Map display method and device in game, electronic equipment and readable storage medium

By dynamically adjusting the viewing distance of the thumbnail based on the movement speed and manner of the virtual character in the game, the problem of insufficient flexibility in thumbnail display is solved, enabling more flexible observation of the game map.

CN122298008APending Publication Date: 2026-06-30NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2024-12-31
Publication Date
2026-06-30

AI Technical Summary

Technical Problem

In existing technologies, the viewing distance of thumbnails is fixed, which makes it difficult to meet the player's need to observe a larger or smaller area in the game, resulting in insufficient flexibility in thumbnail display.

Method used

The visible distance of the thumbnail map is dynamically adjusted based on the movement speed and manner of the controlled virtual character in the virtual scene, and the corresponding map range is displayed in the graphical user interface.

Benefits of technology

It enhances the flexibility of thumbnail map display, meets players' visual range needs under different movement speeds and methods, and improves the flexibility and efficiency of map observation in the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

This disclosure discloses a map display method, apparatus, electronic device, and readable storage medium in a game, relating to the field of computer technology. This disclosure provides a player's field of view and a map display area for a thumbnail map of a virtual scene through a graphical user interface. The method includes: controlling a controlled virtual character to move in the virtual scene at a first speed using a first movement method; determining a first viewing distance of the thumbnail map based on the first movement speed; and displaying the thumbnail map of the virtual scene in the map display area based on the first viewing distance. In this disclosure, when the controlled virtual character moves at different speeds, a map range adapted to the character's movement speed can be displayed in the map display area provided by the graphical user interface for the thumbnail map of the virtual scene, satisfying the player's viewing range requirements for the thumbnail map at different character movement speeds and improving the flexibility of the thumbnail map display.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and more specifically to a method, apparatus, electronic device, and readable storage medium for displaying maps in a game. Background Technology

[0002] In games, the minimap of the virtual scene is a frequently used feature by players. The minimap can briefly present the terrain features of the virtual scene and indicate the location of game functions. When players control virtual characters to play in the virtual scene, they can use the minimap to observe the surrounding environment of the virtual characters at any time.

[0003] Currently, thumbnails can display a map area with the location of the virtual character as the center and a radius of X. X can be called the visible distance (or visible radius) of the thumbnail. However, the visible distance X is usually a fixed value. Therefore, the fixed visible range of the thumbnail is difficult to meet the needs of players who want to observe a larger or smaller thumbnail area in the game, resulting in insufficient flexibility in thumbnail display.

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

[0005] This disclosure provides a method, apparatus, electronic device, and readable storage medium for displaying maps in games to solve or at least partially solve the above-mentioned problems, as detailed below.

[0006] In a first aspect, this disclosure provides a map display method in a game, which provides a view of the player object and a map display area of ​​a thumbnail map of a virtual scene through a graphical user interface, the method comprising:

[0007] The controlled virtual character moves within the virtual scene using a first movement method and at a first movement speed;

[0008] Based on the first movement speed, determine the first visible distance of the thumbnail map;

[0009] A thumbnail map of the virtual scene is displayed in the map display area according to the first viewing distance.

[0010] Secondly, this disclosure also provides a map display device for a game, which provides a view of the player object and a map display area of ​​a thumbnail map of a virtual scene through a graphical user interface, the device comprising:

[0011] A movement control module is used to control a controlled virtual character to move in the virtual scene using a first movement method and a first movement speed.

[0012] A visibility distance determination module is used to determine a first visibility distance of the thumbnail map based on the first movement speed;

[0013] A map display module is used to display a thumbnail map of the virtual scene in the map display area according to the first viewing distance.

[0014] Thirdly, this disclosure also provides an electronic device, including: a processor, a memory, and computer program instructions stored in the memory and executable on the processor;

[0015] When the processor executes the computer program instructions, it implements the map display method in the game as described in the first aspect above.

[0016] Fourthly, this disclosure also provides a computer-readable storage medium storing computer program instructions, which, when executed by a processor, are used to implement the map display method in the game as described in the first aspect above.

[0017] The exemplary embodiments disclosed herein have the following beneficial effects:

[0018] The method provided by the exemplary embodiments of this disclosure can control a controlled virtual character to move in a virtual scene at a first speed using a first movement method; determine a first viewing distance of a thumbnail map of the virtual scene based on the first movement speed; and display the thumbnail map of the virtual scene in a map display area provided by the graphical user interface for the thumbnail map based on the first viewing distance. In this disclosure, when the controlled virtual character moves at different speeds, a map range adapted to the character's movement speed can be displayed on the thumbnail map of the virtual scene in the map display area provided by the graphical user interface, which can meet the player's viewing range requirements for the thumbnail map at different character movement speeds and improve the flexibility of the thumbnail map display. Attached Figure Description

[0019] Figure 1 This is a flowchart of a map display method in a game provided in one embodiment of this disclosure;

[0020] Figure 2 This is a schematic diagram of a graphical user interface provided in a game according to one embodiment of the present disclosure;

[0021] Figure 3 This is a schematic diagram of a graphical user interface provided in a game according to one embodiment of the present disclosure;

[0022] Figure 4 This is a schematic diagram of a graphical user interface provided in a game according to one embodiment of the present disclosure;

[0023] Figure 5 This is a block diagram of a map display device in a game provided in one embodiment of the present disclosure;

[0024] Figure 6 This is a schematic diagram of the logical structure of an electronic device for displaying a map in a game, provided in one embodiment of this disclosure. Detailed Implementation

[0025] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this disclosure, and not all of them. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely represents selected embodiments of this disclosure. Based on the embodiments of this disclosure, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this disclosure.

[0026] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.

[0027] It should be understood that in the embodiments of this disclosure, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, or B existing alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. "Containing A, B, and / or C" means containing any one, two, or three of A, B, and C.

[0028] It should be understood that in the embodiments of this disclosure, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.

[0029] The map display method in a game, as described in one embodiment of this disclosure, can run on a local terminal device or a server.

[0030] The terminal device can be a desktop computer, laptop computer, tablet computer, host device, mobile phone, or other electronic device; this disclosure does not specifically limit it.

[0031] When the map display method in the game runs on the server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0032] 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 execution of the map display method in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0033] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0034] In one possible implementation, this disclosure provides a map display method in a game, which provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0035] Before detailing the embodiments of this disclosure, the relevant technologies will be further introduced first.

[0036] When players control a virtual character to play in a virtual scene, a display window can be provided in the upper left or upper right corner of the graphical user interface. This window displays a thumbnail map of the virtual scene, allowing players to observe the virtual character's surroundings at any time. As the virtual character moves, the map area displayed on the thumbnail will continuously refresh and change accordingly, ensuring that the thumbnail always follows the virtual character and thus presents their surroundings.

[0037] A thumbnail map can display a map area with a radius of X centered on the location of the virtual character (the location refers to the scene location in the virtual scene). X can be called the visible distance (or visible radius) of the thumbnail map. However, the visible distance X is usually a fixed value. Therefore, the fixed visible range of the thumbnail map is difficult to meet the player's need to observe a larger or smaller thumbnail map area while moving, resulting in insufficient flexibility in thumbnail map display.

[0038] To solve, or at least partially solve, the above problems, this disclosure provides a method, apparatus, electronic device, and readable storage medium for displaying maps in games.

[0039] In this disclosure, a graphical user interface can be used to provide the view of the player object and a map display area for a thumbnail map of the virtual scene.

[0040] In this context, the player object refers to the player or the device or program that acts as the player, i.e., the controller of the controlled virtual object. In the following text, the player object will sometimes be referred to simply as the player.

[0041] The player's field of view is captured by a virtual camera set up within the virtual scene. This virtual camera corresponds to the controlled virtual character and can be positioned at preset locations around the character, such as above, behind, or in front of it. When the player moves the controlled virtual character within the virtual scene, the virtual camera follows the character, capturing the character's field of view during movement. When the player controls the game's viewpoint, they can rotate the virtual camera; its position remains unchanged, only its orientation changes, allowing the player to capture different perspectives from the character's current location.

[0042] A virtual scene is a game scene built using virtual models (such as virtual building models, virtual water models, virtual surface models, virtual object models, etc.). It is a virtual environment in which controlled virtual characters play games. Controlled virtual characters can perform various virtual behaviors in the virtual scene, including attack behaviors (such as shooting, slashing, etc.), movement behaviors (such as walking, jumping, swinging, etc.), picking up behaviors (such as picking up weapons, picking up items, etc.), and performing actions (such as performing dance moves, making greeting gestures, etc.), etc.

[0043] A thumbnail map of a virtual scene is a top-down planar map of the virtual scene. Unlike a planar view of the virtual scene presented from a top-down perspective, the thumbnail map concisely presents the terrain features of the virtual scene (such as water, plains, mountains, routes, etc.) from a top-down view, rather than presenting the top-down appearance of the virtual models in the virtual scene exactly as they appear. The thumbnail map can also indicate the location of virtual characters (such as controlled virtual characters, teammates virtual characters in the same faction as controlled virtual characters, etc.), interactive locations provided in the virtual scene (such as quest points, teleportation points, dungeon locations, marker points, etc.), interactive functions provided in the virtual scene, and so on. Optionally, icons can be used to indicate the location of virtual characters. Optionally, icons can be used to indicate game locations within the virtual scene.

[0044] The game can display the player's field of view and a map display area of ​​a thumbnail map of the virtual scene in the graphical user interface. During gameplay, the player can observe the surrounding environment of the controlled virtual character at any time through the map range of the thumbnail map displayed in this map display area, including surrounding game functions, other virtual characters, etc. Specifically, this map display area is used to present a first map range of the virtual scene's thumbnail map with a radius of X centered on the location of the controlled virtual character. In an exemplary embodiment of this disclosure, the first map range displayed in the map display area can be adjusted by changing the viewing distance X.

[0045] In an optional embodiment, the map display area may be located within a preset display area in the graphical user interface, such as the upper left or upper right corner area of ​​the graphical user interface.

[0046] In this embodiment, the size of the map display area can be a fixed size, which is smaller than the size of the view screen.

[0047] In an optional embodiment, the player object's field of view can be located in the scene layer of the graphical user interface, while the map display area for the thumbnail of the virtual scene can be located in the UI (User Interface) layer of the graphical user interface. In this embodiment, the display layer of the map display area is higher than that of the field of view. Furthermore, because the size of the map display area is smaller than the size of the field of view, the map display area will obscure part of the field of view.

[0048] In the game, in response to map expansion operations, the player's view can be hidden in the graphical user interface (GUI), and a map interface can be displayed. This map interface can show a thumbnail of a fourth map area within the virtual scene. This fourth map area is larger than the first map area, and can be the entire map area of ​​the thumbnail representing the virtual scene. Players can zoom in and out of the thumbnail displayed in the map interface using map zoom operations, and / or move the thumbnail displayed in the map interface using map movement operations, thereby adjusting the map area displayed in the map interface.

[0049] The map display area can display a map range centered on the controlled virtual character in a thumbnail map. After the thumbnail map is expanded in response to the map expansion operation, operations such as zooming, moving, and marking can be performed on the thumbnail map.

[0050] Optionally, the above map expansion operation may include touch operations (such as click operations, long press operations, etc.) on the map display area of ​​the thumbnail map of the virtual scene, shortcut key operations (such as clicking the M key on the keyboard), etc.

[0051] Optionally, the above map zooming operations may include mouse wheel operations (e.g., scrolling the mouse wheel up to zoom in on the thumbnail displayed in the map interface, and scrolling the mouse wheel down to zoom out on the thumbnail displayed in the map interface), two-finger swipe touch operations (e.g., swiping two fingers close to each other on the screen to zoom in on the thumbnail displayed in the map interface, and swiping two fingers far apart on the screen to zoom in on the thumbnail displayed in the map interface), and so on.

[0052] Optionally, the above map movement operations may include mouse sliding operations (such as sliding the mouse while holding down the left mouse button), touch sliding operations (such as sliding within the display area of ​​the thumbnail map in the map interface), and so on.

[0053] In addition, for ease of understanding, the movement methods mentioned in this disclosure will be described before the detailed implementation of the method embodiments.

[0054] The modes of movement mentioned in this disclosure are as follows: walking, running, dodging, sprinting, jumping, swinging, flying, towing, and driving.

[0055] The following section introduces the differences and connections between the various modes of transportation mentioned above.

[0056] Jumping, swinging, and traction are all movement methods involving a period of airborne motion. In terms of trajectory, swinging follows a curved trajectory, such as an arc, while jumping and traction can follow curved, zigzag, and / or straight trajectories. Regarding forces, the force simulation for a controlled virtual character during jumping and swinging can include gravity simulation. However, the force simulation for swinging and traction can include other forces besides gravity. For example, during swinging, the simulation can include the tension of virtual connecting objects (such as virtual ropes or limbs) between the swing connection point and the controlled virtual character. Similarly, during traction, the simulation can include the traction force of virtual traction objects (such as virtual ziplines or lines) between the target anchor point and the controlled virtual character's current position.

[0057] Walking does not involve a period of airborne movement, and the speed of movement is usually slow.

[0058] Running, dodging, and sprinting may or may not have an airborne phase, and the airborne phase of these three movement methods is usually shorter than that of jumping, swinging, and pulling. Dodging can include one or more actions such as rolling, running, and teleporting. Running is continuous, while sprinting is a single action. The movement speed of running and sprinting is usually faster than walking. The duration of sprinting can be shorter than that of running. Optionally, sprinting can consume more stamina from the controlled virtual character than running does.

[0059] Driving requires the use of a vehicle for movement, such as a virtual motorcycle, virtual car, virtual bicycle, virtual roller skates, or virtual skateboard. The maximum speed corresponding to driving is usually greater than the maximum speed corresponding to other movement methods without a vehicle, such as walking, running, dodging, sprinting, jumping, or swinging. The driving trajectory can be a curved trajectory, a broken line trajectory, and / or a straight line trajectory.

[0060] Figure 1 This disclosure illustrates a map display method in a game according to one embodiment, such as... Figure 1 As shown, the method includes the following steps S101 to S103.

[0061] Step S101: Control the controlled virtual character to move in the virtual scene using a first movement method and a first movement speed.

[0062] The game allows for the configuration of multiple movement methods, which players can choose from and switch between. Each movement method can be set with a corresponding speed range [V]. min-n V max-n ], where n represents the nth mode of movement, V min-n V represents the minimum moving speed corresponding to the nth movement method. max-n This represents the maximum movement speed corresponding to the nth movement method. When the controlled virtual character moves using the nth movement method, its movement speed can only be within the speed range [V] corresponding to that movement method. min-n V max-n The speed range corresponding to the movement mode may include multiple speed values ​​or only one speed value; this disclosure does not limit this.

[0063] For example, the speed range corresponding to the walking movement mode can be [1.2, 1.2] meters per second, that is, the walking speed of the controlled virtual character in the virtual scene is fixed at 1.2 meters per second.

[0064] For example, the speed range corresponding to the swinging movement mode can be [0, 18] meters per second, that is, the movement speed of the controlled virtual character during the swinging process can vary within the range of [0, 18] meters per second.

[0065] For example, the speed range corresponding to the driving movement mode can be [0, 120] km / h, that is, the movement speed of the controlled virtual character during the driving process can vary within the range of [0, 120] km / h.

[0066] For example, the speed range for a controlled virtual character driving different vehicles may be the same. For example, the speed range for a controlled virtual character driving different vehicles may be different. This disclosure is not intended to limit this.

[0067] In an exemplary embodiment, a player can control a controlled virtual character to move within a virtual scene using a first movement method and at a first movement speed. The first movement speed is defined as a first speed range [V] corresponding to the first movement method. min-1 V max-1 One of the speeds.

[0068] Optionally, the first mode of movement can be one of the following: walking, running, dodging, sprinting, jumping, swinging, flying, driving, etc., and this disclosure is not intended to limit it. The above-mentioned mode of movement is only an optional example provided by this disclosure and does not constitute a limitation of this disclosure. The mode of movement can also be classified in other ways. For example, the jumping mode of movement can be specifically divided into multiple jumping modes with different jumping speeds, jumping heights, and / or jumping postures; the flying mode of movement can be specifically divided into multiple flying modes with different flying postures such as standing flight, diving flight, and pitching flight; and the driving mode of movement can be specifically divided into multiple driving modes with different vehicles such as driving motorcycles and driving cars.

[0069] Step S102: Determine the first visible distance of the thumbnail map based on the first movement speed.

[0070] In an exemplary embodiment, the current first visible distance of the thumbnail map can be determined based on the current first movement speed of the controlled virtual character. In this embodiment, the visible distance of the thumbnail map of the virtual scene is related to the movement speed of the controlled virtual character. Therefore, when the movement speed of the controlled virtual character changes, the visible distance of the thumbnail map of the virtual scene also changes accordingly. This allows the map range displayed in the map display area to change with the movement speed of the controlled virtual character, meeting the player's need for a constantly changing visible range of the thumbnail map during the character's variable speed movement. This solves the problem of insufficient flexibility in thumbnail map display and helps players quickly observe the surrounding environment of the character and make rapid strategic decisions.

[0071] In an optional embodiment of this disclosure, step S102 can be implemented by the following step S1021.

[0072] Step S1021: Determine the first visible distance of the thumbnail map based on the first moving speed and the first moving method.

[0073] In this embodiment, the change in the visible distance of the thumbnail map is related not only to the movement speed of the controlled virtual character, but also to the movement mode of the controlled virtual character. That is, in this embodiment, the movement mode and movement speed of the controlled virtual character together determine the map range displayed in the map display area, so that the map range displayed in the map display area can change with the change of the movement speed or the change of the movement mode of the controlled virtual character.

[0074] In optional embodiments of this disclosure, step S1021 can be implemented by steps S1021-1 to S1021-2.

[0075] Step S1021-1: Obtain the visible distance range of the first thumbnail map corresponding to the first movement mode.

[0076] Step S1021-2: Determine the first visible distance based on the first moving speed and the first visible distance range of the thumbnail map.

[0077] In this embodiment, a corresponding thumbnail map visibility range [X] can be set for each movement mode. min-n ,X max-n ], where n represents the nth movement method. When the controlled virtual character moves using the nth movement method, the visible distance of the thumbnail map can only be within the visible distance range of the thumbnail map corresponding to the nth movement method [X]. min-n ,X max-n The specific value of the visible distance on the thumbnail map needs to be determined based on the movement speed of the controlled virtual character currently moving using the nth movement method.

[0078] Thus, the visible range of the thumbnail is related to both the movement speed and movement method of the controlled virtual character. On the one hand, as the movement method of the controlled virtual character changes, the visible range of the thumbnail can also change accordingly; on the other hand, even with the same movement method, the visible range of the thumbnail can change with the movement speed of the controlled virtual character, no longer corresponding to a fixed visible range for a single movement method (i.e., a fixed visible distance X for a single movement method). This satisfies the player's need for a constantly changing visible range of the thumbnail during variable-speed movement of the character under the same movement method, further enhancing the flexibility of the thumbnail display.

[0079] In optional embodiments of this disclosure, step S1021-2 can be implemented by steps S1021-2a to S1021-2c.

[0080] Step S1021-2a: Obtain the first speed range corresponding to the first movement mode.

[0081] Step S1021-2b: Map the first speed range to the first thumbnail map visible distance range to obtain the first target mapping relationship.

[0082] Step S1021-2c: Determine the mapping value of the first moving speed within the visible distance range of the first thumbnail map based on the first target mapping relationship, and obtain the first visible distance.

[0083] In this embodiment, the first thumbnail map visibility range corresponding to the first movement mode is [X]. min-1 ,X max-1 The first speed range corresponding to the first movement mode is [V]. min-1 V max-1 ], which can be used to define the first speed range [V min-1 V max-1 [X] and the visible distance range of the first thumbnail map min-1 ,X max-1 A mapping is performed to obtain the first target mapping relationship between the speed range of the first movement mode and the visible distance range of the thumbnail map. Based on this first target mapping relationship, [V] can be determined. min-1 V max-1 Each velocity value in the interval [X] is respectively in [X] min-1 ,X max-1 The corresponding mapping value within the interval is used to determine the first moving speed V1 within the first thumbnail map's visible distance interval [X]. Therefore, based on this first target mapping relationship, the first moving speed V1 can be determined. min-1 ,X max-1 The mapping value within ] is X1, which is the first visible distance of the thumbnail map.

[0084] Step S103: Display a thumbnail map of the virtual scene in the map display area according to the first viewing distance.

[0085] In an exemplary embodiment, the current viewing distance of the thumbnail map is a first viewing distance X1. Therefore, a first map range that is no more than the first viewing distance X1 away from the location of the controlled virtual character can be determined in the thumbnail map of the virtual scene. That is, a map range with the location of the controlled virtual character as the center and X1 as the radius. Then, this first map range can be displayed in the map display area. The map range displayed in a fixed-size map display area needs to be adapted to the size of the map display area.

[0086] In optional embodiments, the map display area can be circular, square, or other shapes, and this disclosure does not specifically limit this. For example, when the map display area is circular, the radius of the map range displayed in the map display area (circular map range) can be equal to the viewing distance of the thumbnail. For example, when the map display area is square, the length of half the diagonal (i.e., half the diagonal length) of the map range displayed in the map display area (square map range) can be equal to the viewing distance of the thumbnail.

[0087] Figure 2 An exemplary schematic diagram of a graphical user interface of this disclosure is provided, in which alternative examples, such as... Figure 2 As shown, the graphical user interface can provide the player object's field of view 01 and a map display area 02 for a thumbnail map of the virtual scene. In the game, the first mode of movement can be driving a car, and the first movement speed can be 40 km / h. The controlled virtual character R can be controlled to drive a car at a speed of 40 m / s to move in the virtual scene.

[0088] Optionally, on a PC (Personal Computer), such as a desktop computer (the control method for tablets using external keyboard and mouse can be similar to that on PCs), players can control the movement direction of the controlled virtual character using the A, S, D, and W keys on the keyboard, and control the player's viewpoint by moving the mouse. For example, if the controlled virtual character is driving a car, the player can use the W key to control the controlled virtual character R to drive the car at a speed of 40 km / h, moving in the direction in front of the controlled virtual character from the current viewpoint.

[0089] Optionally, on consoles such as PS (PlayStation) and Xbox, players can control the movement direction of the controlled virtual character using the left analog stick or left directional button on the controller, and control the player's view using the right analog stick. For example, if the controlled virtual character is driving a car, the player can use the left analog stick to control the controlled virtual character R to drive the car at a speed of 40 km / h, moving along the right side of the controlled virtual character in the current view.

[0090] Optionally, on mobile devices, such as smartphones (the control method for tablets using touchscreens to control characters can be referenced from mobile devices), the graphical user interface can provide one or two virtual joysticks (one type of control). With one virtual joystick, the player can simultaneously control the movement direction of the controlled virtual character and the player's viewpoint. The movement direction of the controlled virtual character can be consistent with the player's viewpoint direction. With two virtual joysticks, the player can control the movement direction of the controlled virtual character using one virtual joystick and control the player's viewpoint using the other. For example, if the controlled virtual character is driving a car, the player can use virtual joystick 1 to control the controlled virtual character R to drive the car at a speed of 40 km / h, moving in the direction forward of the controlled virtual character from the current viewpoint.

[0091] In the optional example, refer to Figure 2 Players can hold down the W key to control the virtual character R to drive a car and move around in the virtual scene. The current speed of the car driven by the virtual character R is 40 km / h. At this time, the first visible distance of the thumbnail map is 6 km. The map range displayed in the map display area 02 of the thumbnail map is the first map range.

[0092] The method provided by the exemplary embodiments of this disclosure can control a controlled virtual character to move in a virtual scene at a first speed using a first movement method; determine a first viewing distance of a thumbnail map of the virtual scene based on the first movement speed; and display the thumbnail map of the virtual scene in a map display area provided by the graphical user interface for the thumbnail map based on the first viewing distance. In this disclosure, when the controlled virtual character moves at different speeds, a map range adapted to the character's movement speed can be displayed on the thumbnail map of the virtual scene in the map display area provided by the graphical user interface, which can meet the player's viewing range requirements for the thumbnail map at different character movement speeds and improve the flexibility of the thumbnail map display.

[0093] The method provided by the exemplary embodiments of this disclosure can determine a first viewing distance of a thumbnail map of a virtual scene based on a first movement mode of the controlled virtual character and a first movement speed of the controlled virtual character moving through the first movement mode; and display the thumbnail map of the virtual scene in a map display area for the thumbnail map provided by the graphical user interface according to the first viewing distance. In this disclosure, when the controlled virtual character moves with different movement modes and / or different movement speeds, a map range adapted to the character's movement speed and the character's movement speed can be displayed on the thumbnail map in the map display area provided by the graphical user interface, which can meet the player's requirements for the viewing range of the thumbnail map under different movement modes and / or different movement speeds, and further improve the flexibility of the thumbnail map display.

[0094] In an optional embodiment of this disclosure, the map display method in the game may further include the following steps S104 to S106.

[0095] Step S104: Control the controlled virtual character to move in the virtual scene using a first movement method and a second movement speed.

[0096] In this embodiment, the movement speed of the controlled virtual character using the first movement method can be changed. The movement speed can be changed from a first movement speed to a second movement speed, allowing the controlled virtual character to move within the virtual scene using the first movement method at the second movement speed. The second movement speed is defined as the first speed range [V] corresponding to the first movement method. min-1 V max-1 One of the speeds.

[0097] Optionally, the movement speed of the controlled virtual character can change continuously (i.e., gradually) rather than abruptly, so that the map range displayed in the map display area can also gradually transition to adapt to the continuous change in the movement speed of the controlled virtual character, avoiding the problem of missing map information due to abrupt changes in the map range displayed in the map display area.

[0098] Optionally, the second movement speed can be greater than the first movement speed, that is, the controlled virtual character moves at an accelerated speed under the first movement mode.

[0099] Optionally, the second movement speed can be less than the first movement speed, that is, the controlled virtual character moves at a slower speed under the first movement mode.

[0100] Step S105: Determine the second visible distance of the thumbnail map based on the second movement speed.

[0101] In this embodiment, while the movement mode of the controlled virtual character remains unchanged, the visible distance of the thumbnail can change in response to the change in the movement speed of the controlled virtual character. In this way, the player's need for a constantly changing visible range of the thumbnail can be met when the character's movement mode remains unchanged but the movement speed changes, thus solving the problem of insufficient flexibility in thumbnail display.

[0102] In an optional embodiment of this disclosure, step S105 can be implemented by the following step S1051.

[0103] Step S1051: Determine the second visible distance of the thumbnail map based on the second moving speed and the first moving method.

[0104] In this embodiment, the movement mode of the controlled virtual character remains unchanged, still the first movement mode, but the movement speed changes from the first movement speed to the second movement speed. Therefore, the visible distance of the thumbnail map can still change in response to the change in the movement speed of the controlled virtual character, even if the movement mode of the controlled virtual character remains unchanged.

[0105] In an optional embodiment of this disclosure, step S1051 can be implemented by the following step S1051-1.

[0106] Step S1051-1: Determine the second visible distance based on the second movement speed and the first thumbnail map visible distance range.

[0107] In this embodiment, while the movement mode remains unchanged, the visible range of the thumbnail map is determined based on the current second movement speed and the first thumbnail map visible distance range corresponding to the current movement mode.

[0108] In an optional embodiment of this disclosure, step S1051-1 can be implemented by step S1051-2a.

[0109] Step S1051-2a: Determine the mapping value of the second movement speed within the visible distance range of the first thumbnail map based on the first target mapping relationship, and obtain the second visible distance.

[0110] In this embodiment, based on the first speed range [V] corresponding to the first movement mode min-1 V max-1 The visible distance range of the first thumbnail map corresponding to the first movement mode [X] min-1 ,X max-1 The first target mapping relationship can determine the second movement speed V2 within the first thumbnail map's visible distance range [X]. min-1 ,X max-1 The mapping value within ] is X2, which is the second visible distance of the thumbnail map.

[0111] Step S106: Adjust the map range displayed in the map display area according to the second visible distance.

[0112] In an exemplary embodiment, a second map range that is no more than a second visible distance X2 away from the location of the controlled virtual character can be determined in the thumbnail map of the virtual scene. That is, the map range with the location of the controlled virtual character as the center and X2 as the radius. Then, the map range displayed in the map display area can be changed from the first map range (that is, the map range with the location of the controlled virtual character as the center and X1 as the radius) to the second map range.

[0113] In an optional embodiment of this disclosure, the first map extent displayed in the map display area can be gradually changed to a second map extent.

[0114] In this embodiment, the viewing distance of the thumbnail map can gradually change from a first viewing distance X1 to a second viewing distance X2, so that the map range displayed in the map display area can gradually change from the first map range to the second map range.

[0115] Optionally, the visible distance of the thumbnail can be adjusted by a preset unit distance at preset intervals.

[0116] When the first viewing distance X1 is less than the second viewing distance X2, that is, when the map display area is zoomed out, the display ratio of the thumbnail map gradually decreases, and the map elements in the thumbnail map (such as water area, land area, etc.) gradually shrink, so that a larger map range can be presented in the fixed-size map display area, making it easier for players to observe the overall map information. The map range displayed in the map display area can gradually increase from the first map range, and after a certain period of time, it expands to the second map range.

[0117] When the first viewing distance X1 is greater than the second viewing distance X2, that is, when the map display area is zoomed in, the display ratio of the thumbnail map gradually increases, and the map elements in the thumbnail map (such as water area, land area, etc.) are gradually enlarged, so that a smaller map range can be presented in the fixed-size map display area, making it easier for players to observe map details. The map range displayed in the map display area can gradually decrease from the first map range, and after a certain period of time, it shrinks to the second map range.

[0118] In optional embodiments of this disclosure, such as Figure 2 As shown, the thumbnail map may include function icon 03. The steps to change the first map range displayed in the map display area to the second map range may include:

[0119] Change the first map range displayed in the map display area to the second map range, and scale the function icons.

[0120] The function icons may include one or more of the following: icons indicating locations in the virtual scene, icons indicating interactive functions provided in the virtual scene, etc. Optionally, function icons with different purposes can be distinguished by different icon styles.

[0121] Icons used to indicate locations in a virtual scene may include one or more of the following: icons used to indicate the location of a controlled virtual character (e.g., Figure 2 Icons shown include 03-1, icons indicating the location of teammate virtual characters who are on the same side as the controlled virtual character, and so on.

[0122] Icons used to indicate interactive functions provided in a virtual scene may include one or more of the following: teleportation icons for locations in the virtual scene (e.g., ... Figure 2 The icon 03-2 shown can be used to indicate... Figure 2 The virtual pagoda is located on the right side of the screen, and interactive icons (e.g., for performing virtual actions on the controlled virtual character) are displayed in the scene. Figure 2 The icons shown are 03-3, etc.

[0123] For example, locations that can be teleported in a virtual scene include one or more of the following: quest points, teleportation points, copy locations, marker points, etc.

[0124] For example, virtual behaviors that can be performed on a controlled virtual character include one or more of the following: transaction behaviors (e.g., virtual store functions), exchange behaviors, virtual currency deposit and withdrawal behaviors (e.g., virtual bank functions), etc.

[0125] In this embodiment, during the process of changing the first map range displayed in the map display area to the second map range, the function icons in the thumbnail map can be scaled simultaneously.

[0126] In this embodiment, the function icons in the thumbnail map may not disappear as the map area displayed in the map display area is enlarged.

[0127] Optionally, when the first viewing distance X1 is less than the second viewing distance X2, that is, when the map area presented in the fixed-size map display area becomes larger, the function icons in the thumbnail can be reduced to make it easier for players to observe the global information of the map and function icons; and / or, when the first viewing distance X1 is greater than the second viewing distance X2, that is, when the map area presented in the fixed-size map display area becomes smaller, the function icons in the thumbnail can be enlarged to make it easier for players to observe the detailed information of the map and function icons.

[0128] Optionally, during the scaling process of the map area displayed in the map display area (i.e., the process of changing the map area displayed in the map display area), the scaling degree of the function icons can differ from the scaling degree of the map area displayed in the map display area. For example, if the map area displayed in the map display area is magnified by 20%, the function icons can be reduced by 10%.

[0129] Optionally, during the scaling process of the map area displayed in the map display area (i.e., the process of changing the map area displayed in the map display area), the scaling degree of the function icons can be the same as the scaling degree of the map area displayed in the map display area. For example, if the map area displayed in the map display area is magnified by 20%, the function icons can be reduced by 20%.

[0130] Optionally, function icons can stop shrinking after being reduced to a certain size (e.g., reduced to a preset minimum size), and function icons can stop enlarging after being enlarged to a certain size (e.g., enlarged to a preset maximum size).

[0131] The following examples provide several ways to switch movement speed without changing the mode of movement. It is understood that these examples do not constitute a limitation on non-disclosure.

[0132] In an optional embodiment of this disclosure, step S101, which controls the controlled virtual character to move in the virtual scene at a first speed using a first movement method, can be implemented by steps S1011 to S1012.

[0133] Step S1011: When the movement mode of the controlled virtual character is the first movement mode, in response to the movement control operation for the controlled virtual character, the controlled virtual character is triggered to move at a variable speed in the virtual scene through the first movement mode with a first initial velocity corresponding to the first movement mode.

[0134] In this step, when the controlled virtual character's movement mode is the first movement mode, the player can perform movement control operations on the controlled virtual character, thereby triggering the controlled virtual character to move at varying speeds within the virtual scene using the first movement mode and an initial velocity corresponding to the first movement mode (e.g., 0, 10 m / s, 20 km / h, etc.). Variable speed movement can include deceleration and acceleration. Deceleration movement is movement with gradually decreasing acceleration, while acceleration movement is movement with gradually increasing acceleration. Deceleration movement can include uniform deceleration and variable deceleration. Acceleration movement can include uniform acceleration and variable acceleration.

[0135] Optionally, the movement control operation may include at least one of the following: pressing the movement control key and releasing the movement control key. Optionally, on the PC and the host, the movement control key may include the A key, S key, D key, and W key.

[0136] Step S1012: In response to the duration of the movement control operation being a first duration, the movement speed of the controlled virtual character moving through the first movement method is changed from a first initial velocity to a first movement speed.

[0137] In this step, players can control the controlled virtual character to move at varying speeds while maintaining the current movement mode, by controlling the duration of the movement control operation. During the first duration of the movement control operation, the player can change the controlled virtual character's movement speed from the initial velocity to the current movement speed using the first movement mode.

[0138] In this embodiment, the step S104 of controlling the controlled virtual character to move in the virtual scene at a second speed using a first movement method can be implemented by the following step S1041.

[0139] Step S1041: In response to the change of the duration of the movement control operation from the first duration to the second duration, the movement speed of the controlled virtual character moving through the first movement method is changed from the first movement speed to the second movement speed.

[0140] Since the controlled virtual character can maintain its current movement mode while changing speed in response to the continuous movement control operation, during the period when the duration of the movement control operation changes from the first duration to the second duration, the controlled virtual character can be controlled to change its movement speed from the first movement speed to the second movement speed while maintaining its current first movement mode.

[0141] For example, after the controlled virtual character gets into the car, the player can press the W key to trigger the controlled virtual character to drive the car and accelerate in the virtual scene from an initial speed of 0. If the player holds down the W key and keeps it pressed, during the first duration of the time the player holds down the W key, the player can control the controlled virtual character to drive the car and accelerate forward. The speed of the controlled virtual character's car can continuously increase from the initial speed of 0 to the first speed V1. If the player continues to hold down the W key and continues to hold down the W key for a second duration, the player can continue to control the controlled virtual character to drive the car and accelerate forward. The speed of the controlled virtual character's car can continuously increase from the first speed V1 to the second speed V2.

[0142] Then, the player can release the W key, which will trigger the controlled virtual character to drive a car at a decelerated speed starting from the second movement speed V2 in the virtual scene. If the W key remains released, and the player holds the W key for a third duration, the player can control the controlled virtual character to accelerate forward, and the car's speed can be continuously reduced from the second movement speed V2 to the third movement speed V3. If the W key remains released, and the player holds the W key for another second duration, the player can control the controlled virtual character to continue decelerating forward, and the car's speed can be continuously reduced from the third movement speed V3 to 0.

[0143] In an optional embodiment of this disclosure, variable speed movement is deceleration movement, and the above step S1012 can be implemented by the following steps S1012-1 to S1012-3.

[0144] Step S1012-1: In response to the change of the duration of the motion control operation from a first duration to a second duration, determine the second motion speed based on the first motion speed and the duration difference between the second duration and the first duration;

[0145] Step S1012-2: Determine whether the second movement speed is greater than the minimum movement speed corresponding to the first movement method;

[0146] Step S1012-3: If the second movement speed is greater than the minimum movement speed corresponding to the first movement mode, the movement speed of the controlled virtual character moving through the first movement mode is changed from the first movement speed to the second movement speed.

[0147] In this embodiment, in response to the change in duration of the movement control operation from a first duration T1 to a second duration T2, the second movement speed V2 can be determined based on the first movement speed V1 and the duration difference between the second duration T2 and the first duration T1. Optionally, the deceleration movement can be uniform deceleration movement, then V2 = V1 + a(T2 - T1), where a can be the magnitude of the acceleration corresponding to the first movement mode. Then, the second movement speed V2 and the minimum movement speed V corresponding to the first movement mode can be compared. min-1 Compare them. If V2 is greater than V... min-1 Then, the movement speed of the controlled virtual character can be reduced from the first movement speed V1 to the second movement speed V2 by controlling the movement of the first movement method.

[0148] In an optional embodiment of this disclosure, the map display method in the game may further include the following steps:

[0149] In response to the change in duration of the movement control operation from the second duration to the third duration, the third movement speed is determined based on the second movement speed and the duration difference between the third and second durations.

[0150] Determine whether the third movement speed is greater than the minimum movement speed corresponding to the first movement method;

[0151] If the third movement speed is not greater than the minimum movement speed corresponding to the first movement mode, the movement speed at which the controlled virtual character moves using the first movement mode is changed from the second movement speed to the minimum movement speed corresponding to the first movement mode.

[0152] In this embodiment, in response to the change in duration of the movement control operation from the second duration T2 to the third duration T3, the third movement speed V3 can be determined based on the second movement speed V2 and the duration difference between the third duration T3 and the second duration T2. ​​Optionally, the deceleration movement can be uniform deceleration movement, then V3 = V2 + a(T3 - T2), where a can be the magnitude of the acceleration corresponding to the first movement mode. Then, the third movement speed V3 and the minimum movement speed V corresponding to the first movement mode can be compared. min-1 Compare them. If V3 is not greater than V... min-1 This allows the controlled virtual character to reduce its movement speed using the first movement method from the second movement speed V2 to the minimum movement speed V corresponding to the first movement method. min-1 It is not the third movement speed V3.

[0153] For example, the minimum moving speed V corresponding to the first moving mode min-1 It can be 0.

[0154] For example, the minimum moving speed V corresponding to the first moving mode min-1It can be 1.5 m / s.

[0155] For example, the minimum moving speed V corresponding to the first moving mode min-1 It can be 30 meters per second.

[0156] For example, the minimum moving speed V corresponding to the first moving mode min-1 It can reach speeds of 18 km / h.

[0157] In the above embodiments, in response to the continuation of the movement control operation, the controlled virtual character can decelerate its movement using the current movement method. If the movement speed does not decrease to the minimum movement speed corresponding to the current movement method, the controlled virtual character can continue to decelerate its movement using the current movement method until it decelerates to the minimum movement speed corresponding to the current movement method. Then, the movement speed of the controlled virtual character can be maintained at the minimum movement speed corresponding to the current movement method until it is interrupted by factors such as specific player operation or specific game event.

[0158] In an optional embodiment of this disclosure, variable speed movement is accelerated movement, and the above step S1012 can be implemented by the following steps S1012-4 to S1012-6.

[0159] Step S1012-4: In response to the change of the duration of the motion control operation from the first duration to the second duration, the second motion speed is determined based on the first motion speed and the duration difference between the second duration and the first duration;

[0160] Step S1012-5: Determine whether the second movement speed is less than the maximum movement speed corresponding to the first movement mode;

[0161] Step S1012-6: If the second movement speed is less than the maximum movement speed corresponding to the first movement mode, the movement speed of the controlled virtual character moving through the first movement mode is changed from the first movement speed to the second movement speed.

[0162] In this embodiment, in response to the change in duration of the movement control operation from a first duration T1 to a second duration T2, the second movement speed V2 can be determined based on the first movement speed V1 and the duration difference between the second duration T2 and the first duration T1. Optionally, the accelerated movement can be uniformly accelerated, then V2 = V1 - a(T2 - T1), where a can be the magnitude of the acceleration corresponding to the first movement mode. Then, the second movement speed V2 and the maximum movement speed V corresponding to the first movement mode can be compared. max-1 Compare them. If V2 is less than V... max-1 Then, the movement speed of the controlled virtual character can be increased from the first movement speed V1 to the second movement speed V2 by controlling the movement of the first movement method.

[0163] In an optional embodiment of this disclosure, the map display method in the game may further include the following steps:

[0164] In response to the change in duration of the movement control operation from the second duration to the third duration, the third movement speed is determined based on the second movement speed and the duration difference between the third and second durations.

[0165] Determine whether the third movement speed is less than the maximum movement speed corresponding to the first movement method;

[0166] If the third movement speed is not less than the maximum movement speed corresponding to the first movement mode, the movement speed of the controlled virtual character when moving through the first movement mode is changed from the second movement speed to the maximum movement speed corresponding to the first movement mode.

[0167] In this embodiment, in response to the change in duration of the movement control operation from the second duration T2 to the third duration T3, the third movement speed V3 can be determined based on the second movement speed V2 and the duration difference between the third duration T3 and the second duration T2. ​​Optionally, the accelerated movement can be uniformly accelerated, then V3 = V2 - a(T3 - T2), where a can be the magnitude of the acceleration corresponding to the first movement mode. Then, the third movement speed V3 and the maximum movement speed V corresponding to the first movement mode can be compared. max-1 Compare them. If V3 is greater than V... max-1 Then, the movement speed of the controlled virtual character using the first movement method can be increased from the second movement speed V2 to the maximum movement speed V corresponding to the first movement method. max-1 It is not the third movement speed V3.

[0168] For example, the maximum moving speed V corresponding to the first moving mode max-1 It can be 1.2 meters per second.

[0169] For example, the maximum moving speed V corresponding to the first moving mode max-1 It can be 80 meters per second.

[0170] For example, the maximum moving speed V corresponding to the first moving mode max-1 It can reach speeds of up to 160 km / h.

[0171] In this embodiment, in response to the continuation of the movement control operation, the controlled virtual character can accelerate its movement using the current movement method. If the movement speed does not increase to the maximum movement speed corresponding to the current movement method, the controlled virtual character can continue to accelerate its movement using the current movement method until it reaches the maximum movement speed corresponding to the current movement method. Then, the movement speed of the controlled virtual character can be maintained at the maximum movement speed corresponding to the current movement method until it is interrupted by factors such as specific player operation or specific game event.

[0172] In an optional embodiment of this disclosure, step S101, which controls the controlled virtual character to move in the virtual scene at a first speed using a first movement method, can be implemented by step S1013.

[0173] Step S1013: In response to the first movement control operation corresponding to the first movement mode, when the operation parameter of the first movement control operation is the first operation parameter, control the controlled virtual character to move in the virtual scene at the first movement speed through the first movement mode.

[0174] In this embodiment, the player can control the controlled virtual character to move through the first movement mode by performing the first movement control operation corresponding to the first movement mode. Furthermore, the player can change the operation parameters of the first movement control operation to change the movement speed of the controlled virtual character when moving through the first movement mode.

[0175] Optionally, the first movement control operation may include one or more operations, and optionally, the multiple operations may be a series of consecutive operations.

[0176] For example, the first movement control operation may include a long press, a hard press, or a swipe operation.

[0177] For example, the first motion control operation may include a long press operation and a swipe operation that follows the long press operation.

[0178] In this embodiment, step S104, which controls the controlled virtual character to move in the virtual scene at a second speed using a first movement method, can be implemented by step S1042.

[0179] Step S1042: In response to the change of the operation parameters of the first movement control operation from the first operation parameters to the second operation parameters, the controlled virtual character is controlled to move in the virtual scene at the second movement speed through the first movement method.

[0180] In this embodiment, in response to a change in the operating parameters of the first movement control operation, the movement speed of the controlled virtual character can change while maintaining the first movement mode.

[0181] Optionally, the operating parameters of the first motion control operation may include at least one of the following: operation duration, operation force, and operation distance.

[0182] For example, a player can change the movement speed of the controlled virtual character using the first movement method by altering the duration of the first movement control operation. For example, a player can change the movement speed of the controlled virtual character using the first movement method by altering the intensity of the first movement control operation. For example, a player can change the movement speed of the controlled virtual character using the first movement method by altering the distance of the first movement control operation. For example, a player can change the movement speed of the controlled virtual character using the first movement method by simultaneously altering both the duration and distance of the first movement control operation.

[0183] For example, players can long-press the first control provided in the graphical user interface to trigger the controlled virtual character to swing in the virtual scene. Players can hold down the first control and then slide it. The direction of the slide can control the swing direction of the controlled virtual character, and the duration of the slide can control the swing duration. The swing speed of the controlled virtual character is related to the initial velocity and swing height at the start of the swing. The swing process of the controlled virtual character can be a movement process of first accelerating and then decelerating.

[0184] In the optional example, refer to Figure 2 Players can hold down the W key to control the virtual character R to drive a car and move around in the virtual scene. The current speed of the car driven by the virtual character R is 40 km / h. At this time, the first visible distance of the thumbnail map is 6 km. The map range displayed in the map display area 02 of the thumbnail map is the first map range.

[0185] Reference Figure 3 If the player holds down the W key for a certain period, the speed of the controlled virtual character R driving the car will increase to 80 km / h. At this time, the second visible distance on the thumbnail map will be 120 km, and the map area displayed in map display area 02 of the thumbnail map will be the second map area, which is larger than the first map area. The controlled virtual character R drives the car on the same road, compared to... Figure 2 and Figure 3 As can be seen from the road displayed in map display area 02, the road appears smaller and thinner in map display area 02.

[0186] contrast Figure 2 The map shows area 02 and Figure 3 As can be seen in map display area 02, the map range displayed in map display area 02 changes with the movement speed of the controlled virtual character R. The faster the controlled virtual character R moves, the larger the map range displayed in map display area 02 becomes. Furthermore, the map range displayed in map display area 02 can always be centered on the location of the controlled virtual character R (in contrast). Figure 2 The map displays icons 03-1 and 03-1 in area 02. Figure 3 (As can be seen from icon 03-1 in area 02 of the map). Additionally, compare... Figure 2 The function icons 03 and 02 in the map display area Figure 3 As can be seen from the function icons 03 (e.g., icons 03-1, 03-2, and 03-3) in the map display area 02, the size of the function icons 03 in the thumbnail map will also change as the map range displayed in the map display area 02 changes. The map range displayed in the map display area 02 gradually increases, while the size of the function icons 03 in the thumbnail map can gradually decrease.

[0187] The following examples provide several ways to switch between different modes of transportation. It is understood that these examples do not imply any limitation on non-disclosure.

[0188] In an optional embodiment of this disclosure, the map display method in the game may further include the following steps S107 to S109.

[0189] Step S107: Control the controlled virtual character to move in the virtual scene using the second movement method and the fourth movement speed.

[0190] In this embodiment, the controlled virtual character can change its movement mode from a first movement mode to a second movement mode, such as changing from walking to driving a car, from walking to running, from driving a car back to walking, and so on. The controlled virtual character's movement mode within the virtual scene can be changed from the first movement mode to the second movement mode. The controlled virtual character can move within the virtual scene using the second movement mode at a fourth movement speed. Here, the fourth movement speed is the second speed range [V] corresponding to the second movement mode. min-2 V max-2 One of the speeds.

[0191] Optionally, the fourth movement speed can be the same as the first movement speed.

[0192] Optionally, the fourth movement speed can be different from the first movement speed.

[0193] Optionally, the fourth movement speed can be the same as the second movement speed.

[0194] Optionally, the fourth movement speed can be different from the second movement speed.

[0195] In an optional embodiment of this disclosure, step S107 can be implemented by the following steps S1071 to S1072.

[0196] Step S1071: In response to the movement mode switching operation for the controlled virtual character, control the movement mode of the controlled virtual character in the virtual scene to switch from the first movement mode to the second movement mode.

[0197] Step S1072: When the controlled virtual character's movement mode is the second movement mode, control the controlled virtual character to move in the virtual scene at the fourth movement speed.

[0198] In this embodiment, the movement mode of the controlled virtual character can be switched by the player's operation to switch movement modes.

[0199] Optionally, the movement mode switching operation for the controlled virtual character may be related to one or more of the following: the device on which the game is being played, the current movement mode of the controlled virtual character, and the movement mode to be switched.

[0200] For example, on the host side, if the controlled virtual character needs to switch from walking to driving, the player can first use the left joystick or left directional button on the controller to make the controlled virtual character walk to the vicinity of the virtual car. When the distance between the controlled virtual character and the virtual car is less than a preset distance, a "get in" control will appear in the preset display area corresponding to the virtual car. The player can press the "○" button on the controller to click the "get in" control and control the controlled virtual character to drive the virtual car, thus switching the controlled virtual character from walking to driving. Then, the player can use the left joystick or left directional button on the controller to control the controlled virtual character to drive the virtual car.

[0201] For example, on a PC, if the controlled virtual character needs to switch from driving a car to walking, the player can use the A, S, D and / or W keys on the keyboard to control the controlled virtual character to drive the car to location P in the virtual scene. Then, the player can press the F key on the keyboard to control the controlled virtual character to get out of the car and switch the controlled virtual character to walking. The player can then use the A, S, D and / or W keys on the keyboard to control the controlled virtual character to walk in the virtual scene.

[0202] For example, on a mobile device, if the controlled virtual character needs to switch from walking to driving, the player can first use the virtual joystick provided on the graphical user interface to control the controlled virtual character to walk near the virtual car. When the distance between the controlled virtual character and the virtual car is less than a preset distance, a "get in" control will appear in the preset display area corresponding to the virtual car. By tapping the "get in" control, the player can control the controlled virtual character to drive the virtual car, thus switching the controlled virtual character from walking to driving. Then, the player can use the virtual joystick to control the controlled virtual character to drive the virtual car.

[0203] For example, on a tablet computer, if the controlled virtual character needs to switch from walking to jumping, the player can click on the first control control provided on the graphical user interface while the controlled virtual character is walking, thereby controlling the controlled virtual character to perform a jumping action, thus switching the controlled virtual character from walking to jumping.

[0204] For example, on a tablet computer, if the controlled virtual character needs to switch from walking to swinging, the player can long-press or swipe the first control control provided on the graphical user interface while the controlled virtual character is walking, thereby controlling the controlled virtual character to perform a swinging action, so that the controlled virtual character switches from walking to swinging.

[0205] For example, on a mobile device, if the controlled virtual character needs to switch from a swinging movement mode to a traction movement mode, the player can click on a second control control provided on the graphical user interface during the swinging of the controlled virtual character. This will control the controlled virtual character to exit the swinging mode and present a virtual traction object (such as a virtual rope, virtual zipline, virtual slime, virtual filaments, virtual lines, etc.) between the target anchor point in the virtual scene and the current position of the controlled virtual character. This will control the controlled virtual character to move from its current position to the target anchor point, thus switching the controlled virtual character from a swinging movement mode to a traction movement mode based on the virtual traction object.

[0206] It is understood that mode switching operations on different devices can be interchanged as long as there are no operational conflicts or lack of operational support. For example, if both the host device and the PC have a W key, then mode switching operations performed using the W key can be applied on both the host device and the PC. Similarly, if both the mobile phone and the tablet have touch functionality, then mode switching operations performed using touch functionality can be applied on both the mobile phone and the tablet. This disclosure does not impose any limitations in this regard.

[0207] In optional embodiments of this disclosure, the movement mode of the controlled virtual character in the virtual scene can be switched from a first movement mode to a second movement mode in response to the fulfillment of preset conditions.

[0208] In this embodiment, when the controlled virtual character moves using the current movement method, the game system can automatically switch the movement method of the controlled virtual character when certain conditions are met.

[0209] Optionally, the preset conditions may include one or more of the following: the controlled virtual character moves for a longer period of time than a preset time using the current movement method, the controlled virtual character reaches a preset location, the controlled virtual character is attacked, the controlled virtual character encounters an obstacle, etc.

[0210] In an exemplary embodiment, the movement of a controlled virtual character using a certain movement method may be subject to one or more restrictions, such as time restrictions, location restrictions, or state restrictions. The game system can automatically exit the current movement method and switch to another movement method when the controlled virtual character is restricted. Optionally, in this embodiment, the second movement method can be the default movement method, such as walking.

[0211] For example, the controlled virtual character can automatically exit flight after flying for 5 seconds, and switch to walking mode after landing.

[0212] For example, the swinging can be automatically stopped when the controlled virtual character swings to a speed of 0, and the movement mode can be switched to walking after the controlled virtual character lands.

[0213] Step S108: Determine the third visible distance of the thumbnail map based on the fourth movement speed.

[0214] After the controlled virtual character changes its movement mode to the second movement mode, the current third visible distance of the thumbnail can be determined based on the controlled virtual character's current fourth movement speed.

[0215] In this embodiment, the viewing distance of the thumbnail can change in response to changes in the movement of the controlled virtual character. This satisfies the player's need for a constantly changing viewing range of the thumbnail as the character's movement changes, thus solving the problem of insufficient flexibility in thumbnail display.

[0216] In an optional embodiment of this disclosure, step S108 can be implemented by the following step S1081.

[0217] Step S1081: Determine the third visible distance of the thumbnail map based on the fourth movement speed and the second movement method.

[0218] In optional embodiments of this disclosure, step S1081 can be implemented by the following steps S1081-1 to S1081-2.

[0219] Step S1081-1: Obtain the visible distance range of the second thumbnail map corresponding to the second movement mode;

[0220] Step S1081-2: Determine the third visible distance based on the fourth movement speed and the second thumbnail map visible distance range.

[0221] In this embodiment, the visible distance range of the second thumbnail map corresponding to the second movement mode is [X]. min-2 ,X max-2 When the controlled virtual character moves using the second movement method, the visible distance of the thumbnail map can only be within the visible distance range of the second thumbnail map [X]. min-2 ,X max-2 [Internal changes.] The specific value of the current visible distance on the thumbnail needs to be determined based on the fourth movement speed V4 of the controlled virtual character currently moving via the second movement method.

[0222] In optional embodiments of this disclosure, step S1081-2 can be implemented by steps S1081-2a to S1081-2c.

[0223] Step S1081-2a: Obtain the second speed range corresponding to the second movement mode.

[0224] Step S1081-2b: Map the second speed range to the visible distance range of the second thumbnail map to obtain the second target mapping relationship.

[0225] Step S1081-2c: Determine the mapping value of the fourth movement speed within the visible distance range of the second thumbnail map based on the second target mapping relationship, and obtain the third visible distance.

[0226] In this embodiment, the visible distance range of the second thumbnail map corresponding to the second movement mode is [X]. min-2 ,X max-2 The second speed range corresponding to the second movement mode is [V]. min-2 V max-2 ], which can be used to determine the second speed range [V min-2 V max-2 [X] and the visible distance range of the second thumbnail map min-2 ,X max-2 A mapping is performed to obtain the second target mapping relationship between the speed range of the second movement mode and the visible distance range of the thumbnail map. Based on this second target mapping relationship, [V] can be determined. min-2 V max-2Each velocity value in the interval [X] is respectively in [X] min-2 ,X max-2 The corresponding mapping value within the interval is used to determine the fourth movement speed V4 within the visible distance interval of the second thumbnail map [X]. Therefore, based on this second target mapping relationship, the fourth movement speed V4 can be determined within the visible distance interval of the second thumbnail map [X]. min-2 ,X max-2 The mapping value within ] is X3, which is the third visible distance of the thumbnail map.

[0227] Step S109: Adjust the map range displayed in the map display area according to the third visible distance.

[0228] In an exemplary embodiment, a third map range can be determined in the thumbnail map of the virtual scene, which is no more than a third visible distance X3 from the location of the controlled virtual character. That is, the map range with the location of the controlled virtual character as the center and X3 as the radius. Then, the map range displayed in the map display area (e.g., the first map range or the second map range) can be changed to the third map range.

[0229] In optional embodiments of this disclosure, the map extent displayed in the map display area (e.g., a first map extent or a second map extent) can be gradually changed to a third map extent.

[0230] In an optional embodiment of this disclosure, the first visible distance X1 is determined according to the first thumbnail map visible distance interval [X] corresponding to the first moving speed V1 and the first moving mode. min-1 ,X max-1 If the maximum moving speed V corresponding to the first moving method is determined, then... max-1 Greater than the maximum moving speed V corresponding to the second movement method max-2 Then the visible distance range of the first thumbnail map [X] min-1 ,X max-1 The minimum visible distance X min-1 Larger than the second thumbnail's visible distance range [X] min-2 ,X max-2 The minimum visible distance X min-2 .

[0231] In this embodiment, regardless of the controlled virtual character's current movement speed, the visible area of ​​the thumbnail map when the controlled virtual character moves using a movement method with a higher speed limit is guaranteed to be larger than the visible area when the controlled virtual character moves using a movement method with a lower speed limit. This is because when moving using a movement method with a higher speed limit, the controlled virtual character can travel a long distance in a short time. Therefore, it is necessary to display a larger map area in the thumbnail map display area to prevent players from being unable to observe the location the controlled virtual character will soon reach while moving, thus reducing the probability of the controlled virtual character getting into danger. In this way, the different observation needs of players when controlling the controlled virtual character to move using different speed limits on the virtual scene thumbnail map can be met.

[0232] For example, the speed range corresponding to driving a car is [0, 120] km / h, and the speed range corresponding to walking is [1.2, 1.2] m / s. Driving a car is generally faster than walking; the maximum speed of driving a car is 120 km / h, and the maximum speed of walking is 1.2 m / s. Therefore, the minimum visible distance of the thumbnail map corresponding to driving a car (e.g., 20 km) can be set to be greater than the minimum visible distance of the thumbnail map corresponding to walking (e.g., 10 meters). For example, the visible distance range of the thumbnail map corresponding to driving a car can be set to [20, 360] km, and the visible distance range of the thumbnail map corresponding to walking can be set to [10, 10] meters. In this example, even if the controlled virtual character's current driving speed is less than the controlled virtual character's walking speed, the visible range of the thumbnail map will be larger than the visible range of the thumbnail map when the controlled virtual character walks at the same speed. Thus, no matter how slow the controlled virtual character is while driving a car, the visible area of ​​the thumbnail will always be larger than the visible area when walking at the same speed. Even if the speed is 0, the visible area will still be larger due to the X-axis corresponding to the car's movement. min The larger size ensures a larger visible area for the thumbnail.

[0233] In the optional example, refer to Figure 2 Players can hold down the W key to control the virtual character R to drive a car and move around in the virtual scene. The current speed of the car driven by the virtual character R is 40 km / h. At this time, the first visible distance of the thumbnail map is 6 km. The map range displayed in the map display area 02 of the thumbnail map is the first map range.

[0234] Reference Figure 3If the player holds down the W key for a certain period of time, the speed of the controlled virtual character R driving the car will increase to 80 km / h. At this time, the second visible distance of the thumbnail map is 120 km, and the map range displayed in map display area 02 of the thumbnail map is the second map range, which is larger than the first map range. The controlled virtual character R drives the car on the same road. Figure 2 and Figure 3 As can be seen from the road displayed in map display area 02, the road appears smaller and thinner in map display area 02.

[0235] contrast Figure 2 The map shows area 02 and Figure 3 As can be seen in map display area 02, the map range displayed in map display area 02 changes with the movement speed of the controlled virtual character R. The faster the controlled virtual character R moves, the larger the map range displayed in map display area 02 becomes. Furthermore, the map range displayed in map display area 02 can always be centered on the location of the controlled virtual character R (in contrast). Figure 2 The map displays icons 03-1 and 03-1 in area 02. Figure 3 (As can be seen from icon 03-1 in area 02 of the map). Additionally, compare... Figure 2 The function icons 03 and 02 in the map display area Figure 3 As can be seen from the function icons 03 (e.g., icons 03-1, 03-2, and 03-3) in the map display area 02, the size of the function icons 03 in the thumbnail map will also change as the map range displayed in the map display area 02 changes. The map range displayed in the map display area 02 gradually increases, while the size of the function icons 03 in the thumbnail map can gradually decrease.

[0236] Reference Figure 4 The player releases the W key and holds down the Shift key to control the virtual character R to disembark. R then runs at a constant speed of 5 meters per second within the virtual environment. At this time, the third visible distance on the thumbnail map is 12 meters, and the map area displayed in map display area 02 of the thumbnail map is the third map area. After disembarking, the virtual character R continues to travel on the same road. Figure 3 and Figure 4 As can be seen from the road displayed in map display area 02, the road appears larger and thicker in map display area 02.

[0237] contrast Figure 3The map shows area 02 and Figure 4 As can be seen in map display area 02, the map range displayed in map display area 02 changes as the movement mode of the controlled virtual character R changes. The lower the maximum movement speed corresponding to the current movement mode of the controlled virtual character R, the smaller the map range displayed in map display area 02. Additionally, in comparison... Figure 3 The function icons 03 and 02 in the map display area Figure 4 As can be seen from the function icons 03 (e.g., icon 03-1) in the map display area 02, the size of the function icons 03 in the thumbnail map will also change as the map range displayed in the map display area 02 changes. The map range displayed in the map display area 02 gradually becomes smaller, while the size of the function icons 03 in the thumbnail map can gradually become larger.

[0238] Corresponding to the map display method in games provided in this disclosure, this disclosure also provides a map display device in games, which provides a view of the player object and a map display area of ​​a thumbnail map of a virtual scene through a graphical user interface. For example... Figure 5 As shown, the device 700 includes:

[0239] The movement control module 701 is used to control the controlled virtual character to move in the virtual scene through a first movement method and at a first movement speed;

[0240] The visible distance determination module 702 is used to determine the first visible distance of the thumbnail map based on the first moving speed;

[0241] The map display module 703 is used to display a thumbnail map of the virtual scene in the map display area according to the first viewing distance.

[0242] In an optional implementation, determining the first visible distance of the thumbnail map based on the first moving speed includes:

[0243] The first visible distance of the thumbnail map is determined based on the first moving speed and the first moving mode.

[0244] In an optional implementation, determining the first visible distance of the thumbnail map based on the first moving speed and the first moving mode includes:

[0245] Obtain the visible distance range of the first thumbnail map corresponding to the first movement method;

[0246] The first visible distance is determined based on the first moving speed and the first visible distance range of the thumbnail map.

[0247] In an optional implementation, determining the first visible distance based on the first moving speed and the first thumbnail map visible distance range includes:

[0248] Obtain the first speed range corresponding to the first movement mode;

[0249] The first speed range is mapped to the first thumbnail map visible distance range to obtain the first target mapping relationship;

[0250] Based on the first target mapping relationship, the mapping value of the first moving speed within the visible distance range of the first thumbnail map is determined, and the first visible distance is obtained.

[0251] In an optional implementation, displaying a thumbnail map of the virtual scene in the map display area according to the first viewing distance includes:

[0252] In the thumbnail map of the virtual scene, a first map range is determined that is no more than the first visible distance from the location of the controlled virtual character;

[0253] The first map range is displayed in the map display area.

[0254] In an optional embodiment, the device is further configured to:

[0255] The controlled virtual character is controlled to move within the virtual scene using the first movement method and at the second movement speed;

[0256] Based on the second movement speed, determine the second visible distance of the thumbnail map;

[0257] The map range displayed in the map display area is adjusted according to the second viewing distance.

[0258] In an optional implementation, adjusting the map range displayed in the map display area according to the second viewing distance includes:

[0259] In the thumbnail map of the virtual scene, a second map range is determined that is no more than the second visible distance from the location of the controlled virtual character;

[0260] Change the first map range displayed in the map display area to the second map range.

[0261] In an optional implementation, changing the first map range displayed in the map display area to the second map range includes:

[0262] The first map range displayed in the map display area is gradually changed to the second map range.

[0263] In an optional implementation, the thumbnail map includes function icons, and changing the first map range displayed in the map display area to the second map range includes:

[0264] Change the first map range displayed in the map display area to the second map range, and scale the function icons.

[0265] In an optional implementation, scaling the function icon includes:

[0266] When the first viewing distance is less than the second viewing distance, the function icon is scaled down;

[0267] And / or,

[0268] When the first viewing distance is greater than the second viewing distance, the function icon is enlarged.

[0269] In an optional implementation, the controlled virtual character moves within the virtual scene using a first movement method and at a first movement speed, including:

[0270] When the movement mode of the controlled virtual character is the first movement mode, in response to the movement control operation for the controlled virtual character, the controlled virtual character is triggered to move at a variable speed in the virtual scene with a first initial velocity corresponding to the first movement mode.

[0271] In response to the duration of the movement control operation being a first duration, the movement speed of the controlled virtual character moving through the first movement method is changed from the first initial speed to a first movement speed;

[0272] The control of the controlled virtual character to move in the virtual scene at a second speed using the first movement method includes:

[0273] In response to the change in duration of the movement control operation from the first duration to the second duration, the movement speed of the controlled virtual character moving through the first movement method is changed from the first movement speed to the second movement speed.

[0274] In an optional implementation, the variable speed movement is deceleration movement, the duration of the response to the movement control operation is changed from the first duration to the second duration, and the movement speed of the controlled virtual character moving through the first movement method is changed from the first movement speed to the second movement speed, including:

[0275] In response to the change in duration of the movement control operation from the first duration to the second duration, the second movement speed is determined based on the first movement speed and the duration difference between the second duration and the first duration;

[0276] Determine whether the second moving speed is greater than the minimum moving speed corresponding to the first moving method;

[0277] If the second movement speed is greater than the minimum movement speed corresponding to the first movement mode, the movement speed of the controlled virtual character moving through the first movement mode is changed from the first movement speed to the second movement speed.

[0278] In an optional embodiment, the device is further configured to:

[0279] In response to the change in duration of the movement control operation from the second duration to the third duration, the third movement speed is determined based on the second movement speed and the duration difference between the third duration and the second duration;

[0280] Determine whether the third moving speed is greater than the maximum moving speed corresponding to the first moving mode;

[0281] If the third movement speed is not greater than the minimum movement speed corresponding to the first movement mode, the movement speed of the controlled virtual character moving through the first movement mode is changed from the second movement speed to the minimum movement speed corresponding to the first movement mode.

[0282] In an optional implementation, the minimum moving speed corresponding to the first moving mode is 0.

[0283] In an optional implementation, the variable-speed movement is accelerated movement, the duration of the response to the movement control operation is changed from the first duration to the second duration, and the movement speed of the controlled virtual character moving through the first movement method is changed from the first movement speed to the second movement speed, including:

[0284] In response to the change in duration of the movement control operation from the first duration to the second duration, the second movement speed is determined based on the first movement speed and the duration difference between the second duration and the first duration;

[0285] Determine whether the second moving speed is less than the maximum moving speed corresponding to the first moving method;

[0286] If the second movement speed is less than the maximum movement speed corresponding to the first movement mode, the movement speed of the controlled virtual character moving through the first movement mode is changed from the first movement speed to the second movement speed.

[0287] In an optional embodiment, the device is further configured to:

[0288] In response to the change in duration of the movement control operation from the second duration to the third duration, the third movement speed is determined based on the second movement speed and the duration difference between the third duration and the second duration;

[0289] Determine whether the third moving speed is less than the maximum moving speed corresponding to the first moving mode;

[0290] If the third movement speed is not less than the maximum movement speed corresponding to the first movement mode, the movement speed of the controlled virtual character moving through the first movement mode is changed from the second movement speed to the maximum movement speed corresponding to the first movement mode.

[0291] In an optional implementation, the movement control operation includes at least one of the following: pressing the movement control key and releasing the movement control key.

[0292] In an optional implementation, the controlled virtual character moves within the virtual scene using a first movement method and at a first movement speed, including:

[0293] In response to the first movement control operation corresponding to the first movement mode, when the operation parameter of the first movement control operation is the first operation parameter, the controlled virtual character is controlled to move in the virtual scene at the first movement speed through the first movement mode;

[0294] The control of the controlled virtual character to move in the virtual scene at a second speed using the first movement method includes:

[0295] In response to the change of the operation parameters of the first movement control operation from the first operation parameters to the second operation parameters, the controlled virtual character is controlled to move in the virtual scene at the second movement speed through the first movement method.

[0296] In an optional implementation, the operation parameters of the first movement control operation include at least one of the following: operation duration, operation force, and operation distance.

[0297] In an optional embodiment, the device is further configured to:

[0298] The controlled virtual character is controlled to move within the virtual scene using a second movement method and a fourth movement speed;

[0299] Based on the fourth movement speed, the third visible distance of the thumbnail map is determined;

[0300] The map range displayed in the map display area is adjusted according to the third viewing distance.

[0301] In an optional implementation, controlling the controlled virtual character to move within the virtual scene using a second movement method and a fourth movement speed includes:

[0302] In response to a movement mode switching operation for the controlled virtual character, the movement mode of the controlled virtual character in the virtual scene is switched from the first movement mode to the second movement mode;

[0303] When the controlled virtual character moves in the second movement mode, the controlled virtual character is controlled to move in the virtual scene at a fourth movement speed.

[0304] In an optional implementation, determining the third visible distance of the thumbnail map based on the fourth moving speed includes:

[0305] The third visible distance of the thumbnail map is determined based on the fourth moving speed and the second moving mode.

[0306] In an optional implementation, determining the third visible distance of the thumbnail map based on the fourth moving speed and the second moving mode includes:

[0307] Obtain the visible distance range of the second thumbnail map corresponding to the second movement method;

[0308] The third visible distance is determined based on the fourth moving speed and the second thumbnail map visible distance range.

[0309] In an optional implementation, the first visible distance is determined based on the first moving speed and the first moving mode corresponding to the first thumbnail map visible distance range;

[0310] If the maximum movement speed corresponding to the first movement mode is greater than the maximum movement speed corresponding to the second movement mode, then the minimum visible distance of the first thumbnail map visible distance range is greater than the minimum visible distance of the second thumbnail map visible distance range.

[0311] The apparatus provided in the exemplary embodiments of this disclosure can control a controlled virtual character to move in a virtual scene at a first speed using a first movement method; determine a first viewing distance of a thumbnail map of the virtual scene based on the first movement speed; and display the thumbnail map of the virtual scene in a map display area provided by the graphical user interface for the thumbnail map based on the first viewing distance. In this disclosure, when the controlled virtual character moves at different speeds, a map range adapted to the character's movement speed can be displayed on the thumbnail map of the virtual scene in the map display area provided by the graphical user interface, which can meet the player's viewing range requirements for the thumbnail map at different character movement speeds and improve the flexibility of the thumbnail map display.

[0312] The following describes an electronic device provided by an embodiment of this disclosure. Please refer to [link / reference]. Figure 6 , Figure 6 This is a schematic diagram of an electronic device provided in an embodiment of the present disclosure. The electronic device 800 may be equipped with a map display device from a game as described in this embodiment, used to implement the functions of this embodiment. Specifically, the electronic device 800 includes: a receiver 801, a transmitter 802, a processor 803, and a memory 804 (wherein the electronic device 800 may have one or more processors 803). Figure 6 (Taking a processor as an example), the processor 803 may include an application processor 8031 ​​and a communication processor 8032. In some embodiments of this disclosure, the receiver 801, transmitter 802, processor 803, and memory 804 may be connected via a bus or other means.

[0313] Memory 804 may include read-only memory and random access memory, and provides instructions and data to processor 803. A portion of memory 804 may also include non-volatile random access memory (NVRAM). Memory 804 stores processor and operation instructions, executable modules, or data structures, or subsets thereof, or extended sets thereof, wherein the operation instructions may include various operation instructions for implementing various operations.

[0314] The processor 803 controls the operation of the execution device. In specific applications, the various components of the execution device are coupled together through a bus system, which may include not only the data bus but also power buses, control buses, and status signal buses. However, for clarity, all buses in the diagram are referred to as the bus system.

[0315] The methods disclosed in the above embodiments of this disclosure can be applied to or implemented by processor 803. Processor 803 can be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by integrated logic circuits in the hardware of processor 803 or by instructions in software form. Processor 803 can be a general-purpose processor, a digital signal processor (DSP), a microprocessor, or a microcontroller, and may further include an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. Processor 803 can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. A general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the field, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 804, and processor 803 reads the information from memory 804 and, in conjunction with its hardware, completes the steps of the above method.

[0316] Receiver 801 can be used to receive input digital or character information, and to generate signal inputs related to the settings and function control of the execution device. Transmitter 802 can be used to output digital or character information through the first interface; transmitter 802 can also be used to send instructions to the disk group through the first interface to modify the data in the disk group; transmitter 802 may also include a display device such as a display screen.

[0317] In this embodiment of the present disclosure, the application processor 8031 ​​in the processor 803 is used to execute the map display method in the game in this embodiment of the present disclosure. It should be noted that the specific way in which the application processor 8031 ​​executes each step is based on the same concept as the various method embodiments in this disclosure, and the resulting technical effects are the same as those in the various method embodiments in this disclosure. For details, please refer to the description in the method embodiments shown above in this disclosure, which will not be repeated here.

[0318] This disclosure also provides a chip for executing instructions, which is used to execute the technical solution of the map display method in the game described above.

[0319] This disclosure also provides a computer-readable storage medium storing computer instructions that, when executed on a processor, cause the processor to perform the map display method in the game described above.

[0320] This disclosure also provides a computer program product, including a computer program, which, when executed by a processor, is used to perform the technical solution of the map display method in the game described above.

[0321] The aforementioned computer-readable storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk, or optical disk. The readable storage medium can be any available medium accessible to general-purpose or special-purpose servers.

[0322] 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.

[0323] While this disclosure is presented above with reference to preferred embodiments, it is not intended to limit this disclosure. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this disclosure. Therefore, the scope of protection of this disclosure should be determined by the scope defined in the claims of this disclosure.

Claims

1. A map display method in a game, characterized by, The method includes providing a view of the player object and a map display area of ​​a thumbnail map of a virtual scene through a graphical user interface, the method comprising: The controlled virtual character moves within the virtual scene using a first movement method and at a first movement speed; Based on the first movement speed, determine the first visible distance of the thumbnail map; A thumbnail map of the virtual scene is displayed in the map display area according to the first viewing distance.

2. The method of claim 1, wherein, Determining the first visible distance of the thumbnail map based on the first moving speed includes: The first visible distance of the thumbnail map is determined based on the first moving speed and the first moving mode.

3. The method of claim 2, wherein, Determining the first visible distance of the thumbnail map based on the first moving speed and the first moving mode includes: Obtain the visible distance range of the first thumbnail map corresponding to the first movement method; The first visible distance is determined based on the first moving speed and the first visible distance range of the thumbnail map.

4. The method of claim 3, wherein, Determining the first visible distance based on the first moving speed and the first thumbnail map visible distance range includes: Obtain the first speed range corresponding to the first movement mode; The first speed range is mapped to the first thumbnail map visible distance range to obtain the first target mapping relationship; Based on the first target mapping relationship, the mapping value of the first moving speed within the visible distance range of the first thumbnail map is determined, and the first visible distance is obtained.

5. The method of claim 1, wherein, The step of displaying a thumbnail map of the virtual scene in the map display area according to the first viewing distance includes: In the thumbnail map of the virtual scene, a first map range is determined that is no more than the first visible distance from the location of the controlled virtual character; The first map range is displayed in the map display area.

6. The method of claim 1, wherein, The method further includes: The controlled virtual character is controlled to move within the virtual scene using the first movement method and at the second movement speed; Based on the second movement speed, determine the second visible distance of the thumbnail map; The map range displayed in the map display area is adjusted according to the second viewing distance.

7. The method of claim 6, wherein, The step of adjusting the map range displayed in the map display area according to the second viewing distance includes: In the thumbnail map of the virtual scene, a second map range is determined that is no more than the second visible distance from the location of the controlled virtual character; Change the first map range displayed in the map display area to the second map range.

8. The method of claim 7, wherein, The step of changing the first map range displayed in the map display area to the second map range includes: The first map range displayed in the map display area is gradually changed to the second map range.

9. The method according to claim 7, characterized in that, The thumbnail map includes function icons, and changing the first map range displayed in the map display area to the second map range includes: Change the first map range displayed in the map display area to the second map range, and scale the function icons.

10. The method according to claim 9, characterized in that, The scaling of the function icons includes: When the first viewing distance is less than the second viewing distance, the function icon is scaled down; And / or, When the first viewing distance is greater than the second viewing distance, the function icon is enlarged.

11. The method according to claim 6, characterized in that, The controlled virtual character moves in the virtual scene using a first movement method and a first movement speed, including: When the movement mode of the controlled virtual character is the first movement mode, in response to the movement control operation for the controlled virtual character, the controlled virtual character is triggered to move at a variable speed in the virtual scene with a first initial velocity corresponding to the first movement mode. In response to the duration of the movement control operation being a first duration, the movement speed of the controlled virtual character moving through the first movement method is changed from the first initial speed to a first movement speed; The control of the controlled virtual character to move in the virtual scene at a second speed using the first movement method includes: In response to the change in duration of the movement control operation from the first duration to the second duration, the movement speed of the controlled virtual character moving through the first movement method is changed from the first movement speed to the second movement speed.

12. The method according to claim 11, characterized in that, The variable speed movement is deceleration movement, the duration of the response to the movement control operation is changed from the first duration to the second duration, and the movement speed of the controlled virtual character moving through the first movement method is changed from the first movement speed to the second movement speed, including: In response to the change in duration of the movement control operation from the first duration to the second duration, the second movement speed is determined based on the first movement speed and the duration difference between the second duration and the first duration; Determine whether the second moving speed is greater than the minimum moving speed corresponding to the first moving method; If the second movement speed is greater than the minimum movement speed corresponding to the first movement mode, the movement speed of the controlled virtual character moving through the first movement mode is changed from the first movement speed to the second movement speed.

13. The method according to claim 12, characterized in that, The method further includes: In response to the change in duration of the movement control operation from the second duration to the third duration, the third movement speed is determined based on the second movement speed and the duration difference between the third duration and the second duration; Determine whether the third moving speed is greater than the maximum moving speed corresponding to the first moving mode; If the third movement speed is not greater than the minimum movement speed corresponding to the first movement mode, the movement speed of the controlled virtual character moving through the first movement mode is changed from the second movement speed to the minimum movement speed corresponding to the first movement mode.

14. The method according to claim 12, characterized in that, The minimum moving speed corresponding to the first movement mode is 0.

15. The method according to claim 11, characterized in that, The variable speed movement is accelerated movement, the duration of the response to the movement control operation is changed from the first duration to the second duration, and the movement speed of the controlled virtual character moving through the first movement method is changed from the first movement speed to the second movement speed, including: In response to the change in duration of the movement control operation from the first duration to the second duration, the second movement speed is determined based on the first movement speed and the duration difference between the second duration and the first duration; Determine whether the second moving speed is less than the maximum moving speed corresponding to the first moving method; If the second movement speed is less than the maximum movement speed corresponding to the first movement mode, the movement speed of the controlled virtual character moving through the first movement mode is changed from the first movement speed to the second movement speed.

16. The method according to claim 15, characterized in that, The method further includes: In response to the change in duration of the movement control operation from the second duration to the third duration, the third movement speed is determined based on the second movement speed and the duration difference between the third duration and the second duration; Determine whether the third moving speed is less than the maximum moving speed corresponding to the first moving mode; If the third movement speed is not less than the maximum movement speed corresponding to the first movement mode, the movement speed of the controlled virtual character moving through the first movement mode is changed from the second movement speed to the maximum movement speed corresponding to the first movement mode.

17. The method according to claim 11, characterized in that, The movement control operation includes at least one of the following: pressing the movement control key and releasing the movement control key.

18. The method according to claim 6, characterized in that, The controlled virtual character moves in the virtual scene using a first movement method and a first movement speed, including: In response to the first movement control operation corresponding to the first movement mode, when the operation parameter of the first movement control operation is the first operation parameter, the controlled virtual character is controlled to move in the virtual scene at the first movement speed through the first movement mode; The control of the controlled virtual character to move in the virtual scene at a second speed using the first movement method includes: In response to the change of the operation parameters of the first movement control operation from the first operation parameters to the second operation parameters, the controlled virtual character is controlled to move in the virtual scene at the second movement speed through the first movement method.

19. The method according to claim 18, characterized in that, The operating parameters of the first motion control operation include at least one of the following: operation duration, operation force, and operation distance.

20. The method according to claim 1, characterized in that, The method further includes: The controlled virtual character is controlled to move within the virtual scene using a second movement method and a fourth movement speed; Based on the fourth movement speed, the third visible distance of the thumbnail map is determined; The map range displayed in the map display area is adjusted according to the third viewing distance.

21. The method according to claim 20, characterized in that, The control of the controlled virtual character to move in the virtual scene via a second movement method and a fourth movement speed includes: In response to a movement mode switching operation for the controlled virtual character, the movement mode of the controlled virtual character in the virtual scene is switched from the first movement mode to the second movement mode; When the controlled virtual character moves in the second movement mode, the controlled virtual character is controlled to move in the virtual scene at a fourth movement speed.

22. The method according to claim 20, characterized in that, Determining the third visible distance of the thumbnail map based on the fourth moving speed includes: The third visible distance of the thumbnail map is determined based on the fourth moving speed and the second moving mode.

23. The method according to claim 22, characterized in that, Determining the third visible distance of the thumbnail map based on the fourth moving speed and the second moving mode includes: Obtain the visible distance range of the second thumbnail map corresponding to the second movement method; The third visible distance is determined based on the fourth moving speed and the second thumbnail map visible distance range.

24. The method according to claim 23, characterized in that, The first visible distance is determined based on the first moving speed and the first moving mode corresponding to the first thumbnail map visible distance range; If the maximum movement speed corresponding to the first movement mode is greater than the maximum movement speed corresponding to the second movement mode, then the minimum visible distance of the first thumbnail map visible distance range is greater than the minimum visible distance of the second thumbnail map visible distance range.

25. A map display device for a game, characterized in that, The device includes a graphical user interface that provides a view of the player object and a map display area for a thumbnail map of the virtual scene. A movement control module is used to control a controlled virtual character to move in the virtual scene using a first movement method and a first movement speed. A visibility distance determination module is used to determine a first visibility distance of the thumbnail map based on the first movement speed; A map display module is used to display a thumbnail map of the virtual scene in the map display area according to the first viewing distance.

26. An electronic device, characterized in that, include: Processor, memory, and computer program instructions stored in said memory and executable on the processor; When the processor executes the computer program instructions, it implements the map display method in the game as described in any one of claims 1 to 24.

27. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer program instructions that, when executed by a processor, are used to implement the map display method in a game as described in any one of claims 1 to 24.