Information display method, apparatus and electronic device
By adjusting the size and marking the element icons within the target area on the MOBA game minimap, the problem of virtual character icons obscuring resource object icons was solved, enabling players to obtain key information without switching perspectives, thus improving player perception efficiency and interactive experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- GUANGZHOU BOGUAN TELECOMM TECH LTD
- Filing Date
- 2026-04-13
- Publication Date
- 2026-06-26
AI Technical Summary
In MOBA games, when the virtual character icon overlaps with the resource object icon on the minimap, the resource object icon is obscured, making it impossible for players to directly identify its status information. Players need to switch perspectives to confirm, causing inconvenience and information delay.
By visually adjusting the icons of elements within the target area on the minimap, such as resizing and adding markers, the status information of resource object icons and virtual character icons can be directly identified without switching perspectives.
It significantly reduces information blind spots and operational interruptions caused by icon obstruction, improves players' perception of the overall battlefield situation and interactive experience, and optimizes the information display and visual diversity of the graphical user interface.
Smart Images

Figure CN122273103A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to an information display method and device, storage medium, and electronic device. Background Technology
[0002] In MOBA (Multiplayer Online Battle Arena) games, the minimap is the core interface element for players to obtain global battlefield information. It typically displays various elements, including icons of virtual characters such as heroes, and icons of neutral resources such as turrets and monsters. However, due to the limited display area of the minimap, when virtual character icons and resource icon icons overlap, the virtual character icons often obscure the resource icon icons due to their higher display priority. This makes it impossible for players to directly identify the status information of resources and virtual characters in the obscured area from the minimap. For example... Figure 3 The diagram illustrates a minimap where A1 / A2 and B1 / B2 represent virtual hero icons from two different factions. However, players cannot directly identify whether resources in obscured areas still exist from B1. Currently, players typically need to tap the corresponding area on the minimap to switch their main view to that area to confirm resource status. This is not only inconvenient but also exposes the player's currently controlled character to danger during view switching, and can easily cause time delays in information acquisition in rapidly changing battlefield environments. Therefore, how to enable players to intuitively identify the status information of obscured elements without switching views when element icons overlap on the minimap is a pressing technical problem that needs to be solved.
[0003] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0004] The purpose of this invention is to provide an information display method and apparatus, storage medium, and electronic device, thereby overcoming, to at least to some extent, one or more problems caused by the limitations and defects of related technologies.
[0005] According to one aspect of this disclosure, an information display method is provided, comprising providing a graphical user interface (GUI) via a terminal, the GUI displaying a small map of a game scene, the small map containing multiple element icons, the multiple element icons including virtual character icons and resource object icons, the method further comprising:
[0006] In response to the overlap between the virtual character icon and the resource object icon within the target area of the minimap, at least one element icon in the target area is visually adjusted on the minimap so that the status information corresponding to the resource object icon and / or the virtual character icon can be identified. The visualization adjustment includes at least one of the following: adjusting the size of the element icons in the target area, or adding an identifier mark to the virtual character icon.
[0007] According to another aspect of this disclosure, An information display device provides a graphical user interface (GUI) displaying a small map of a game scene. The small map contains multiple element icons, including virtual character icons and resource object icons. The device includes: A response module is configured to, in response to the existence of overlap between the virtual character icon and the resource object icon within a target area in the minimap, perform a visual adjustment on at least one element icon in the target area on the minimap so that the status information corresponding to the resource object icon and / or the virtual character icon can be identified; The visualization adjustment includes at least one of the following: adjusting the size of the element icons in the target area, or adding an identifier mark to the virtual character icon.
[0008] According to another aspect of this disclosure, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the information display method described in any of the preceding claims.
[0009] According to another aspect of this disclosure, an electronic device is provided, comprising: Processor, display device; and Memory for storing the executable instructions of the processor; The processor is configured to execute any of the above-described information display methods by executing the executable instructions.
[0010] The information display method provided in this application is characterized by providing a graphical user interface through a terminal device, wherein the graphical user interface displays a small map of a game scene, the small map containing multiple element icons, the multiple element icons including virtual character icons and resource object icons; the method includes: in response to the existence of overlap between the virtual character icon and the resource object icon in a target area in the small map, visually adjusting at least one element icon in the target area on the small map, so that the status information corresponding to the resource object icon and / or the virtual character icon can be identified; wherein, the visual adjustment includes at least one of the following: adjusting the size of the element icon in the target area, adding an identification mark to the virtual character icon. The method provided in this embodiment detects whether there is an overlap between virtual character icons and resource object icons within a target area on the minimap. When overlap is detected, at least one element icon in the target area undergoes visual adjustments, including resizing or adding markers. This allows players to directly identify the status information corresponding to resource object icons and / or virtual character icons, enabling them to obtain crucial battlefield resource information and enemy / ally situational information without additional perspective switching. This significantly reduces the risk of operational interruptions and decision-making delays caused by information blind spots due to icon obscuration. Players can continuously obtain status information of obscured elements on the minimap while maintaining their current primary perspective, improving their perception and interaction efficiency regarding the overall battlefield situation during gameplay. The system enhances the user experience. Furthermore, by flexibly combining size adjustment and labeling techniques, it enriches the information display hierarchy and expression of various element icons in overlapping scenarios on the minimap. This allows for targeted visualization processing of different types of overlapping and occlusion situations, enhancing the information carrying capacity and visual diversity of the game interface in complex battlefield scenarios and improving the richness of the game's information display. In addition, by automatically detecting and dynamically adjusting the overlapping state of icons within the target area, it reduces the additional rendering and interaction response overhead caused by users frequently switching perspectives to query obscured resources. It optimizes the display scheduling strategy for multi-layered elements in the graphical user interface, effectively solving the computer graphics display problem where dense icon overlap leads to the indistinguishability of key information. Attached Figure Description
[0011] The above and other features and advantages of this disclosure will become more apparent from the detailed description of exemplary embodiments thereof with reference to the accompanying drawings. Obviously, the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort. In the drawings: Figure 1This is a cloud interaction system architecture diagram according to an exemplary embodiment of the present disclosure; Figure 2 This is a flowchart of an information display method according to an exemplary embodiment of this disclosure; Figure 3 This is a schematic diagram of a small map in an exemplary embodiment of this disclosure; Figure 4 This is a schematic diagram of a zoomed-out display of a target area on a small map according to an exemplary embodiment of this disclosure; Figure 5 This is a schematic diagram of a marker on a small map according to an exemplary embodiment of this disclosure; Figure 6 This is a diagram illustrating the composition of an information display device according to an exemplary embodiment of this disclosure; Figure 7 This is a schematic diagram of the structure of a computer-readable storage medium according to an exemplary embodiment of the present disclosure; Figure 8 This is a composition diagram of an electronic device according to an exemplary embodiment of the present disclosure. Detailed Implementation
[0012] It should be noted that, unless otherwise specified, the embodiments and features described in this application can be combined with each other. The present invention will now be described in detail with reference to the accompanying drawings and embodiments.
[0013] To enable those skilled in the art to better understand the present invention, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings of the embodiments of the present invention. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present invention.
[0014] It should be noted that the information (including but not limited to user input information, such as information entered by the user into input boxes), data (including but not limited to data used for analysis, stored data, and displayed data, such as context code, all code of the current project, the service pressure corresponding to operations performed on all code of the current project, and the code development status of the current project), and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with relevant laws, regulations, and standards. For example, the context code, operations performed on all code of the current project, the corresponding service pressure, and the code development status involved in this application were all obtained with full authorization.
[0015] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this invention are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate for the embodiments of the invention described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0016] It should also be noted that the various trigger events disclosed in this manual can be preset, and different trigger events can trigger the execution of different functions.
[0017] In one embodiment of this disclosure, an information display method can run on a terminal device or a server. The terminal device can be a local terminal device. When the display control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices. Figure 1 The figure shows a cloud interaction system architecture diagram provided in this disclosure. As shown, the cloud interaction system may include: a client device 10 and a server 20, wherein the client device 10 can be connected to the server 20 via a network 30.
[0018] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and operation of information display methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, 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 screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0019] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0020] This embodiment provides an information display method, which provides a graphical user interface through a terminal device. The graphical user interface displays a small map of a game scene, and the small map contains multiple element icons, including virtual character icons and resource object icons. Figure 2 This is a flowchart of an information display method according to an embodiment of the present disclosure, such as... Figure 2 As shown, the process includes the following steps: Step S1: In response to the overlap between the virtual character icon and the resource object icon within the target area of the minimap, at least one element icon in the target area is visually adjusted on the minimap so that the status information corresponding to the resource object icon and / or the virtual character icon can be identified; wherein, the visual adjustment includes at least one of the following: adjusting the size of the element icon within the target area, or adding an identification mark to the virtual character icon.
[0021] The method provided in this embodiment detects the overlap between virtual character icons and resource object icons within a target area on the minimap, and performs visual adjustments, including resizing or adding markers, on at least one element icon in the target area. This allows players to directly identify the status information corresponding to the resource object icons and / or the virtual character icons, enabling them to obtain key battlefield resource information without additional perspective switching. This significantly reduces the risk of operational interruptions and decision-making delays caused by information blind spots due to icon obscuration, improving players' perception efficiency and interactive experience of the overall battlefield situation during gameplay. Furthermore, by automatically detecting and dynamically visually adjusting the overlapping state of icons within the target area, the additional rendering and interaction response overhead caused by users frequently switching perspectives to query obscured resources is reduced. This optimizes the display scheduling strategy for multi-layered elements in the graphical user interface, effectively solving the computer graphics display problem where dense icon overlap causes key information to be unrecognizable in the graphical user interface.
[0022] The steps described above are explained in detail below.
[0023] The minimap is an auxiliary view area in the graphical user interface that displays the global or local spatial layout information of the game scene in a thumbnail form, allowing players to quickly obtain an overview of the location and status of each element in the game scene without leaving the current main view.
[0024] In an optional implementation, the minimap is specifically a scaled-down two-dimensional top-down view located at a preset position in the graphical user interface (such as the upper left corner of the interface). It maps key elements such as terrain, buildings, and units in the game scene to corresponding icons or markers in a proportional or near-proportional manner. The purpose of the minimap is to provide players with a global information perception window, allowing players to continuously observe the dynamic changes of various areas of the battlefield without manually switching perspectives. The functions of the minimap include real-time synchronous updates of the positional changes of various elements in the game scene, displaying the current positions of enemy units and friendly units within the visible range, and distinguishing different types of elements with different icon styles.
[0025] In an optional implementation, the minimap can also be a thumbnail scene view that supports dynamic refreshing and interaction, which updates the position and status of each element icon in the game scene in real time at a fixed refresh rate; the minimap also reduces the cognitive burden of complex spatial information for players by projecting the three-dimensional game scene into a two-dimensional planar view; the minimap also includes automatically adjusting the visibility of each element icon according to the game progress, such as showing or hiding enemy unit icons in a specific area as the fog of war in the game scene changes.
[0026] The target area is a preset range determined based on the position of the resource object icon. It is a local area in the minimap where virtual character icons and resource object icons are detected to overlap spatially. This target area is used to define the range of icons that need to be visually adjusted to ensure the accuracy and locality of the visual adjustment operation.
[0027] In an optional implementation, the target area is specifically a local rectangular or circular area defined according to a preset spatial range, with the display position of the resource object icon in the minimap as a reference. The purpose of the target area is to limit the visualization adjustment operation to the local area where overlap and occlusion occur, so as to avoid unnecessary impact on the element icons in other areas of the minimap where there is no overlap. The function of the target area includes continuously monitoring the number and overlap status changes of element icons in the area, and triggering the corresponding visualization adjustment logic when the virtual character icon and the resource object icon are detected to overlap.
[0028] In an optional implementation, the target area may specifically be one or more local perception areas dynamically determined based on the distribution of resource object icons in the minimap, with each target area corresponding to one or a group of adjacent resource object icons; the target area also serves to establish an independent overlap detection range for each key resource object in the minimap, enabling the occlusion states of multiple resource objects to be independently identified and processed; the target area also includes updating the overlap detection results of the area in real time and adjusting the visualization display strategy accordingly when the composition of element icons in the area changes (such as new virtual character icons entering or leaving the area).
[0029] The overlap between the virtual character icon and the resource object icon occurs when, on the two-dimensional display plane of the minimap, the display areas of the virtual character icon and the resource object icon partially or completely overlap, causing the resource object icon to be partially or completely obscured by the virtual character icon, thereby affecting the player's visual recognition of the resource object icon and its corresponding status information.
[0030] In an optional implementation, the overlap specifically refers to the virtual character icon having a higher rendering level on the minimap than the resource object icon. When the display coordinate areas of the two overlap on the minimap, the virtual character icon covers the resource object icon, forming a visual occlusion. The function of the overlap is to serve as a condition for triggering visual adjustments; that is, adjustments are only needed when occlusion actually occurs, making the resource object icon unrecognizable. The function of the overlap is that the terminal device determines whether there is spatial overlap by comparing the coordinate positions and icon sizes of each element icon on the minimap.
[0031] In an optional implementation, the overlap can specifically refer to multiple virtual character icons clustered in the same target area on the minimap, the display area of these virtual character icons collectively covering the display area of resource object icons in that area, making the resource object icons almost completely invisible; the function of the overlap also reflects the information occlusion phenomenon caused by multiple dynamic units clustering in a specific location during the game process on static resource information; the function of the overlap also includes the terminal device continuously monitoring the generation and resolution of the overlap state by tracking the position updates of each virtual character icon in real time.
[0032] The visualization adjustment refers to the operation of dynamically modifying the visual presentation attributes of at least one element icon in the target area on the minimap, including at least one of adjusting the size of the element icon and adding a marker to the virtual character icon. The purpose is to eliminate or mitigate the impact of overlapping occlusion on information recognition by adjusting its visual display form without changing the game semantic information represented by the element icon.
[0033] In an optional implementation, the size adjustment in the visualization adjustment specifically refers to the terminal device reducing the display area of each element icon within the target area according to a preset scaling ratio. This reduces the display space occupied by element icons that were originally obscured due to their large size, thereby revealing the obscured resource object icons. The purpose of the size adjustment is to increase the recognizable gap between icons within the target area by reducing the display area of the icons. The function of the size adjustment includes dynamically calculating the scaling ratio of each icon based on the number of element icons within the target area and applying the scaling results in real time to update the icon display on the minimap.
[0034] In an optional implementation, the addition of an identifier in the visualization adjustment specifically refers to the terminal device overlaying a visually specific mark on the virtual character icon that is obscuring the resource object icon. This mark is used to indicate that there is an obscured resource object below the virtual character icon. The purpose of adding the identifier is to convey the existence and type information of the obscured resource object to the player through an additional visual mark when the size adjustment is insufficient to completely eliminate the obscuration or when a more intuitive information prompt is needed. The function of adding the identifier includes selecting the corresponding style of identifier according to the type of the obscured resource object and displaying it on the virtual character icon most relevant to the obscured resource object.
[0035] The status information corresponding to the resource object icon and / or the virtual character icon includes the current existence status and attribute characteristics of the resource object reflected on the minimap, and the current location, faction affiliation, and interaction status of the virtual character reflected on the minimap. The identifiability of the status information is the core objective to be achieved by the visualization adjustment in this step.
[0036] The status information refers to the current existence and attribute characteristics of the resource object as reflected by the resource object icon on the minimap, including but not limited to whether the resource object is still alive, the type of the resource object, and the location of the resource object in the game scene. The identifiability of the status information is the core objective to be achieved by the visualization adjustment in this step.
[0037] In an optional implementation, the status information specifically refers to the information implied by the visibility of resource object icons on the minimap. That is, the visibility of resource object icons on the minimap indicates that the corresponding resource object still exists in the game scene, and the disappearance of resource object icons from the minimap indicates that the corresponding resource object has been destroyed or removed. It also includes the character position and faction information conveyed by the virtual character icons through their display position and faction identification color. The function of the status information is to provide players with key battlefield situation judgments. For example, whether defensive buildings have been destroyed, whether monsters have been killed, and whether enemy virtual characters have entered friendly defensive areas directly affect players' tactical choices and route planning. The function of the status information is to synchronously convey the status of resource objects and virtual characters in the game logic layer to players through visual presentation.
[0038] In an optional implementation, the status information may further refer to the specific category information of the resource object corresponding to the resource object icon and the interaction relationship information between the virtual character corresponding to the virtual character icon and the surrounding resource objects. Different types of resource objects undertake different game mechanism functions, and the interaction relationship between the virtual character and the resource object reflects the current battlefield offensive and defensive situation. The status information also helps players distinguish what type of resource object is being obscured and whether the current virtual character and the resource object are in a hostile interaction state, so as to make more targeted tactical responses. The status information also includes conveying the type characteristics and hostile interaction characteristics of the resource object by associating it with the style of the identifier and the color of the status mask.
[0039] In a specific application, during a MOBA game match, the terminal device provides a graphical user interface (GUI) displaying a minimap of the game scene located in the upper left corner. The minimap uses different icons to represent various elements in the game scene, including virtual character icons representing friendly and enemy virtual characters, and resource object icons representing defensive structures and jungle monsters. In one match, two friendly virtual characters advance towards the enemy's top lane defensive structure. The terminal device detects that within the target area where the defensive structure icon is located on the minimap, the two friendly virtual character icons overlap with the defensive structure icon, obscuring it. Responding to this overlap, the terminal device visually adjusts the icons in that target area on the minimap. Specifically, the terminal device resizes the two virtual character icons and the defensive structure icon within the target area, reducing their size while maintaining a discernible gap between them, allowing the player to directly observe that the defensive structure icon still exists on the minimap. Meanwhile, the terminal device also added an identifier corresponding to the type of defensive building to the virtual character icon closest to the defensive building icon, further indicating that there is an obscured defensive building below that virtual character icon. Through these visualization adjustments, players can directly confirm the existence of the defensive building on the minimap without switching perspectives, and can also clearly identify the positions and faction information of the two friendly virtual characters, allowing them to adjust their tactical deployment accordingly.
[0040] In an information display method provided in one embodiment of this application, the virtual character icon and the resource object icon include: The virtual character icons include icons of friendly virtual characters and icons of enemy virtual characters within the visible range; the resource object icons include at least one of defensive building icons, jungle monster icons, and minion wave icons.
[0041] The method provided in this embodiment clearly divides virtual character icons into friendly virtual character icons and enemy virtual character icons within the visible range, and clearly defines resource object icons as including at least one of defensive building icons, monster icons, and minion wave icons. This allows the minimap to perform differentiated overlap detection and display processing based on the specific type of the icon when making visualization adjustments. This enables more accurate identification of the icon objects to be adjusted and the adjustment strategy when virtual character icons overlap with different types of resource object icons, avoiding inaccurate visualization adjustments or confusing information display due to unclear icon types. This significantly improves the efficiency for players to quickly obtain key battlefield information such as the positions of friendly teammates, visible enemy positions, the existence of defensive buildings, monster spawn status, and minion wave advance status through the minimap in complex battlefield scenarios. Players can intuitively grasp the overall battlefield situation without frequently switching perspectives, effectively improving the interactive experience. Simultaneously, by subdividing virtual character icons and resource object icons by type, the classification dimensions and information expression levels of element icons in the minimap are enriched, allowing the minimap to carry more diverse battlefield element information and enhancing the game's richness.
[0042] The above plan will be explained in detail below.
[0043] The virtual character icons include icons of friendly virtual characters and icons of enemy virtual characters within the visible range; the resource object icons include at least one of defensive building icons, jungle monster icons, and minion wave icons.
[0044] The "own virtual character icon" is an icon element on the minimap used to represent the virtual character currently controlled by the player and the virtual characters of teammates in the same faction as the player. It is used to intuitively display to the player the real-time location distribution information of all own virtual characters in the game scene.
[0045] In an optional implementation, the friendly virtual character icon is specifically a virtual character avatar or symbol icon rendered and displayed on the minimap in a preset friendly faction identifier color (e.g., blue or green). The purpose of the friendly virtual character icon is to enable players to quickly locate the current position of all friendly virtual characters on the minimap, thereby assisting players in making team cooperation and tactical coordination decisions. The functions of the friendly virtual character icon include real-time synchronous updates of the position changes of each friendly virtual character in the game scene, and displaying it in a style that has a clear visual difference from the enemy virtual character icon, so that players can clearly distinguish friendly units from enemy units on the minimap.
[0046] In an optional implementation, the friendly virtual character icon is specifically a composite icon element based on the unique avatar thumbnail of each friendly virtual character and combined with the friendly faction's identification border. The function of the friendly virtual character icon is also to enable players to accurately identify the specific identity of each friendly virtual character on the minimap through differentiated avatar content, rather than just being able to determine that it is a friendly unit. The function of the friendly virtual character icon also includes that when a friendly virtual character is in a specific state (such as being dead and waiting to be resurrected), the corresponding icon is displayed in grayscale or semi-transparent mode to convey to the player the current inoperable status information of the virtual character.
[0047] The enemy virtual character icon within the visible range is an icon element on the minimap used to represent the enemy virtual character whose vision information has been obtained by the friendly faction. It is only displayed on the minimap when the enemy virtual character is within the friendly faction's vision coverage, and is used to provide players with the location information of the enemy virtual character that can be perceived.
[0048] In an optional implementation, the enemy virtual character icon within the visible range is specifically a virtual character portrait or symbol icon rendered and displayed on the minimap in a preset enemy faction identification color (e.g., red). It is only rendered and displayed on the minimap when the enemy virtual character is within the field of vision of the player's virtual character, the field of vision of the player's defensive buildings, or the field of vision of the player's minion units. The purpose of the enemy virtual character icon within the visible range is to enable players to grasp the location and movement of currently visible enemy virtual characters in real time through the minimap, thereby providing key enemy situation reference information for players' tactical decisions. The functions of the enemy virtual character icon within the visible range include instantly generating a red icon on the corresponding position on the minimap when the enemy virtual character enters the player's visible range, and instantly removing the red icon from the minimap when the enemy virtual character leaves the player's visible range.
[0049] The defensive building icon is an icon element in the minimap used to represent fixed building units with regional defense functions in the game scene. It is used to show players the location distribution and survival status information of each defensive building in the game scene.
[0050] In an optional implementation, the defensive building icon is specifically a static icon rendered and displayed on the minimap using a preset building symbol style. It is distributed in fixed positions on the minimap, corresponding to the actual positions of various defensive buildings (such as defensive towers) in the game scene. The purpose of the defensive building icon is to enable players to quickly know the current survival status of each defensive building through the minimap, thereby assisting players in judging the current defensive situation of each route. The functions of the defensive building icon include removing it from the minimap or displaying it in a specific destroyed style when the corresponding defensive building is destroyed, and continuously displaying it on the minimap in a normal style while the defensive building is still alive.
[0051] In one optional implementation, the defensive building icons are specifically building identification icons displayed in different faction colors. The defensive building icons of the player's own faction are displayed in blue or green, while the defensive building icons of the enemy faction are displayed in red. The purpose of the defensive building icons is also to help players quickly distinguish between their own and the enemy's defensive buildings through color differences, avoiding faction confusion in tense scenarios such as team battles. The functions of the defensive building icons also include dynamically adjusting the display style of the icons according to the current health status of the defensive buildings. For example, when the health of a defensive building is low, the corresponding icon will flash or display an alarm effect to remind players that the defensive building is at risk of being destroyed.
[0052] The monster icon is an icon element on the minimap used to represent neutral monster units distributed in the jungle area of the game scene. It is used to show players the location distribution and survival / respawn status information of each monster.
[0053] In an optional implementation, the monster icon is specifically an icon rendered and displayed on the minimap in a preset neutral unit symbol style, and its position corresponds to the location of each monster spawn point in the game scene; the purpose of the monster icon is to allow players to quickly understand the current survival status of monsters in each jungle area through the minimap, thereby assisting players in planning jungle routes and the timing of contesting jungle resources; the functions of the monster icon include displaying it normally at the corresponding spawn point location on the minimap when the monster is alive, and removing it from the minimap or displaying it in a waiting-to-respawn style after the monster is killed.
[0054] In one optional implementation, the monster icon is specifically a type identifier icon rendered with differentiated visual styles according to the type of monster. Different types of monsters (such as ordinary monsters, buff monsters, large epic monsters, etc.) correspond to different sizes, colors, or shapes of icon styles. The function of the monster icon is also to help players quickly identify the specific type and value level of each monster through differentiated visual styles, so that players can make resource competition decisions based on the value priority of the monsters. The function of the monster icon also includes displaying a warning icon or countdown prompt in advance at the corresponding position on the minimap when a large epic monster is about to spawn, so as to guide both factions to pay attention to the high-value monster resource.
[0055] The minion wave icon is an icon element in the minimap used to represent the minion wave units that periodically refresh and automatically move along each route in the game scene. It is used to show players the current advance position and distribution status information of each minion wave.
[0056] In one optional implementation, the minion wave icon is specifically a dynamic icon rendered and displayed on the minimap as a preset small unit symbol or line segment marker. Its position updates and moves on the minimap in real time as the minion wave units move in the game scene. The function of the minion wave icon is to allow players to intuitively understand the current advance position and engagement position of each lane through the minimap, thereby assisting players in judging the pushing advantage of each lane and the minion wave management needs. In a specific application, during a MOBA game match, the terminal device displays a minimap of the game scene on the graphical user interface. This minimap contains multiple element icons, including virtual character icons (shown as blue portraits of friendly virtual characters and red portraits of enemy virtual characters within the visible range), and resource object icons (shown as tower-shaped defensive building icons, neutral unit icons, and minion wave icons as small square cluster icons). When a blue portrait of a friendly virtual character overlaps with a blue tower-shaped icon of a friendly mid-lane defensive tower in a target area on the minimap, the terminal device makes a visual adjustment to at least one element icon in that target area on the minimap so that the player can identify the survival status information of the defensive tower corresponding to that defensive building icon.
[0057] In an information display method provided in one embodiment of this application, adjusting the size of element icons within the target area includes: Step S21: In response to the number of element icons in the target area exceeding a preset threshold, each element icon in the target area is scaled down according to its corresponding scaling ratio.
[0058] The method provided in this embodiment enables the terminal device to automatically zoom out on all element icons within a certain local area of the minimap when the number of icons exceeds a preset threshold. This effectively reduces the overlap between icons within the limited minimap space, allowing previously obscured resource icons to be visually distinguished and identified. This dynamic scaling mechanism avoids the burden of players frequently switching perspectives to obtain obscured battlefield information, allowing players to maintain their current primary view while keeping track of key resource statuses on the minimap in real time, thus improving the smoothness and convenience of the interactive experience. Furthermore, the threshold-based triggering condition ensures that scaling is only activated when icons are indeed densely clustered, preventing unnecessary visual changes from interfering with the player's experience and enhancing the richness and readability of information within the game scene.
[0059] The above plan will be explained in detail below.
[0060] The number of element icons within the target area refers to the total number of all element icons currently displayed within the target area defined on the minimap, including all icons such as virtual character icons and resource object icons. This number is dynamically updated as the virtual character moves and the resource object's state changes during the game, serving as the basis for determining whether to trigger zoomed display.
[0061] In an optional implementation, the number of element icons can be obtained by the terminal device traversing and counting the icon objects rendered in real time within the target area. This number reflects the information density within the current target area and is a prerequisite condition for triggering subsequent scaling operations. For example, in a game, if there is only one resource object icon (such as a defensive building icon) in the target area where a resource object icon is located on the minimap at the beginning, the number of element icons is 1. The terminal device records this number and continuously monitors the changes in icons within the area.
[0062] In an optional implementation, the statistical range of the number of element icons covers all visible virtual character icons and resource object icons within the target area. Its purpose is to provide a quantitative judgment indicator for the terminal device in order to determine whether the icon density in the current area has reached a critical state that may cause occlusion.
[0063] The preset quantity threshold is a pre-defined upper limit that defines the maximum number of icons within a target area that can be clearly displayed at a normal size without causing severe occlusion. When the actual number exceeds this threshold, it indicates that the icons within the area are too densely packed, and a scaling mechanism needs to be activated to reduce occlusion.
[0064] In an optional implementation, the preset quantity threshold can be determined based on the area size of the target region and the default display size of a single element icon. The specific numerical setting is designed to ensure that icons within this quantity can maintain sufficient recognizability in the target region.
[0065] In an optional implementation, the preset quantity threshold can also be a fixed empirical value, which serves as a threshold condition for triggering dynamic scaling display, avoiding unnecessary scaling operations when the number of icons is small and there is no obvious obstruction.
[0066] The phrase "reducing the display size of each element icon within the target area according to its corresponding scaling ratio" means that when the scaling condition is triggered, the terminal device applies its corresponding scaling ratio to each element icon within the target area, reducing the display size of each icon from its original size to a certain ratio, thereby reducing the overlapping area between icons and enabling each icon to be identified separately at the reduced size.
[0067] In an optional implementation, the respective scaling ratios can be pre-configured differential scaling ratios based on the type of element icon. Different types of element icons can correspond to different scaling ratios. This design ensures that even after the display is scaled down, a reasonable visual hierarchy can still be maintained between the various types of icons.
[0068] In an optional implementation, the shrinking display is a dynamic visual adjustment behavior that releases display space within the target area by reducing the rendering area of the icon, so that resource object icons that were originally completely obscured due to overlap can be partially or fully exposed and thus identified by the player.
[0069] In one specific application of this embodiment, the graphical user interface of the terminal device displays a minimap of the game scene, which shows multiple element icons, including virtual character icons and resource object icons. During the mid-game phase, two friendly virtual character icons enter the target area containing a defensive building icon on the minimap, increasing the number of element icons in the target area from one to three, exceeding a preset threshold of 2. Upon detecting this exceeding limit, the terminal device automatically scales down the three element icons in the target area according to their respective scaling ratios. The two virtual character icons are scaled down to a certain ratio, and the defensive building icon is scaled down to another ratio. After scaling down, the overlapping area between the three icons decreases, allowing the player to directly identify the outline and status information of the defensive building icon on the minimap. The player can confirm the existence and status of the defensive building without needing to place their finger on the minimap to switch views. Figure 4The diagram shows a minimap with a scaled-down target area. Virtual character icons B2 and A1 and resource object icons are scaled down according to their respective scaling ratios. The element icons in the target area where virtual character icon A2 is located do not exceed a preset quantity threshold (e.g., the quantity threshold is 1) and are therefore not resized.
[0070] In an information display method provided in one embodiment of this application, the element icons are scaled down according to their respective scaling ratios, including: The virtual character icon is displayed at a reduced size according to a first scaling ratio, and the resource object icon is displayed at a reduced size according to a second scaling ratio; wherein the reduction degree corresponding to the second scaling ratio is greater than the reduction degree corresponding to the first scaling ratio.
[0071] The method provided in this embodiment enables virtual character icons and resource object icons to be scaled differently when displaying element icons within a target area, with the resource object icons shrinking more than the virtual character icons. This creates a clear visual hierarchy in the scaled-down display. Because the virtual character icons maintain a relatively large display size, players can quickly and continuously identify the identity and location of the virtual character. While the resource object icons shrink even more, the size difference between them and the virtual character icons makes them more clearly distinguishable from overlapping areas. This allows players to obtain the status information of resource objects from the player's perspective without additional operation, enhancing the intuitiveness of the interactive experience.
[0072] The above plan will be explained in detail below.
[0073] The first scaling ratio is a pre-set scaling parameter for the virtual character icon, used to control the degree to which the virtual character icon shrinks when the scaling mechanism is triggered. This scaling ratio determines the display size of the virtual character icon relative to its original size after shrinking, ensuring that the virtual character icon maintains high recognizability even after shrinking.
[0074] In an optional implementation, the first scaling ratio can be a pre-configured fixed ratio value. The setting of this ratio value needs to take into account both the recognizability of the virtual character icon after it is shrunk and the spatial release effect within the target area, so as to ensure that the virtual character icon can still allow players to quickly identify the corresponding virtual character identity and faction affiliation after it is shrunk.
[0075] In an optional implementation, the first scaling factor serves to provide a moderate reduction in the size of the virtual character icon, freeing up sufficient display space without losing key identifying features, thereby making room for other element icons (especially resource object icons) within the same area to be observed.
[0076] The second scaling ratio is a pre-set scaling parameter for the resource object icon, used to control the degree to which the resource object icon shrinks when the scaling mechanism is triggered. The shrinkage corresponding to the second scaling ratio is greater than that corresponding to the first scaling ratio, meaning that the resource object icon will be displayed as a smaller size than the virtual character icon after scaling, thus creating a clear visual difference in size.
[0077] In an optional implementation, the second scaling ratio makes the display area of the resource object icon smaller than that of the virtual character icon after scaling down. This differentiated size contrast design allows the resource object icon to be recognized and distinguished by players with its unique small size feature in a dense group of icons.
[0078] In an optional implementation, the intention of scaling down the second scaling ratio to a greater degree than the first scaling ratio is that resource object icons typically represent relatively static battlefield elements on the minimap, with a low frequency of position changes. Even at a smaller display size, they can still be identified by their fixed position and characteristic graphics. Therefore, setting their scaling down to a greater degree will not significantly affect their identification effect.
[0079] In one specific application of this embodiment, the graphical user interface of the terminal device displays a minimap of the game scene. Within a target area containing a defensive building icon on the minimap, two virtual character icons are clustered. When the number of element icons exceeds a preset threshold, a scaling mechanism is triggered. The terminal device shrinks the two virtual character icons by a first scaling ratio and the defensive building icon by a second scaling ratio, where the second scaling ratio corresponds to a greater degree of shrinkage than the first scaling ratio. After scaling, the area on the minimap displays two relatively large virtual character icons and one significantly smaller defensive building icon. The overlapping area between the three icons is greatly reduced, allowing players to intuitively distinguish between the virtual character icons and the defensive building icons based on size differences, confirming the status information corresponding to the defensive building icon without switching perspectives.
[0080] In an information display method provided in one embodiment of this application, the target area is a preset range area determined based on the position of the resource object icon.
[0081] The method provided in this embodiment determines the target area based on the position of the resource object icon, thereby anchoring the trigger range of visual adjustments around the resource object that needs attention and protection. This ensures that when a virtual character icon approaches and may obscure a resource object icon, the terminal device can accurately trigger a visual adjustment operation within the local area where the resource object icon is located. This method of establishing a detection area centered on the resource object icon ensures that visual adjustments always revolve around the key battlefield information that players most need to obtain, avoiding unnecessary visual adjustments in areas unrelated to resource objects, and improving the accuracy and rationality of the interactive experience.
[0082] The above plan will be explained in detail below.
[0083] The location of the resource object icon refers to its displayed coordinates on the minimap. This location serves as a reference point for determining the target area, i.e., the center or anchor point of the target area. The location of the resource object icon is determined by mapping the actual coordinates of its corresponding resource object in the game scene to the minimap, thus possessing relatively fixed spatial positional characteristics.
[0084] In an optional implementation, the position of the resource object icon can be the center point coordinates of the resource object icon in the minimap coordinate system. These coordinates serve as the geometric center for subsequently defining a preset range area, thereby defining the spatial range that needs to be occlusion detected and visualized.
[0085] In an optional implementation, the position of the resource object icon serves to provide a unique and definite reference benchmark for the spatial positioning of the target area, so that each resource object icon can have an independent detection area centered on its own position, thereby enabling separate monitoring of different resource objects.
[0086] The preset range area is a spatial region centered on the location of the resource object icon and defined according to pre-set range parameters. The relationship between virtual character icons and resource object icons appearing within this area will be included in the judgment scope of occlusion detection and visualization adjustment. The size and shape of this preset range area can be configured according to actual needs.
[0087] In an optional implementation, the preset range area can be a rectangular area centered on the position of the resource object icon, with a side length of a preset fixed value. This rectangular area defines the spatial boundary for the terminal device to perform occlusion detection, and the corresponding visual adjustment judgment will only be triggered when the virtual character icon enters the rectangular area.
[0088] In an optional implementation, the function of the preset range area is to provide a reasonable spatial judgment window for occlusion detection, enabling the terminal device to efficiently complete the detection of occlusion relationships with limited computing resources, and avoiding pixel-by-pixel occlusion comparison of the entire small map.
[0089] In a specific application, during a game, the terminal device displays the game scene on a minimap, including a defensive building icon located at a route intersection. Using the defensive building icon's position on the minimap as a reference, the terminal device defines a pre-defined area as the target area. During the game, a friendly virtual character moves towards the defensive building from a distance. When the virtual character's icon enters the pre-defined area defined by the defensive building icon's position, the terminal device detects overlap between the virtual character icon and resource object icons within the target area. It then performs visual adjustments to the element icons in the target area to ensure that the status information corresponding to the defensive building icon can be recognized by the player.
[0090] In an embodiment of this application, an information display method is provided. After the icons of each element within the target area are scaled down according to their respective scaling ratios, the method further includes: In response to the increase in the number of element icons after the addition of new element icons in the target area, the scaling ratio of each element icon in the target area is adjusted to increase the degree of shrinkage of each element icon.
[0091] The method provided in this embodiment enables the terminal device to dynamically adjust the scaling ratio of each element icon after the scaling display has been triggered. When the number of element icons in the target area increases further due to the entry of new virtual characters or resource objects, the scaling ratio of each icon is increased, thus ensuring the continued recognizability of resource object icons even in a more crowded display environment. This progressive scaling adjustment mechanism allows the minimap display to adapt to the dynamic changes in the battlefield situation in real time. Regardless of how many virtual character icons enter the target area, players can always obtain key resource status information without switching perspectives, significantly improving the continuity and reliability of the interactive experience.
[0092] The above plan will be explained in detail below.
[0093] Specifically, the addition of new element icons within the target area refers to the movement of new virtual character icons or resource object icons from outside the target area into the area that has already been zoomed in, resulting in a further increase in the total number of element icons within the area. The appearance of these new element icons means that the icon density within the area has further increased, and the current zoom level is no longer sufficient to effectively alleviate the overlapping and occlusion problem.
[0094] In an optional implementation, the newly added element icon may be a virtual character icon that has newly entered the target area due to the movement of the virtual character in the game process. The terminal device continuously monitors the boundary of the target area in the existing zoomed display state. When a new element icon is detected to cross the boundary of the area, it is determined that a new event has occurred.
[0095] In an optional implementation, the detection of the newly added element icon continues after the scaling mechanism has been triggered. Its function is to provide triggering conditions for subsequent secondary adjustments to the scaling ratio, ensuring that the scaling mechanism can dynamically respond to changes in the number of icons in the area, rather than remaining fixed after the first trigger.
[0096] The adjustment of the scaling ratio of each element icon in the target area to increase the shrinkage of each element icon refers to the terminal device updating the currently used scaling ratio parameter after detecting an increase in the number of element icons in the target area, so that each element icon is displayed at a smaller size than before under the adjusted scaling ratio, in order to further free up display space in the target area and alleviate the problem of increased occlusion caused by the addition of icons.
[0097] In an optional implementation, the scaling ratio adjustment can be based on the current scaling ratio, further increasing or decreasing the scaling degree according to a preset adjustment step size. Whenever a new element icon is added to the target area, the terminal device adjusts the scaling ratio of each element icon according to the adjustment step size, so that the display size of the icon is further reduced.
[0098] In an optional implementation, the purpose of increasing the scaling of each element icon is to dynamically adapt to the continuously increasing icon density within the target area, ensuring that no matter how many element icons are gathered in the area, the resource object icon can always remain recognizable in the scaled icon arrangement and will not be completely obscured again due to the continuous increase in the number of icons.
[0099] In a specific application, during a game, the terminal device displays the game scene on a minimap. Within a target area containing a defensive building icon, there are already two virtual character icons, exceeding a preset threshold and being scaled down. When a third virtual character icon moves into the target area from another part of the map, the terminal device detects the new icon and increases the number of icons in the target area from three to four. It then adjusts the scaling of all four icons, increasing their reduction in size. After the adjustment, all four icons are displayed in a smaller size within the target area, further reducing the overlap between them. The defensive building icon remains identifiable even at a smaller size, allowing players to easily monitor the minimap to confirm the status of defensive buildings and the distribution of virtual characters around them.
[0100] In an information display method provided in one embodiment of this application, adding an identification mark to the virtual character icon includes: In response to the presence of at least one virtual character icon obscuring the resource object icon within the target area, a target virtual character icon is determined from the at least one virtual character icon, and an identification mark is added to the target virtual character icon, the identification mark being used to indicate the presence of an obscured resource object.
[0101] The method provided in this embodiment enables the terminal device to automatically identify a target virtual character icon from at least one of the occluding virtual character icons when a virtual character icon obscures a resource object icon within a target area on the minimap. A marker is then added to this target virtual character icon to visually convey to the player the crucial information that an obscured resource object exists in the area. This dynamic obscuration marking mechanism avoids the burden on players who need to manually switch perspectives to confirm the existence of obscured resource objects when icons overlap. It allows players to maintain their current primary perspective while instantly obtaining the presence status of obscured resource objects through the marker, effectively improving the convenience of the interactive experience and the immediacy of information retrieval.
[0102] The above plan will be explained in detail below.
[0103] Wherein, the occlusion of the resource object icon by at least one virtual character icon means that within the target area of the minimap, the display area of one or more virtual character icons overlaps with the display area of the resource object icon in space, and because the display priority of the virtual character icon is higher than that of the resource object icon, the resource object icon is partially or completely covered, making it impossible for the player to directly identify the status information corresponding to the resource object icon from the minimap.
[0104] In an optional implementation, the at least one virtual character icon occludes the resource object icon. Specifically, when the terminal device renders the minimap, it detects that there is an intersection between the pixel areas of one or more virtual character icons and the resource object icon, and the virtual character icon is displayed on top of the resource object icon, thereby causing the visible area of the resource object icon to be compressed or completely disappeared. Its function is to provide the terminal device with a basis for determining whether to trigger subsequent markup addition operations.
[0105] In an optional implementation, the occlusion determination can be achieved by the terminal device calculating whether there is an overlapping area between the display boundary of each virtual character icon and the display boundary of the resource object icon. Its function is to monitor the dynamically changing icon spatial relationship on the minimap in real time so as to trigger the corresponding visualization adjustment strategy in a timely manner when occlusion occurs.
[0106] Specifically, determining a target virtual character icon from the at least one virtual character icon means that the terminal device selects one virtual character icon from multiple virtual character icons that are obscured, according to a preset selection rule, as the target object carrying the identification mark. This selection process ensures that only one virtual character icon is marked in a target area, thereby avoiding redundant display of the mark.
[0107] In an optional implementation, determining a target virtual character icon from at least one virtual character icon specifically means that the terminal device selects the most suitable virtual character icon from all virtual character icons that are currently obscuring the resource object icon, according to a preset selection strategy, as the carrier of the identification mark. Its function is to make the position of the identification mark and the obscured resource object visually form the most direct association, so that the player can quickly understand the information indicated by the mark.
[0108] In an optional implementation, the determination of the target virtual character icon can be based on the spatial relationship between the virtual character icon and the resource object icon. Its function is to ensure that the selected target virtual character icon and the obscured resource object icon have the closest spatial relationship on the minimap, so that the marker added to it can most intuitively indicate the location of the obscured resource object.
[0109] The step of adding an identifier to the target virtual character icon refers to the terminal device overlaying a visual marker element on the display area of the icon after determining the target virtual character icon. This marker element can convey to the player a prompt that there is an obscured resource object at that location without obscuring the main information of the target virtual character icon itself.
[0110] In an optional implementation, adding an identifier to the target virtual character icon specifically refers to the terminal device rendering a marker graphic with a specific visual style at a preset position (such as above the icon, at the edge of the icon, etc.) of the target virtual character icon. This marker graphic is displayed as an additional information layer superimposed on the target virtual character icon, and its function is to provide players with a visual clue to perceive the existence status of the obscured resource object without switching perspectives.
[0111] In an optional implementation, the identification mark can be added by the terminal device by adding a mark display layer above the display layer of the target virtual character icon, and rendering the identification mark on the mark display layer so that the identification mark is always visible and not obscured by other icons. Its function is to ensure that the identification mark can be clearly identified by the player in any icon arrangement, thereby reliably conveying the existence information of the obscured resource object.
[0112] The marker used to indicate the existence of an obscured resource object means that the semantic information carried by the marker is "there is a resource object that is not directly visible due to being obscured in the area where the current target virtual character icon is located". Players can know that the resource object in the area still exists by observing the marker, without having to manually switch the view to confirm it.
[0113] In an optional implementation, the identifier is used to represent the existence of an obscured resource object. Specifically, the identifier conveys a clear semantic to the player through its specific visual form (such as shape, color, pattern, etc.): "There is a resource object here that is obscured by the current virtual character icon." Its function is to present the information of the resource object that was originally invisible due to obscuration to the player through an indirect visual expression, thus making up for the information loss caused by the obscuration of direct visual information.
[0114] In an optional implementation, the marker indicates the presence of an obscured resource object and can also be used to indicate that "if no marker is displayed on the target virtual character icon, it means that there is no obscured resource object at that location." Its function is to make the presence or absence of the marker form a set of comparative information prompts to help players make a more comprehensive judgment of the battlefield situation.
[0115] In a specific application, during the mid-game phase of a match, within the target area of a defensive building icon on the minimap, two friendly virtual character icons move sequentially to a position near that defensive building icon. Because virtual character icons have higher display priority than defensive building icons, their display areas overlap, completely obscuring the defensive building icon. After detecting the obscuring effect of two virtual character icons on the defensive building icon, the terminal device identifies one of them as the target virtual character icon and adds a marker to it. This marker indicates the presence of an obscured defensive building at that location. When observing the minimap, the player can directly determine that the defensive building still exists based on the marker on the target virtual character icon, without needing to place their finger on the area on the minimap to switch perspectives for confirmation. This allows for real-time acquisition of the status information of the obscured resource object while maintaining the current main view operation; for example... Figure 5 The diagram illustrates a type of marker on a minimap, where virtual character icons B2 and B1 both show obscured markers.
[0116] In an information display method provided in one embodiment of this application, determining a target virtual character icon from the at least one virtual character icon includes: The virtual character icon that is closest to the resource object icon among the at least one virtual character icons is determined as the target virtual character icon.
[0117] The method provided in this embodiment enables a terminal device to select a target virtual character icon from multiple virtual character icons that obscure resource object icons. It employs a nearest-distance selection rule, determining the virtual character icon that is closest to the resource object icon as the target. This distance-based selection strategy ensures that the identifier is added to the virtual character icon that is spatially closest to the obscured resource object icon. This creates the strongest visual association between the display position of the identifier and the actual position of the obscured resource object. Players can intuitively determine the approximate location of the obscured resource object when observing the identifier, effectively improving the accuracy and timeliness of information delivery in the interactive experience.
[0118] The phrase "closest to the resource object icon" refers to calculating the distance metric between each virtual character icon that occludes the resource object icon and the resource object icon in the coordinate space of the minimap, and identifying the virtual character icon with the smallest distance metric as the closest icon. This distance metric can be calculated based on the Euclidean distance or Manhattan distance between the center points of the two icons in the minimap coordinate system.
[0119] In an optional implementation, the phrase "closest to the resource object icon" specifically refers to the terminal device acquiring the center coordinates of each virtual character icon that obscures the resource object icon, as well as the center coordinates of the resource object icon, and calculating the distance between the center coordinates of each virtual character icon and the center coordinates of the resource object icon. The virtual character icon with the smallest distance value is the closest virtual character icon. Its purpose is to provide an objective, spatially based quantitative indicator to determine the most suitable identifier carrying object.
[0120] In an optional implementation, the determination of the closest distance can also be based on the minimum spacing between the display boundaries of the icons. That is, it considers not only the distance between the center points, but also the closest distance between the display area boundaries of the two icons. Its function is to more accurately reflect the visual proximity of the two icons, so that the position of the marker and the icon of the obscured resource object are more visually related.
[0121] In an information display method provided in one embodiment of this application, after adding an identification mark to the target virtual character icon, the method further includes: In response to the fact that the element icons within the target area remain unchanged and the occlusion relationship between the target virtual character icon and the resource object icon remains unchanged, the display of the identifier on the target virtual character icon remains unchanged; wherein, the element icons within the target area remain unchanged includes the fact that the type and number of element icons within the target area do not change.
[0122] The method provided in this embodiment ensures that after adding an identifier to the target virtual character icon, the terminal device maintains the identifier's display on the target virtual character icon unchanged when the type and number of element icons within the target area remain unchanged, and the occlusion relationship between the target virtual character icon and the resource object icon also remains unchanged. This maintenance mechanism ensures that the identifier will not experience unnecessary disappearance, re-addition, or positional changes when the occlusion conditions do not substantially change, thus providing players with stable and continuous information feedback and effectively improving the predictability and consistency of visual information in the interactive experience.
[0123] The above plan will be explained in detail below.
[0124] The phrase "the element icons within the target area remain unchanged" means that during the continuous monitoring process after the addition of the marker, the type and number of element icons contained in the target area do not change. That is, no new element icons enter the target area, and no existing element icons leave or disappear from the target area, and the type attributes of each element icon remain unchanged.
[0125] In an optional implementation, the element icons within the target area remain unchanged. Specifically, after the terminal device adds the identifier, it continuously monitors the status of the element icons within the target area, compares the set of element icons in the current frame with the set of element icons at the time the identifier was added, and if the icon type composition and number of icons are completely identical, it is determined that the element icons within the target area remain unchanged. Its function is to provide the first prerequisite for determining whether the identifier display remains unchanged.
[0126] In an optional implementation, the determination that the element icon remains unchanged includes a dual check on type and quantity. That is, it is determined to remain unchanged only when both type and quantity meet the condition of invariance. Its function is to exclude the situation where only the quantity remains unchanged but the type changes (such as when one virtual character icon leaves while another virtual character icon enters), and to ensure that the determination result can truly reflect whether the overall state of the element icons in the target area has undergone a substantial change.
[0127] The statement that the occlusion relationship between the target virtual character icon and the resource object icon has not changed means that after the identification mark is added, the target virtual character icon still occludes the resource object icon, and the degree and manner of occlusion have not changed substantially. In other words, the spatial positional relationship between the target virtual character icon and the resource object icon remains within the range of occlusion.
[0128] In an optional implementation, the occlusion relationship has not changed. Specifically, the terminal device continuously detects the overlap of the display areas between the target virtual character icon and the resource object icon. If the target virtual character icon still overlaps with the resource object icon in the display area and the nature of the overlap relationship has not changed (e.g., from partial occlusion to complete non-occlusion), then it is determined that the occlusion relationship has not changed. Its function is to provide a second precondition for determining whether the identification mark remains unchanged.
[0129] In an optional implementation, the determination that the occlusion relationship has not changed may also include the evaluation of the occlusion direction and the proportion of the occlusion area. As long as the occlusion still exists and has not decreased to a negligible level, it is determined that the occlusion relationship has not changed. Its function is to allow the position fluctuation of the target virtual character icon within a small range to not trigger the recalculation and update of the identifier, thus maintaining the visual stability of the identifier display.
[0130] The phrase "maintaining the display of the identifier on the target virtual character icon" means that after determining that both of the above two preconditions are met, the terminal device does not perform any modification, removal, or re-addition of the identifier, and keeps the identifier displayed on the target virtual character icon with its original style, position, and size.
[0131] In an optional implementation, maintaining the unchanged display of the identifiers specifically means that when the terminal device detects that the element icons in the target area remain unchanged and the occlusion relationship has not changed during the rendering loop, it skips the recalculation and update process of the identifiers and directly uses the identifier rendering result of the previous frame for display. Its purpose is to ensure that the identifiers present visual continuity and stability when the external conditions have not changed substantially, and to avoid confusion for players due to unnecessary flickering or jumping of the identifiers.
[0132] In an optional implementation, maintaining the display unchanged also means that even if there are minor positional changes to other virtual character icons within the target area (but without changing the type or number of element icons, or altering the occlusion relationship between the target virtual character icon and the resource object icon), the identifier remains unchanged on the original target virtual character icon. Its function is to avoid visual instability caused by frequent reselection of the target virtual character icon and re-addition of the identifier due to non-critical positional changes. For example, if another non-target virtual character icon moves within the target area but remains within the target area, and the occlusion relationship between the target virtual character icon and the resource object icon remains unchanged, the terminal device does not remove the identifier from the current target virtual character icon and transfer it to another virtual character icon; instead, it maintains the original identifier display state unchanged.
[0133] In a specific application, during a game, within a target area on the minimap where a defensive building icon is located, two friendly virtual character icons simultaneously obscure that defensive building icon. The terminal device has identified the first virtual character icon, which is closer to the defensive building icon, as the target virtual character icon and added an identifier to it. In the subsequent game progress, neither of the two virtual character icons leaves the target area, nor do any new element icons enter the target area, and the first virtual character icon continues to obscure the defensive building icon. Although the position of the second virtual character icon slightly changes during this period, bringing it closer to the defensive building icon, because the type and number of element icons within the target area remain unchanged, and the obscuring relationship between the first virtual character icon and the defensive building icon remains unchanged, the terminal device maintains the identifier on the first virtual character icon and does not transfer the identifier to the second virtual character icon.
[0134] In one embodiment of this application, an information display method is provided, the method further includes: Step S91: In response to the target virtual character corresponding to the target virtual character icon leaving the target area or being eliminated, the identification mark on the target virtual character icon is canceled.
[0135] Step S92: In response to the fact that other virtual character icons still obscure the resource object icon after the identification mark is removed, a new target virtual character icon is determined from the other virtual character icons, and the identification mark is added to the new target virtual character icon.
[0136] The method provided in this embodiment enables the terminal device to promptly remove the identifier from the target virtual character icon when the target virtual character no longer obscures the resource object icon due to leaving the target area or being eliminated. If obscuration still exists, a new target virtual character icon is identified from other virtual character icons to add the identifier, achieving dynamic continuity and real-time updating of the identifier. This dynamic continuity mechanism ensures that the identifier always appears on the virtual character icon that obscures the resource object icon, keeping the information conveyed by the identifier—"the existence of an obscured resource object"—in real-time synchronization with the actual battlefield situation. Players can continuously obtain the status information of obscured resource objects without any additional operation, effectively improving the immediacy of the interactive experience and the continuity of information transmission.
[0137] The above plan will be explained in detail below.
[0138] In step S91, in response to the target virtual character corresponding to the target virtual character icon leaving the target area or being eliminated, the identification mark on the target virtual character icon is canceled.
[0139] The phrase "the target virtual character leaves the target area" means that the position of the virtual character corresponding to the target virtual character icon in the game scene has changed, causing its mapped position on the minimap to move out of the target area, so that the target virtual character icon is no longer located in the target area and therefore no longer obscures the resource object icon.
[0140] In an optional implementation, the departure of the target virtual character from the target area specifically means that, during the continuous monitoring of the position of the target virtual character icon, the terminal device detects that the center coordinates of the icon have exceeded the boundary of the target area. That is, the virtual character icon has completely or partially moved out of the target area and no longer overlaps with the resource object icon in space. Its function is to provide a basis for determining the first trigger condition for canceling the identification mark.
[0141] In an optional implementation, the determination of leaving the target area can be based on the positional relationship between the center coordinates of the target virtual character icon and the boundary of the target area. When the center coordinates are outside the boundary of the target area, it is determined that the character has left. Its function is to provide a simple and efficient way to determine leaving.
[0142] The elimination of the target virtual character means that the virtual character corresponding to the target virtual character icon is defeated or eliminated in the game, causing the virtual character icon to disappear from the minimap and thus no longer obscure the resource object icon.
[0143] In an optional implementation, the elimination of the target virtual character specifically refers to the terminal device receiving a state change event of the target virtual character in the game logic. This event indicates that the target virtual character has entered the eliminated state, and the terminal device removes the virtual character icon from the minimap accordingly. Its function is to provide a second trigger condition for determining the cancellation of the marker.
[0144] In an optional implementation, the elimination may also include the situation where the target virtual character enters an invisible state (such as entering a resurrection waiting state), causing its icon to temporarily disappear from the minimap. Its function is to ensure that no matter what reason the target virtual character disappears from the minimap, the marker on it can be removed in time.
[0145] Specifically, canceling the identifier on the target virtual character icon means that after the terminal device determines that the target virtual character has left the target area or has been eliminated, it removes the identifier previously added to the target virtual character icon from the display, so that no identifier is displayed on the icon.
[0146] In an optional implementation, canceling the identifier specifically means that the terminal device removes the rendering object of the identifier from the display layer of the target virtual character icon, so that the identifier is no longer displayed in the rendering result of the next frame. Its purpose is to promptly clear the invalid identifier information and avoid misleading the player by still displaying the identifier when the target virtual character icon no longer obscures the resource object icon.
[0147] In an optional implementation, the operation of canceling the marker can be performed immediately in the current frame or the next frame after the trigger condition is detected, so as to ensure the synchronization between the cancellation of the marker and the change in the state of the target virtual character. Its function is to ensure that there is no obvious time delay between the marker information displayed on the minimap and the actual state of the game.
[0148] In a specific application, during a game, within a target area on the minimap where a defensive building icon is located, the first virtual character icon serves as the target virtual character icon, and a marker indicating the presence of an obscured defensive building has been added to it. As the game progresses, the virtual character corresponding to the first icon moves to other areas of the map, gradually moving beyond the boundary of the target area on the minimap. Once the terminal device detects that the virtual character has left the target area, it immediately removes the marker from the first virtual character icon.
[0149] In step S92, in response to the fact that other virtual character icons still obscure the resource object icon after the identification mark is removed, a new target virtual character icon is determined from the other virtual character icons, and the identification mark is added to the new target virtual character icon.
[0150] The phrase "after the removal of the identifier, other virtual character icons still obscure the resource object icon" means that after the terminal device removes the identifier from the original target virtual character icon, there are still other virtual character icons in the target area besides the original target virtual character icon, and at least one of these other virtual character icons obscures the resource object icon, indicating that the resource object icon is still in an obscured state.
[0151] In an optional implementation, if other virtual character icons still obscure the resource object icon after the marker is removed, specifically, after the terminal device performs the marker removal operation, it rescans the target area to detect whether there is any overlap between the display areas of other virtual character icons and resource object icons. If the detection result is that there is, it is determined that there is still obstruction, and the marker needs to be re-added. Its purpose is to ensure that even if the original virtual character icon carrying the marker has left or disappeared, as long as the resource object icon is still obscured, the player can continue to obtain the existence information of the obscured resource object through the marker.
[0152] In an optional implementation, the rescanning process can be completed within the same frame as the cancellation operation to ensure that the identifier can be re-added to the new target virtual character icon in the shortest possible time after cancellation, avoiding a brief blank period for the identifier. Its function is to ensure the continuity of the identifier and the uninterrupted transmission of information.
[0153] Specifically, the step of re-determining a new target virtual character icon from the other virtual character icons refers to the terminal device selecting a new virtual character icon as the new identifier carrier from the other virtual character icons that are still obscuring the resource object icon, according to a preset selection rule (such as the nearest distance rule).
[0154] In an optional implementation, the re-determination of the new target virtual character icon specifically refers to the terminal device performing the same selection process as the initial determination on other virtual character icons that are still obscuring the resource object icon, selecting the most suitable virtual character icon as the new target virtual character icon. This ensures the consistency of the selection logic for the identifier during the successive process. For example, after removing the identifier from the first virtual character icon, if the terminal device finds that the second virtual character icon is still obscuring the defense building icon within the target area, it will determine the second virtual character icon as the new target virtual character icon.
[0155] In an optional implementation, if only one virtual character icon remains in the target area after the identification mark is removed, obscuring the resource object icon, then there is no need to perform a selection comparison; the virtual character icon can be directly identified as the new target virtual character icon. Its function is to simplify the determination process in the case of a single candidate.
[0156] The step of adding the identifier to the new target virtual character icon refers to the terminal device performing an identifier addition operation on the new target virtual character icon after determining the new target virtual character icon, so that the identifier is transferred from the original target virtual character icon to the new target virtual character icon for display, thereby continuing to convey the information that there is an obscured resource object to the player.
[0157] In an optional implementation, adding an identifier to the new target virtual character icon specifically refers to the terminal device rendering an identifier of the same style as before on the display layer of the new target virtual character icon, so that the player can see the identifier appearing in a new location on the minimap. Its function is to achieve seamless continuity of the identifier and ensure that the player can continuously perceive the existence of the obscured resource object.
[0158] In an optional implementation, the method of adding the identifier is the same as the method of adding it to the original target virtual character icon, keeping the visual style, size and relative position of the identifier unchanged. Its function is to enable players to quickly identify the meaning of the identifier through a consistent visual presentation, thereby reducing cognitive burden.
[0159] In a specific application, during a game, within a target area on the minimap where a defensive building icon is located, the first virtual character icon is marked as the target virtual character icon, while a second virtual character icon also obscures the defensive building icon within the target area. When the virtual character corresponding to the first virtual character icon is eliminated in the game, the terminal device removes the mark from the first virtual character icon. It then detects that the second virtual character icon is still obscuring the defensive building icon within the target area, identifies the second virtual character icon as the new target virtual character icon, and adds a mark to it. The player sees the mark shift from the first virtual character icon to the second, continuously sensing the presence of defensive buildings in that area.
[0160] In an information display method provided in one embodiment of this application, the style of the identification mark is associated with the type of the resource object being obscured; different types of resource objects correspond to different styles of identification marks.
[0161] The method provided in this embodiment establishes a correlation between the style of the identifier and the type of the obscured resource object. Different types of resource objects correspond to different styles of identifiers, so that players can not only determine whether there is an obscured resource object by the presence or absence of the identifier, but also further identify the type information of the obscured resource object by the specific style of the identifier.
[0162] The association between the style of the identifier and the type of the obscured resource object means that the visual presentation of the identifier (including at least one of the visual attributes such as shape, color, pattern, and size) is determined according to the specific type of the obscured resource object. When a resource object of the same type is obscured, the style of the corresponding identifier is fixed and predictable.
[0163] In an optional implementation, the style of the identifier is associated with the type of the obscured resource object. Specifically, the terminal device pre-configures a mapping table between resource object types and identifier styles. When an identifier needs to be added to the target virtual character icon, the terminal device queries the mapping table according to the type of the obscured resource object, obtains the corresponding identifier style, and renders it. Its purpose is to ensure that the identifier can accurately reflect the type information of the obscured resource object, providing players with a visual identification basis for the type dimension.
[0164] The different styles of identifiers corresponding to different types of resource objects refer to the fact that in the mapping relationship between resource object types and identifier styles, the identifier styles corresponding to each resource object type have visual distinction, so that players can uniquely determine the type of the obscured resource object by observing the style of the identifier.
[0165] In an optional implementation, the different types of resource objects correspond to different styles of identification marks. Specifically, the terminal device designs visually distinct identification mark styles for various resource objects in the game (such as defensive buildings, monsters, minions, etc.), including but not limited to differences in shape, color, and pattern. Its purpose is to ensure that players can quickly and unambiguously identify the specific type of the obscured resource object when they observe the identification marks.
[0166] In one embodiment of this application, an information display method is provided, the method further includes: In response to the resource object corresponding to the resource object icon being destroyed, the resource object icon is removed from the minimap, and no identifier is added to any virtual character icon; wherein, the identifier is not displayed on the virtual character icon located at the original position of the resource object, indicating that the resource object no longer exists.
[0167] The method provided in this embodiment enables the terminal device to remove the resource object icon from the minimap when the resource object is destroyed in a game, without adding any marker to any virtual character icons. Simultaneously, the virtual character icon at the original location of the resource object also displays no marker, thus indicating that the resource object no longer exists. This mechanism conveys the opposite semantic information to the player—that the resource object at that location has been destroyed and no longer exists on the battlefield—through the "absence" of the marker. When observing the minimap, if a player finds that the virtual character icons in a certain area are without markers, they can infer that the resource objects that might have existed in that area have been destroyed without needing to switch perspectives for confirmation, effectively improving the immediacy and convenience of information acquisition in the interactive experience.
[0168] The phrase "the resource object corresponding to the resource object icon has been destroyed" means that the existence state of the resource object in the game logic has undergone a final change, that is, the resource object has been destroyed, killed or removed due to an attack or other game mechanics, and no longer exists as an entity object in the game world.
[0169] In an optional implementation, the destruction of a resource object specifically refers to the terminal device receiving a resource object status change notification from the game logic layer. This notification indicates that a specific resource object has entered a destroyed state, and its purpose is to provide triggering conditions for subsequent icon removal and marker addition operations. For example, in a game, after a defensive building is continuously attacked by an enemy virtual character, its durability drops to zero. The game logic triggers a destruction event for the defensive building. After receiving the destruction event notification, the terminal device determines that the defensive building has been destroyed.
[0170] In an optional implementation, the destruction of the resource object can also mean that the terminal device obtains the real-time status information of the resource object through polling or listening. When the status of a certain resource object changes from "alive" to "destroyed", it is determined that the resource object has been destroyed. Its function is to ensure that the terminal device can promptly perceive the change in the status of the resource object and trigger the corresponding display update operation.
[0171] The removal of the resource object icon from the minimap means that after the terminal device confirms that the resource object has been destroyed, it deletes the icon corresponding to the resource object on the minimap from the rendering list, so that the icon is no longer displayed on the minimap and the visual representation of the resource object is no longer presented at that location on the minimap.
[0172] In an optional implementation, the removal of the resource object icon from the minimap specifically means that the terminal device deletes the rendering object of the resource object icon from the rendering queue of the minimap, so that the resource object icon is no longer drawn at that position in subsequent frame rendering. Its purpose is to keep the displayed content of the minimap consistent with the actual existence state in the game world, and resource objects that have been destroyed should not continue to be presented on the minimap.
[0173] In an optional implementation, the removal operation can be performed immediately in the current frame or the next frame after receiving the resource object destruction event, to ensure that the removal of the icon on the minimap is synchronized with the destruction of the resource object in the game world. This is intended to avoid misleading the player by displaying icons of resource objects that no longer exist on the minimap.
[0174] The phrase "not adding any identifier to any virtual character icon" means that when a resource object has been destroyed and its icon has been removed from the minimap, the terminal device will no longer perform any occlusion detection and identifier addition operations for the destroyed resource object, even if there are virtual character icons at the original location of the resource object, and will not add any identifier related to the resource object to these virtual character icons.
[0175] In an optional implementation, the phrase "not adding any identifier to any virtual character icon" specifically means that after a resource object is destroyed, the terminal device removes the resource object from the candidate target list for occlusion detection. Subsequent occlusion detection processes will no longer target the destroyed resource object, thus avoiding triggering conditions that require adding identifiers. Its purpose is to logically ensure that destroyed resource objects no longer trigger any identifier addition operations.
[0176] In an optional implementation, if an identifier is displayed on a virtual character icon before the resource object is destroyed, the terminal device must also cancel the existing identifier when the resource object is destroyed to ensure that no residual identifier continues to be displayed on the virtual character icon. Its function is to ensure the integrity of the full lifecycle management of identifiers.
[0177] The absence of the identifier on the virtual character icon at the original location of the resource object indicates that the resource object no longer exists. This means that after the resource object is destroyed, the virtual character icon at the original location of the resource object does not display any identifier related to the resource object. By observing the absence of the identifier on the virtual character icon, players can infer that the resource object that originally existed at that location has been destroyed and no longer exists.
[0178] In an information display method provided in one embodiment of this application, the visualization adjustment further includes: In response to the virtual character corresponding to the virtual character icon and the resource object corresponding to the resource object icon satisfying the hostile interaction condition, a state mask is superimposed on the virtual character icon.
[0179] The method provided in this embodiment enables the terminal device to automatically overlay a status mask on the corresponding virtual character icon when a virtual character and a resource object on the minimap meet the conditions for hostile interaction. This visually highlights the key battlefield information—that a hostile interaction is currently taking place—to the player. This hostile status highlighting mechanism allows players to instantly perceive which virtual characters are in a hostile interaction with resource objects through the status mask on the minimap without switching perspectives, effectively improving the convenience of the interaction experience and the immediacy of information acquisition.
[0180] The condition that the virtual character corresponding to the virtual character icon and the resource object corresponding to the resource object icon meet the hostile interaction condition means that in the game logic, the relationship between the virtual character and the resource object reaches the preset hostile interaction judgment standard. This judgment standard is used to determine whether the two are in or about to enter an adversarial interaction state. Its function is to provide the terminal device with the judgment basis for triggering the state mask overlay operation, so that the display of the state mask is only activated when there is a real hostile interaction, avoiding irrelevant state prompts from causing visual interference to the player.
[0181] In an optional implementation, the condition of satisfying hostile interaction specifically refers to the virtual character and the resource object being in an adversarial relationship within the framework of game rules, and the spatial distance or interaction state between them satisfying a preset triggering rule. Its function is to accurately filter out combinations of virtual characters and resource objects that are currently or about to have hostile interactions, so that the terminal device only overlays a state mask on the virtual character icons corresponding to these specific combinations.
[0182] In an optional implementation, the condition of satisfying hostile interaction can also mean that the virtual character and the resource object are on opposing sides, and the virtual character has entered the effective range where the resource object can launch a counterattack. Its function is to associate the determination of hostile interaction conditions with the actual attack feedback mechanism of the resource object in the game, so as to ensure that the display of the status mask is consistent with the real combat feedback in the game.
[0183] The process of overlaying a status mask on the virtual character icon refers to the terminal device overlaying a mask layer with a specific visual effect on the virtual character icon corresponding to the virtual character that meets the hostile interaction conditions on the minimap. This mask layer is presented on the virtual character icon in a visual form that is different from the normal display state. Its function is to convey to the player with an intuitive visual difference that the virtual character is currently in a hostile interaction state, so that the player can quickly identify which virtual characters are engaging in hostile interaction with resource objects when browsing the minimap.
[0184] In an optional implementation, the state mask is an additional layer with specific visual attributes rendered by the terminal device on top of the display layer of the virtual character icon. This layer covers part or all of the area of the virtual character icon and realizes the prompt function of hostile interaction state by changing the visual presentation effect of the virtual character icon. Its specific function is to make the virtual character icon in the hostile interaction state visually distinct from the virtual character icon in the non-hostile interaction state.
[0185] In an optional implementation, the state mask can also be understood as a dynamically overlaid visual identifier layer whose coverage area is adapted to the display area of the virtual character icon. Its function is to express additional state information through an additional visual effect layer without changing the basic pattern and position information of the virtual character icon itself.
[0186] In an information display method provided in one embodiment of this application, the condition for satisfying hostile interaction includes: The virtual character and the resource object belong to different factions, and the virtual character enters the attack response range of the resource object.
[0187] The method provided in this implementation refines the determination of hostile interaction conditions into a joint determination of two specific constraint dimensions—faction affiliation and spatial distance. The terminal device only triggers the state mask overlay operation when both the virtual character and the resource object simultaneously meet the conditions of belonging to different factions and the virtual character having entered the resource object's attack response range. This precise condition determination mechanism avoids misjudging normal proximity between virtual characters and resource objects of the same faction as hostile interaction, and also avoids prematurely marking virtual characters belonging to different factions but not yet within the attack response range as hostile interaction. This ensures that the state mask display remains highly consistent with the actual combat feedback logic in the game, making the hostile interaction prompts received by players more accurate and reliable, effectively improving the precision of the interaction experience and the credibility of information transmission.
[0188] The phrase "the virtual character and the resource object belong to different factions" means that, in the game logic, the virtual character belongs to a different faction than the resource object, and the two are in an opposing relationship. This faction affiliation is a static attribute pre-defined in the game rules, used to classify the friend or foe status of various entities in the game. It is the first layer of constraint for determining hostile interaction conditions, and its function is to prevent situations where close or overlapping behaviors between entities of the same faction are mistakenly judged as hostile interactions.
[0189] In an optional implementation, the faction affiliation specifically refers to the faction identifier of the virtual character being inconsistent with the faction identifier of the resource object. The terminal device compares the faction identifier information carried by each of them to determine whether the faction opposition condition is met. Its function is to perform preliminary screening of hostile interaction conditions from the faction dimension, ensuring that only virtual characters belonging to the opposing faction can trigger the overlay of the state mask.
[0190] In an optional implementation, the faction can also be understood as virtual characters and resource objects being assigned to opposing faction groups during game matches. This serves to ensure that the determination of hostile interaction conditions is consistent with the core confrontation mechanism of the game, and to avoid incorrectly marking non-confrontational relationships between entities as hostile interactions.
[0191] Specifically, the virtual character entering the attack response range of the resource object refers to the virtual character moving within the game scene to a pre-defined attack response area of the resource object. This attack response range is a spatial range attribute assigned to the resource object in the game rules. When virtual characters belonging to different factions enter this range, the resource object will launch a counterattack or attack response against that virtual character. This attack response range is the second layer of constraint for determining hostile interaction conditions. Its function is to precisely limit the triggering time of hostile interaction conditions to a spatial range with actual combat significance, ensuring that the display of the status mask is synchronized with the actual counterattack behavior of the resource object.
[0192] In an optional implementation, the attack response range is an area defined by the location of the resource object in the game scene as the center and a preset distance as the radius. When the location coordinates of the virtual character enter this area, the terminal device determines that the virtual character has entered the attack response range of the resource object. Its function is to provide a precise spatial determination basis for the second layer of constraints of the hostile interaction conditions.
[0193] In an optional implementation, the attack response range can also be understood as the effective area in which the resource object can perceive and launch a counterattack in the game's combat logic. Its size is determined by the type and attributes of the resource object. Its function is to bind the triggering of hostile interaction with the actual attack capability of the resource object, so that the display of the status mask can accurately reflect whether the resource object is currently launching a counterattack against the virtual character.
[0194] In an information display method provided in one embodiment of this application, the state mask is a semi-transparent mask layer with a preset color, and the preset color is used to represent the hostile interaction state.
[0195] The method provided in this embodiment specifically defines the state mask as a semi-transparent mask layer with a preset color. By overlaying this mask layer with specific color and semi-transparent visual attributes on the virtual character icon, the terminal device can intuitively represent the hostile interaction state with the preset color, while retaining the recognizability of the virtual character icon itself by means of the semi-transparency. This allows players to quickly perceive that the virtual character is in a hostile interaction state through the color of the mask layer, and also to identify the specific identity information corresponding to the virtual character icon through the semi-transparent mask layer, effectively improving the intuitiveness and completeness of information acquisition in the interactive experience.
[0196] The semi-transparent overlay layer with a preset color refers to the state overlay having two core visual attributes: first, it has a specific preset color; second, the overlay layer is semi-transparent. The preset color is a fixed color value used by the terminal device when rendering the state overlay, and this color is given a semantic meaning representing a hostile interaction state. Semi-transparency means that the opacity of the overlay layer is between completely transparent and completely opaque, allowing the player to still see the pattern and features of the underlying virtual character icon after the overlay layer is superimposed on it.
[0197] In an optional implementation, the semi-transparent overlay layer with a preset color specifically refers to a layer rendered by the terminal device above the virtual character icon that meets the hostile interaction conditions. This layer has a specific color fill and a certain degree of transparency. Its specific function is to convey the state semantics of the hostile interaction with color and to retain the recognizability of the virtual character icon itself with semi-transparency, so that the two types of information can be presented in parallel in the same visual space.
[0198] The preset color used to represent the hostile interaction state means that the preset color is given a clear semantic meaning in the game's visualization design specifications, that is, it represents that the virtual character is currently in a hostile interaction state with the resource object, and players can understand the state information it conveys by recognizing the color.
[0199] In an optional implementation, the preset color is a specific color that is uniformly defined in the game's visual system to represent a hostile interaction state. The specific color can be set according to the overall visual design style of the game. Its function is to establish a fixed mapping relationship between color and state, so that players can form a stable visual cognitive habit and associate the color with a hostile interaction state.
[0200] This exemplary embodiment also discloses an information display device that provides a graphical user interface. The graphical user interface displays a small map of a game scene, and the small map contains multiple element icons, including virtual character icons and resource object icons. Figure 6 This is a diagram illustrating the composition of an information display device according to an exemplary embodiment of this disclosure. Figure 6 As shown, the device includes: A response module is configured to, in response to the existence of overlap between the virtual character icon and the resource object icon within a target area in the minimap, perform a visual adjustment on at least one element icon in the target area on the minimap so that the status information corresponding to the resource object icon and / or the virtual character icon can be identified; The visualization adjustment includes at least one of the following: adjusting the size of the element icons in the target area, or adding an identifier mark to the virtual character icon.
[0201] Optionally, the size of the element icons within the target area can be adjusted, including: When the number of element icons in the target area exceeds a preset threshold, the icons in the target area are scaled down according to their respective scaling ratios.
[0202] Optionally, the icons of each element are scaled down according to their respective scaling ratios, including: Virtual character icons are displayed at a reduced size according to a first scaling ratio, and resource object icons are displayed at a reduced size according to a second scaling ratio; wherein, the reduction degree corresponding to the second scaling ratio is greater than the reduction degree corresponding to the first scaling ratio.
[0203] Optionally, the target area is a preset range area determined based on the position of the resource object icon.
[0204] Optionally, after scaling down the icons of each element within the target area according to their respective scaling ratios, the method further includes: In response to the increase in the number of element icons after the addition of new element icons in the target area, the scaling ratio of each element icon in the target area is adjusted to increase the degree of shrinkage of each element icon.
[0205] Optionally, identification markers may be added to the virtual character icon, including: In response to the presence of at least one virtual character icon obscuring a resource object icon within the target area, a target virtual character icon is determined from the at least one virtual character icon, and an identifier is added to the target virtual character icon. The identifier is used to indicate the presence of an obscured resource object.
[0206] Optionally, a target virtual character icon is determined from at least one virtual character icon, including: The virtual character icon that is closest to the resource object icon among at least one virtual character icon is identified as the target virtual character icon.
[0207] Optionally, after adding an identifier to the target virtual character icon, the following may also be included: In response to the fact that the element icons within the target area remain unchanged and the occlusion relationship between the target virtual character icon and the resource object icon does not change, the display of the identifier on the target virtual character icon remains unchanged; Among them, keeping the element icons within the target area unchanged means that neither the type nor the number of element icons within the target area has changed.
[0208] Optionally, the method further includes: In response to the target virtual character icon leaving the target area or being destroyed, the identifier mark on the target virtual character icon is removed; If other virtual character icons still obscure the resource object icon after the identifier is removed, a new target virtual character icon is identified from the other virtual character icons, and an identifier is added to the new target virtual character icon.
[0209] Optionally, the style of the identifier is associated with the type of the resource object being occluded; different types of resource objects correspond to different styles of identifiers.
[0210] Optionally, the method further includes: In response to the resource object corresponding to the resource object icon being destroyed, the resource object icon is removed from the minimap, and no identifier is added to any virtual character icon; In this case, the virtual character icon located at the original location of the resource object does not display any identifier, indicating that the resource object no longer exists.
[0211] Optionally, the visualization adjustments also include: In response to the virtual character corresponding to the virtual character icon and the resource object corresponding to the resource object icon satisfying the hostile interaction condition, a state mask is overlaid on the virtual character icon.
[0212] Optionally, the conditions for satisfying hostile interaction include: The virtual character and the resource object belong to different factions, and the virtual character enters the attack response range of the resource object.
[0213] Optionally, the state mask is a semi-transparent mask layer with a preset color, which is used to represent the hostile interaction state.
[0214] Optionally, the virtual character icons include icons of friendly virtual characters and icons of enemy virtual characters within the visible range; resource object icons include at least one of icons of defensive buildings, monsters, and minions.
[0215] The method provided in this embodiment detects the overlap between virtual character icons and resource object icons within a target area on the minimap, and performs visual adjustments, including resizing or adding markers, on at least one element icon in the target area. This allows players to directly identify the status information corresponding to the resource object icons and / or the virtual character icons, enabling them to obtain key battlefield resource information without additional perspective switching. This significantly reduces the risk of operational interruptions and decision-making delays caused by information blind spots due to icon obscuration, improving players' perception efficiency and interactive experience of the overall battlefield situation during gameplay. Furthermore, by automatically detecting and dynamically visually adjusting the overlapping state of icons within the target area, the additional rendering and interaction response overhead caused by users frequently switching perspectives to query obscured resources is reduced. This optimizes the display scheduling strategy for multi-layered elements in the graphical user interface, effectively solving the computer graphics display problem where dense icon overlap causes key information to be unrecognizable in the graphical user interface.
[0216] The specific details of each module unit in the above embodiments have been described in detail in the corresponding information display method. In addition, the information display device also includes other unit modules corresponding to the display control method, so they will not be described again here.
[0217] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0218] Figure 7 This is a schematic diagram of the structure of a computer-readable storage medium according to an exemplary embodiment of the present disclosure. Figure 7As shown, a program product 1100 according to an embodiment of the present disclosure is described, on which a computer program is stored, and when the computer program is executed by a processor, it implements the method steps of the above-described information display method. Through the method provided by this embodiment, by detecting the overlap between virtual character icons and resource object icons within a target area of the minimap, and by making visual adjustments, including resizing or adding markers, to at least one element icon in the target area, the status information corresponding to the resource object icon and / or the virtual character icon can be directly identified by the player. This allows for the acquisition of key battlefield resource information without additional perspective switching operations, significantly reducing the risk of operational interruptions and decision-making delays caused by information blind spots due to icon obstruction, and improving the player's perception efficiency and interactive experience of the overall battlefield situation during gameplay. Furthermore, by automatically detecting and dynamically visually adjusting the overlapping state of icons within the target area, the additional rendering and interactive response overhead caused by users frequently switching perspectives to query obscured resources is reduced, optimizing the display scheduling strategy of multi-layered elements in the graphical user interface, and effectively solving the computer graphics display problem of key information being unrecognizable due to dense icon overlap in the graphical user interface.
[0219] Computer-readable storage media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. Computer-readable storage media may transmit, propagate, or transfer programs for use by or in connection with an instruction execution system, apparatus, or device.
[0220] The program code contained in a computer-readable storage medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, radio frequency, or any suitable combination thereof.
[0221] The following is combined Figure 8 The electronic device 1000 in this exemplary embodiment is described. The electronic device 1000 is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein.
[0222] See Figure 8 As shown, the electronic device 1000 is presented in the form of a general-purpose computing device. The components of the electronic device 1000 may include, but are not limited to: at least one processor 1010, at least one memory 1020, a bus 1030 connecting different system components (including processor 1010 and memory 1020), and a display unit 1040.
[0223] The memory 1020 stores program code that can be executed by the processor 1010, enabling the processor 1010 to execute the specific steps of the aforementioned information display method by executing the executable instructions. The method provided in this embodiment detects the overlap between virtual character icons and resource object icons within a target area of the minimap, and performs visual adjustments, including resizing or adding markers, to at least one element icon in the target area. This allows players to directly identify the status information corresponding to resource object icons and / or virtual character icons, obtaining crucial battlefield resource information without additional perspective switching. This significantly reduces the risk of operational interruptions and decision-making delays caused by information blind spots due to icon obstruction, improving players' perception efficiency and interactive experience of the overall battlefield situation during gameplay. Furthermore, by automatically detecting and dynamically visually adjusting the overlapping state of icons within the target area, the additional rendering and interaction response overhead caused by users frequently switching perspectives to query obscured resources is reduced. This optimizes the display scheduling strategy for multi-layered elements in the graphical user interface, effectively solving the computer graphics display problem where dense icon overlap leads to the indistinguishability of key information in the graphical user interface.
[0224] The electronic device may also include: a power supply component configured to manage the power of the electronic device; a wired or wireless network interface configured to connect the electronic device to a network; and an input / output (I / O) interface. The electronic device can operate on an operating system stored in memory, such as Android, iOS, Windows, Mac OS X, Unix, Linux, FreeBSD, or similar.
[0225] Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of the present invention can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, portable hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, electronic device, or network device, etc.) to execute the method according to the embodiments of the present invention.
[0226] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
[0227] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is limited only by the appended claims.
Claims
1. An information display method, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface displaying a small map of the game scene, the small map containing multiple element icons, including virtual character icons and resource object icons; the method includes: In response to the overlap between the virtual character icon and the resource object icon within the target area of the minimap, at least one element icon in the target area is visually adjusted on the minimap so that the status information corresponding to the resource object icon and / or the virtual character icon can be identified. The visualization adjustment includes at least one of the following: adjusting the size of the element icons in the target area, or adding an identifier mark to the virtual character icon.
2. The method according to claim 1, characterized in that, The resizing of element icons within the target area includes: In response to the number of element icons in the target area exceeding a preset threshold, each element icon in the target area is scaled down according to its corresponding scaling ratio.
3. The method according to claim 2, characterized in that, The icons of each element are displayed in scaled-down form according to their respective scaling ratios, including: The virtual character icon is displayed at a reduced size according to a first scaling ratio, and the resource object icon is displayed at a reduced size according to a second scaling ratio; wherein the reduction degree corresponding to the second scaling ratio is greater than the reduction degree corresponding to the first scaling ratio.
4. The method according to claim 1, characterized in that, The target area is a preset range area determined based on the position of the resource object icon.
5. The method according to claim 2, characterized in that, After scaling down the icons of each element within the target area according to their respective scaling ratios, the method further includes: In response to the increase in the number of element icons after the addition of new element icons in the target area, the scaling ratio of each element icon in the target area is adjusted to increase the degree of shrinkage of each element icon.
6. The method according to claim 1, characterized in that, Adding an identifier to the virtual character icon includes: In response to the presence of at least one virtual character icon obscuring the resource object icon within the target area, a target virtual character icon is determined from the at least one virtual character icon, and an identification mark is added to the target virtual character icon, the identification mark being used to indicate the presence of an obscured resource object.
7. The method according to claim 6, characterized in that, Determining a target virtual character icon from the at least one virtual character icon includes: The virtual character icon that is closest to the resource object icon among the at least one virtual character icons is determined as the target virtual character icon.
8. The method according to claim 6, characterized in that, After adding an identifier to the target virtual character icon, the process also includes: In response to the fact that the element icons within the target area remain unchanged and the occlusion relationship between the target virtual character icon and the resource object icon remains unchanged, the display of the identifier on the target virtual character icon remains unchanged; The phrase "the element icons within the target area remain unchanged" means that neither the type nor the number of element icons within the target area changes.
9. The method according to claim 6, characterized in that, The method further includes: In response to the target virtual character corresponding to the target virtual character icon leaving the target area or being destroyed, the identification mark on the target virtual character icon is canceled; In response to the fact that other virtual character icons still obscure the resource object icon after the identification mark is removed, a new target virtual character icon is determined from the other virtual character icons, and the identification mark is added to the new target virtual character icon.
10. The method according to claim 6, characterized in that, The style of the identifier is associated with the type of the resource object being obscured; different types of resource objects correspond to different styles of identifiers.
11. The method according to claim 6, characterized in that, The method further includes: In response to the resource object corresponding to the resource object icon being destroyed, the resource object icon is removed from the minimap, and no identifier is added to any virtual character icon; In this case, the virtual character icon located at the original location of the resource object does not display the identification mark, indicating that the resource object no longer exists.
12. The method according to claim 1, characterized in that, The visualization adjustments also include: In response to the virtual character corresponding to the virtual character icon and the resource object corresponding to the resource object icon satisfying the hostile interaction condition, a state mask is superimposed on the virtual character icon.
13. The method according to claim 12, characterized in that, The conditions for satisfying hostile interaction include: The virtual character and the resource object belong to different factions, and the virtual character enters the attack response range of the resource object.
14. The method according to claim 12, characterized in that, The state mask is a semi-transparent mask layer with a preset color, which is used to represent the hostile interaction state.
15. The method according to any one of claims 1 to 14, characterized in that, The virtual character icons include icons of friendly virtual characters and icons of enemy virtual characters within the visible range; the resource object icons include at least one of defensive building icons, jungle monster icons, and minion wave icons.
16. An information display device, characterized in that, The device provides a graphical user interface (GUI) displaying a small map of the game scene, the small map containing multiple element icons, including virtual character icons and resource object icons; the device also includes: A response module is configured to, in response to the existence of overlap between the virtual character icon and the resource object icon within a target area in the minimap, perform a visual adjustment on at least one element icon in the target area on the minimap so that the status information corresponding to the resource object icon and / or the virtual character icon can be identified; The visualization adjustment includes at least one of the following: adjusting the size of the element icons in the target area, or adding an identifier mark to the virtual character icon.
17. An electronic device, characterized in that, include: processor; A memory storing a computer program, which, when executed by the processor, implements the information display method as described in any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that, The device contains a computer program that, when executed by a processor, implements the information display method as described in any one of claims 1 to 15.