled virtual character has a clear task interaction requirement for that stone tablet virtual object, thus determining that the specified interaction requirement is met.

[0088] In an optional implementation, the specified interaction requirement can be determined by historical interaction data showing that the type of benefit provided by the virtual object matches the current growth needs of the controlled virtual character. For example, if the controlled virtual character urgently needs to upgrade its equipment forging level, and historical interaction data records that the character previously obtained forging materials from meteorite ore veins, and a similar ore vein appears on the current path while the character's inventory is lacking such materials, the system determines that the specified interaction requirement is met based on benefit matching logic and growth gap analysis, and sets it as the target virtual object.

[0089] In an optional implementation, if it is determined from historical interaction data that the controlled virtual character meets a specified interaction requirement with a virtual object, the virtual object is identified as the target virtual object, including: For any virtual object, if the number of times the controlled virtual character has not interacted with the virtual object is less than or equal to a first threshold, it is determined that the controlled virtual character meets the specified interaction requirements for the virtual object, and the virtual object is identified as the target virtual object.

[0090] Specifically, the specified interaction requirement can be based on historical interaction data indicating that the controlled virtual character has a tendency to repeatedly collect virtual objects, and the number of times no interaction has occurred is less than or equal to a first threshold. For example, historical interaction data shows that the controlled virtual character performed a long-press operation to collect resin in the past seven times it passed through the hemlock forest. The resin object on the current path is in a collectable state and the controlled virtual character's inventory has less than the upper limit for this type of material. Therefore, the system determines that the specified interaction requirement is met and sets it as the target virtual object.

[0091] In one embodiment of this application, a game display control method further includes: When the second trigger condition is met, the map view is restored from the second state to the first state in the graphical user interface.

[0092] The method provided in this embodiment enables the map view to automatically restore to the first state after completing its large-scale field of view indication function in the second state, based on the satisfaction of the second trigger condition. This avoids the main game screen being largely obscured due to the player being in the large map view for a long time, reduces the frequency of the player manually restoring the map view and reduces attention distraction, thereby improving the continuity and immersion of game interaction.

[0093] The second trigger condition can be a preset judgment condition generated during the game operation based on the client's continuous monitoring of the current virtual scene state, changes in user interaction needs, or the map view's own display logic. It is used to determine whether to restore the map view from the second state to the first state at an appropriate time.

[0094] Specifically, in a game display control method provided in one embodiment of this application, satisfying the second triggering condition includes: The terrain obstacles, collectible resources, or performable tasks in the target's path of the controlled virtual character have disappeared; The system detected that the focus of the view had moved out of the map view area and the duration of the movement exceeded the second duration threshold.

[0095] The method provided in this embodiment enables the system to automatically trigger the map view to revert from the second state to the first state when it detects that various key environmental elements in the path of the controlled virtual character have been cleared, or when it recognizes that the player's gaze has been away from the map area for a long time. This avoids the visual obstruction and redundancy caused by the large map continuously occupying the display interface.

[0096] Specifically, when it is necessary to restore the map view from the second state to the first state, the system needs to rely on specific judgment conditions to confirm whether the restoration is timely. These conditions can cover conditions based on changes in path state as well as conditions based on the player's focus position and duration, thereby ensuring that the map view restoration operation can not only respond to actual changes in the scene environment, but also match the player's actual attention distribution, thus achieving intelligent and personalized map display state switching.

[0097] The disappearance of terrain obstacles can be a state change event in which natural terrain, artificial structures, or threat attributes that originally blocked the continuous movement of a controlled virtual character along the target path in a virtual scene no longer obstruct passage. This state change can be characterized not only by the complete removal of the obstacle model from the scene, but also by the disabling of the obstacle's physical collision attributes or the clearing of the passage obstruction flag, allowing the character to continue moving forward along the original path without hindrance.

[0098] In an alternative implementation, the disappearance of terrain obstacles can be achieved by the player interacting with and clearing destructible walls that were originally blocking the road. For example, when a controlled virtual character uses explosives to demolish a concrete wall blocking a passage in an abandoned factory scene, the system detects that the wall has been removed from the target path, determines that the terrain obstacle has disappeared, and triggers the map view to revert from the second state to the first state.

[0099] Furthermore, in an alternative implementation, the disappearance of terrain obstacles can also be manifested as the giant mountain that originally blocked the view no longer being on the path ahead after the detour is completed, as the character moves.

[0100] The disappearance of collectable resources can refer to a change in the state of a virtual object node in a virtual scene that was originally available for controlled virtual characters to collect items or resources, becoming uninteractive or exhausted. This state change is usually manifested as the scene instance of the resource entity being destroyed (e.g., picked up by another virtual character), or a time-limited resource automatically dissipating from the scene due to exceeding its existence time, meaning that there are currently no longer any valid resources available for interaction at that location.

[0101] Among them, the disappearance of an executable task can be a change in the state of a task event that was originally available for a controlled virtual character to trigger or perform in a virtual scene, which is now considered completed, canceled, or has exceeded the effective interaction time.

[0102] In an alternative implementation, the disappearance of an executable task can also be caused by the natural invalidation of task points due to plot progression. For example, a character previously needed to visit a village in the path to inquire about information from an elder, and the system marked the village on a magnified map for this purpose; as the main storyline progresses, the elder has moved to another area, and the original task of inquiring about information in the village automatically becomes invalid. The system detects that the task no longer exists in the path of travel, thus determining that the recovery conditions are met.

[0103] The shift duration can be the cumulative length of time from the moment the focus of the view crosses the boundary of the area where the map view is located and is completely outside that area until the current moment.

[0104] The second duration threshold can be a pre-defined time length standard set by the system in the game configuration file, local strategy database, or personalized parameter table issued by the server. This standard is measured in standard time units and is used to compare with the real-time calculated removal duration. This threshold can be a uniform fixed constant for all players, or it can be a dynamically generated differentiated value for different player groups, different game modes, or different terminal device types.

[0105] Based on the above method embodiments, this disclosure also provides a game display control device, which provides a graphical user interface through a terminal. The content displayed by the graphical user interface includes at least a portion of a virtual scene, and the virtual scene includes a controlled virtual character. See [link to previous document]. Figure 2 The device includes the following modules: Display module 201 is used to display a map view in a first state through a graphical user interface. When the map view is in the first state, it is used to indicate a first area in the virtual scene. The switching module 202 is used to switch the map view from a first state to a second state in the graphical user interface when a first triggering condition is met. When the map view is in the second state, it is used to indicate a second area in the virtual scene. The range of the second area is larger than that of the first area. The first triggering condition includes at least one of the following: a navigation obstacle condition determined based on terrain data, a data collection condition determined based on terrain data, an executable condition determined based on terrain data, and a map query intent condition determined based on user gaze data.

[0106] The aforementioned device, by combining terrain data analysis and / or user gaze data, automatically switches the map view from a first state indicating a smaller first area to a second state indicating a larger second area when triggering conditions such as navigation obstruction, data collection capability, execution capability, or map query intent are met. This allows the visible area to be automatically expanded and richer terrain and object information to be presented without the user having to manually initiate the view switch, thereby reducing the interference of interface switching on the continuity of user operation and improving the interactive experience.

[0107] The game display control device provided in this disclosure has the same implementation principle and technical effects as the aforementioned method embodiment. For the sake of brevity, any parts of the game display control device embodiment not mentioned can be referred to the corresponding content in the aforementioned game display control method embodiment.

[0108] In this document, the term "and / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent three cases: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" in this document means any combination of at least two of any one or more elements. For example, including at least one of A, B, and C can mean including any one or more elements selected from the set consisting of A, B, and C.

[0109] This disclosure also provides an electronic device, such as... Figure 3 The diagram shows the structure of the electronic device, which includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following display control method steps: A map view in its first state is displayed through a graphical user interface. When the map view is in its first state, it is used to indicate the first area in the virtual scene. When the first triggering condition is met, the map view in the graphical user interface is switched from the first state to the second state. When the map view is in the second state, it is used to indicate the second area in the virtual scene. The range of the second area is larger than the range of the first area. The first triggering condition includes at least one of the following: navigation obstruction condition determined based on terrain data, data collection condition determined based on terrain data, executable condition determined based on terrain data, and map query intent condition determined based on user gaze data.

[0110] Optionally, the method further includes: displaying a target object identifier in a map view in a second state, the target object identifier corresponding to a target virtual object, the target virtual object being determined from virtual objects within a second region.

[0111] Optionally, the navigation obstacle conditions, collectable conditions, or executable conditions determined based on terrain data are determined in the following way: based on terrain data, it is determined that there are terrain obstacles, collectable resources, or executable tasks on the target travel path, and it is determined that the current display range of the map view cannot display the determined terrain obstacles, collectable resources, or executable tasks; wherein, the target travel path is determined based on the current position of the controlled virtual character in the virtual scene and the target position.

[0112] Optionally, the map query intent conditions determined based on user gaze data are determined by the following methods: obtaining user gaze data; analyzing the user gaze data according to preset intent determination rules to determine the existence of map query intent.

[0113] Optionally, the preset intent determination rules include at least one of the following: the gaze duration represented by the user gaze data reaches a first duration threshold, and the gaze frequency represented by the user gaze data reaches a preset gaze frequency.

[0114] Optionally, switching the map view from a first state to a second state in the graphical user interface includes at least one of the following: adjusting the display size of the map view; adjusting the field of view of the map view.

[0115] Optionally, the target virtual object is a virtual object with a specified threat attribute; displaying the target object identifier in the map view in the second state includes: displaying the target object identifier of the target virtual object in a target warning style in the map view in the second state, and / or displaying detour prompt information corresponding to the target virtual object in the map view.

[0116] Optionally, the target virtual object is a virtual object with collectable attributes and / or task attributes; the method further includes: acquiring historical interaction data of the controlled virtual character with respect to the virtual object with collectable attributes and / or task attributes; and determining the virtual object as the target virtual object if it is determined from the historical interaction data that the controlled virtual character meets the specified interaction requirements for the virtual object.

[0117] Optionally, if it is determined from historical interaction data that the controlled virtual character meets the specified interaction requirements for the virtual object, the virtual object is identified as the target virtual object, including: for any virtual object, if the historical interaction data indicates that the number of times the controlled virtual character has not interacted with the virtual object is less than or equal to a first threshold, it is determined that the controlled virtual character meets the specified interaction requirements for the virtual object, and the virtual object is identified as the target virtual object.

[0118] Optionally, the method further includes: when the second triggering condition is met, restoring the map view from the second state to the first state in the graphical user interface.

[0119] Optionally, the second triggering condition is met, including at least one of the following: determining that terrain obstacles, collectible resources, or executable tasks in the target travel path of the controlled virtual character have disappeared; detecting that the focus of the gaze has moved out of the area where the map view is located, and the time spent moving out exceeds a second duration threshold.

[0120] exist Figure 3 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113, wherein the processor 111, the communication interface 113, and the memory 110 are connected via the bus 112.

[0121] The memory 110 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 113 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 112 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 3The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0122] The processor 111 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 111 or by instructions in software form. The processor 111 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the embodiments of this disclosure can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules may reside 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. The storage medium is located in the memory. The processor 111 reads the information in the memory and, in conjunction with its hardware, completes the steps of the display control method for the game in the aforementioned embodiment.

[0123] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement a display control method for a game. This method specifically includes: A map view in its first state is displayed through a graphical user interface. When the map view is in its first state, it is used to indicate the first area in the virtual scene. When the first triggering condition is met, the map view in the graphical user interface is switched from the first state to the second state. When the map view is in the second state, it is used to indicate the second area in the virtual scene. The range of the second area is larger than the range of the first area. The first triggering condition includes at least one of the following: navigation obstruction condition determined based on terrain data, data collection condition determined based on terrain data, executable condition determined based on terrain data, and map query intent condition determined based on user gaze data.

[0124] Optionally, the method further includes: displaying a target object identifier in a map view in a second state, the target object identifier corresponding to a target virtual object, the target virtual object being determined from virtual objects within a second region.

[0125] Optionally, the navigation obstacle conditions, collectable conditions, or executable conditions determined based on terrain data are determined in the following way: based on terrain data, it is determined that there are terrain obstacles, collectable resources, or executable tasks on the target travel path, and it is determined that the current display range of the map view cannot display the determined terrain obstacles, collectable resources, or executable tasks; wherein, the target travel path is determined based on the current position of the controlled virtual character in the virtual scene and the target position.

[0126] Optionally, the map query intent conditions determined based on user gaze data are determined by the following methods: obtaining user gaze data; analyzing the user gaze data according to preset intent determination rules to determine the existence of map query intent.

[0127] Optionally, the preset intent determination rules include at least one of the following: the gaze duration represented by the user gaze data reaches a first duration threshold, and the gaze frequency represented by the user gaze data reaches a preset gaze frequency.

[0128] Optionally, switching the map view from a first state to a second state in the graphical user interface includes at least one of the following: adjusting the display size of the map view; adjusting the field of view of the map view.

[0129] Optionally, the target virtual object is a virtual object with a specified threat attribute; displaying the target object identifier in the map view in the second state includes: displaying the target object identifier of the target virtual object in a target warning style in the map view in the second state, and / or displaying detour prompt information corresponding to the target virtual object in the map view.

[0130] Optionally, the target virtual object is a virtual object with collectable attributes and / or task attributes; the method further includes: acquiring historical interaction data of the controlled virtual character with respect to the virtual object with collectable attributes and / or task attributes; and determining the virtual object as the target virtual object if it is determined from the historical interaction data that the controlled virtual character meets the specified interaction requirements for the virtual object.

[0131] Optionally, if it is determined from historical interaction data that the controlled virtual character meets the specified interaction requirements for the virtual object, the virtual object is identified as the target virtual object, including: for any virtual object, if the historical interaction data indicates that the number of times the controlled virtual character has not interacted with the virtual object is less than or equal to a first threshold, it is determined that the controlled virtual character meets the specified interaction requirements for the virtual object, and the virtual object is identified as the target virtual object.

[0132] Optionally, the method further includes: when the second triggering condition is met, restoring the map view from the second state to the first state in the graphical user interface.

[0133] Optionally, the second triggering condition is met, including at least one of the following: determining that terrain obstacles, collectible resources, or executable tasks in the target travel path of the controlled virtual character have disappeared; detecting that the focus of the gaze has moved out of the area where the map view is located, and the time spent moving out exceeds a second duration threshold.

[0134] The computer program products of the game display control method, apparatus and electronic device provided in this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0135] Unless otherwise specifically stated, the relative steps, numerical expressions, and values ​​of the components and steps set forth in these embodiments do not limit the scope of this disclosure.

[0136] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, 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, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0137] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0138] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method for displaying and controlling a game, characterized in that, The method includes providing a graphical user interface via a terminal, wherein the content displayed by the graphical user interface includes at least a portion of a virtual scene, the virtual scene including a controlled virtual character; the method includes: The graphical user interface displays a map view in a first state, which, when in the first state, is used to indicate a first area in the virtual scene; When the first triggering condition is met, the map view in the graphical user interface is switched from the first state to the second state. When the map view is in the second state, it is used to indicate a second region in the virtual scene. The range of the second region is larger than the range of the first region. The first triggering condition includes at least one of the following: a navigation obstruction condition determined based on terrain data, a data collection condition determined based on terrain data, an executable condition determined based on terrain data, or a map query intent condition determined based on user gaze data.

2. The method according to claim 1, characterized in that, The method further includes: In the map view in the second state, a target object identifier is displayed, which corresponds to a target virtual object, which is determined from virtual objects within the second area.

3. The method according to claim 1, characterized in that, The method further includes: If terrain data determines that there are terrain obstacles on the target travel path, and it is determined that the current display range of the map view cannot display the determined terrain obstacles, then the navigation obstacle condition is satisfied. If it is determined from the terrain data that there are collectable resources along the target's travel path, and it is determined that the current display range of the map view cannot display the identified collectable resources, then it is determined that the collectability condition is met. If an executable task is determined to exist on the target travel path based on terrain data, and it is determined that the current display range of the map view cannot display the determined executable task, then the executable condition is satisfied. The target travel path is determined based on the current position of the controlled virtual character in the virtual scene and the target position.

4. The method according to claim 1, characterized in that, The map query intent conditions determined based on user gaze data are determined in the following way: Obtain user gaze data; The user gaze data is analyzed according to preset intent determination rules to determine the existence of the map query intent.

5. The method according to claim 4, characterized in that, The preset intent determination rule includes at least one of the following: the gaze duration represented by the user gaze data reaches a first duration threshold, or the gaze frequency represented by the user gaze data reaches a preset gaze frequency.

6. The method according to claim 1, characterized in that, Switching the map view from the first state to the second state in the graphical user interface includes at least one of the following: Adjust the display size of the map view; Adjust the field of view of the map view.

7. The method according to claim 2, characterized in that, The target virtual object is a virtual object with a specified threat attribute; displaying the target object identifier in the map view in the second state includes: In the map view in the second state, the target object identifier of the target virtual object is displayed in a target warning style, and / or detour prompt information corresponding to the target virtual object is displayed in the map view.

8. The method according to claim 2, characterized in that, The target virtual object is a virtual object with collectable attributes and / or task attributes; the method further includes: Acquire historical interaction data of the controlled virtual character with respect to the virtual object having collectable attributes and / or task attributes; If, based on the historical interaction data, it is determined that the controlled virtual character meets the specified interaction requirements for the virtual object, then the virtual object is identified as the target virtual object.

9. The method according to claim 8, characterized in that, The step of determining the virtual object as the target virtual object when it is determined from the historical interaction data that the controlled virtual character meets the specified interaction requirements of the virtual object includes: For any virtual object, if the number of times the controlled virtual character has not interacted with the virtual object, as indicated by the historical interaction data, is less than or equal to a first threshold, it is determined that the controlled virtual character meets the specified interaction requirement for the virtual object, and the virtual object is identified as the target virtual object.

10. The method according to any one of claims 1-9, characterized in that, The method further includes: When the second triggering condition is met, the map view is restored from the second state to the first state in the graphical user interface.

11. An electronic device, characterized in that, The method includes a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 10.

12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of any one of claims 1 to 10.