Display method, device, electronic equipment and readable storage medium in game
By adjusting the style of the function icons according to the zoom level of the scene map, the problem of icons disappearing when the scene map is zoomed out was solved, and the complete display of information was achieved at different zoom levels.
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
In the game, some function icons disappear when the scene map is zoomed in or out, making it difficult for players to find and obtain information.
The style of the function icons is dynamically adjusted according to the zoom level of the scene map to ensure that the icons are always visible during zooming and adapt to the information display at the current zoom level.
The function icons do not disappear during scaling, allowing players to obtain more information through the icons and reducing the limitations of information access.
Smart Images

Figure CN122298009A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and more specifically to a display method, apparatus, electronic device, and readable storage medium in a game. Background Technology
[0002] In games, the virtual scene map is a frequently used feature by players. The thumbnail map can briefly present the terrain features of the virtual scene, indicate locations, etc. Players can use the scene map to observe the virtual scene, interact with it, and formulate strategies.
[0003] In games, function icons are usually marked on the scene map. However, the information that players can obtain through function icons is very limited. Furthermore, as the scene map is zoomed in or out, some function icons will disappear, making it inconvenient for players to find function icons. Summary of the Invention
[0004] This disclosure provides a display method, apparatus, electronic device, and readable storage medium in a game to solve or at least partially solve the above-mentioned problems, as detailed below.
[0005] In a first aspect, this disclosure provides a display method in a game, the method comprising:
[0006] Displays a scene map of the virtual scene; the scene map includes map content and function icons;
[0007] The first icon style is determined based on the first scaling factor of the scene map;
[0008] The function icon is displayed in the scene map using the first icon style;
[0009] In response to the scaling factor of the scene map changing from the first scaling factor to the second scaling factor, the second icon style is determined according to the second scaling factor;
[0010] The function icon is displayed in the scene map using the second icon style.
[0011] Secondly, this disclosure also provides a display device for a game, the device comprising:
[0012] The map display module is used to display a scene map of the virtual scene; the scene map includes map content and function icons;
[0013] The first icon style determination module is used to determine the first icon style based on the first scaling factor of the scene map;
[0014] The first icon display module is used to display function icons in the scene map in the first icon style;
[0015] The second icon style determination module is used to determine the second icon style in response to the change of the scaling factor of the scene map from the first scaling factor to the second scaling factor;
[0016] The second icon display module is used to display the function icon in the scene map in the second icon style.
[0017] 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;
[0018] When the processor executes the computer program instructions, it implements the display method in the game as described in the first aspect above.
[0019] 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 display method in the game as described in the first aspect above.
[0020] The exemplary embodiments disclosed herein have the following beneficial effects:
[0021] The method provided by the exemplary embodiments of this disclosure first displays a scene map of a virtual scene, the scene map including map content and function icons; determines a first icon style according to a first scaling factor of the scene map; displays the function icons in the scene map using the first icon style; in response to a change in the scaling factor of the scene map from the first scaling factor to a second scaling factor, determines a second icon style according to the second scaling factor; and displays the function icons in the scene map using the second icon style. In this disclosure, changes in the scaling factor of the scene map do not cause the function icons in the scene map to disappear; the function icons can always be displayed with a certain icon style. Furthermore, the icon style of the function icons in the scene map can change accordingly with changes in the scaling factor of the scene map. Thus, the function icons can be displayed with different icon styles at different map scaling levels, thereby making the function icons present information adapted to the current map scaling level. In this way, players can obtain more information from the function icons by scaling the scene map, reducing the limitations of obtaining information through function icons. Attached Figure Description
[0022] Figure 1 This is a flowchart illustrating a display method in a game according to one embodiment of this disclosure;
[0023] Figure 2 This is a schematic diagram of an interface provided in one embodiment of the present disclosure;
[0024] Figure 3 This is a schematic diagram of an interface provided in one embodiment of the present disclosure;
[0025] Figure 4 This is a schematic diagram of an interface provided in one embodiment of the present disclosure;
[0026] Figure 5 This is a schematic diagram of an interface provided in one embodiment of the present disclosure;
[0027] Figure 6 This is a schematic diagram of an interface provided in one embodiment of the present disclosure;
[0028] Figure 7 This is a schematic diagram of an interface provided in one embodiment of the present disclosure;
[0029] Figure 8 This is a block diagram of a display device in a game provided in one embodiment of the present disclosure;
[0030] Figure 9 This is a schematic diagram of the logical structure of an electronic device for implementing displays in a game, provided in one embodiment of this disclosure. Detailed Implementation
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] The map display method in the game provided in the exemplary embodiments of this disclosure can run on a local terminal device or a server.
[0036] 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.
[0037] The server can be a standalone physical server, a server cluster or distributed system consisting of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms. This disclosure does not specifically limit it.
[0038] When the display method in the game runs on the server, the method can be implemented and executed based on the cloud interaction system, which includes the server and client devices.
[0039] 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 game's display methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the 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.
[0040] 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.
[0041] In one possible implementation, this disclosure provides a 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 interactive system.
[0042] The execution entity of this method can be a terminal device or a server. The terminal device can be a desktop computer, laptop computer, tablet computer, mobile phone, or other electronic device; this disclosure does not specifically limit it. The server is used to provide background services for the client of the application in the terminal device. For example, the server can be the background server of the aforementioned application.
[0043] Figure 1 This disclosure illustrates a display method in a game according to one embodiment, such as... Figure 1 As shown, the method includes the following steps S101 to S105.
[0044] Step S101: Display the scene map of the virtual scene; the scene map includes map content and function icons.
[0045] 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.
[0046] A virtual scene map 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 scene map concisely presents the terrain features of the virtual scene (such as water bodies, plains, mountains, routes, etc.) from a top-down viewpoint; it is the map content, rather than a direct top-down view of the virtual models within the virtual scene. Additionally, optionally, the scene map can use function icons to indicate the location of virtual characters (such as controlled virtual characters, and teammate virtual characters in the same faction as the controlled virtual character), indicate interactive locations provided in the virtual scene (such as quest points, teleportation points, instance locations, marker points, etc.), and provide interactive functions (such as virtual trading, teleportation, etc.), etc.
[0047] In an optional embodiment, a view of the player object and a map display area for the virtual scene map can be provided, in which the virtual scene map can be displayed. For ease of distinction, the scene map displayed in the map display area will be referred to as a minimap below.
[0048] 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.
[0049] 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.
[0050] In this embodiment, the map display area can be located within a preset display area in the graphical user interface, such as the upper left corner area or the upper right corner area in the graphical user interface.
[0051] 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.
[0052] In this embodiment, the player's field of view can be located in the scene layer of the graphical user interface, while the map display area for the virtual scene map 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.
[0053] In this embodiment, a first map range with a radius of X, centered on the scene location where the controlled virtual character is located, can be displayed in the map display area. That is, as the controlled virtual character moves, the map range presented by the minimap will also be continuously refreshed and changed as the controlled virtual character moves, so as to ensure that the minimap always follows the controlled virtual character and presents the surrounding environment of the controlled virtual character.
[0054] In an optional embodiment, a scene map of the virtual scene can be displayed in response to a map expansion operation. For ease of distinction, the scene map displayed triggered by a map expansion operation will be referred to as the large map below.
[0055] In this embodiment, in response to the map unfolding operation, the player's field of view can be canceled in the graphical user interface (GUI), and a map interface can be displayed in the GUI. The map interface can display a scene map of a fourth map range within the virtual scene, which is larger than the first map range. The fourth map range can be the entire map range of the scene map for the virtual scene. Players can zoom in and out of the scene map displayed in the map interface using map zoom operations, and / or move the scene map displayed in the map interface using map movement operations, thereby adjusting the map range displayed in the map interface.
[0056] In this embodiment, the virtual scene map can be displayed full-screen in the graphical user interface in response to a map expansion operation; that is, the size of the large map can be adapted to the size of the graphical user interface provided by the game. Within the large map, players can perform operations such as map zooming, map movement, and marking locations.
[0057] 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 scene map of the virtual scene, shortcut key operations (such as clicking the M key on the keyboard), etc.
[0058] Optionally, the above map zooming operations may include mouse wheel operations (e.g., scrolling the mouse wheel up to zoom in on the scene map displayed in the map interface, and scrolling the mouse wheel down to zoom out on the scene map displayed in the map interface), two-finger swipe touch operations (e.g., swiping two fingers close together on the screen to zoom in on the scene map displayed in the map interface, and swiping two fingers far apart on the screen to zoom in on the scene map displayed in the map interface), and so on.
[0059] 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 scene map in the map interface), and so on.
[0060] In this embodiment, the function icons included in the large map and the function icons included in the small map may be different. For example, the small map may include function icons for indicating the location of the controlled virtual character, while the large map may not include function icons for indicating the location of the controlled virtual character.
[0061] Step S102: Determine the first icon style based on the first scaling factor of the scene map.
[0062] In an optional embodiment, the scaling factor of the scene map is the scaling magnification / scaling ratio of the scene map, which refers to the ratio between the scaled-up size of the scene map and its original size. Optionally, the scaling factor can be expressed as a percentage, indicating the degree of scaling of the scene map. Optionally, increasing the scaling factor of the scene map means that the scaled-up size of the scene map increases (i.e., the numerator of the scaling factor increases), indicating that the scene map is enlarged. Some map areas need to be moved out of the scene map's display area (fixed size), so the map area presented within the fixed-size scene map display area is smaller, making it easier to observe map details. Conversely, decreasing the scaling factor of the scene map means that the scaled-up size of the scene map decreases (i.e., the numerator of the scaling factor decreases), indicating that the scene map is shrunk. Some map areas need to be moved into the scene map's display area (fixed size), so the map area presented within the fixed-size scene map display area is larger, making it easier to observe the overall map. For example, a scene map zoom factor of 100% indicates that the scene map is currently at its original size, and the entire map area can be displayed; for example, a scene map zoom factor of 300% indicates that the scene map size has been enlarged by 3 times, and the entire map area can be displayed. Figure 1 / 3 map range.
[0063] Icon styles (including the first icon style, the second icon style, etc. mentioned in this disclosure) are the display styles of function icons in the scene map. They are the forms of expression of function icons. The icon style of a function icon determines how the function icon is presented visually, and can reflect the design style of the function icon, convey information related to the function icon, and so on.
[0064] In this step, the current zoom level of the scene map is the first zoom level. The first icon style can be determined based on the first zoom level of the scene map. That is, the icon style of the function icon is related to the zoom level of the scene map.
[0065] In an optional embodiment, a first icon style for a specific gameplay can be determined based on a first scaling factor of the scene map and the gameplay, so that function icons for the specific gameplay can be displayed in the scene map using the first icon style.
[0066] In this embodiment, when the scaling factor of the scene map is the same, different gameplay or different sets of gameplay can adopt different icon styles. Thus, the icon style adopted by the function icon is not only related to the current scaling factor of the scene map, but also to the gameplay, such as the gameplay type or the gameplay priority.
[0067] For example, the gameplay types in the game can include task types, competitive types, casual types, gathering types, etc. Optionally, task types can include gameplay related to game tasks, such as level-up tasks, team tasks, etc. Optionally, competitive types can include ball sports subtypes such as basketball and football, track and field subtypes such as running and high jump, etc. Optionally, casual types can include puzzle-solving subtypes such as riddles and Sudoku, music-related subtypes such as singing and playing instruments, etc. Optionally, gathering types can include gathering subtypes such as attending virtual weddings and virtual concerts, etc. It should be noted that the exemplary embodiments of this disclosure only take the example of gameplay types including two levels (i.e., gameplay types including first-level types and second-level subtypes). Optionally, the levels of gameplay types can be set according to needs, such as setting it to three levels, four levels, etc., and this disclosure does not limit this.
[0068] For example, the gameplay priority of a game can be set according to needs, thereby dividing the gameplay into multiple gameplay priorities. For instance, the highest priority can be set for mission-type gameplay, followed by competitive gameplay, and the lowest priority for casual and gathering-type gameplay.
[0069] In an optional embodiment, the scaling factor of the scene map can vary within a preset scaling factor range. The preset scaling factor range can be divided into multiple scaling factor sub-ranges. The step of determining the first icon style based on the first scaling factor of the scene map can be implemented in the following way: obtain the first icon style corresponding to the first scaling factor sub-range to which the first scaling factor belongs.
[0070] In this embodiment, the scaling factor of the scene map is limited in range. The scaling factor of the scene map cannot exceed the preset scaling factor range. The preset scaling factor range can be divided into multiple scaling factor sub-ranges. The function icon is configured with an icon style in each scaling factor sub-range. Thus, when the scaling factor sub-range to which the current first scaling factor of the scene map belongs is the first scaling factor sub-range, the first icon style corresponding to the function icon in the first scaling factor sub-range can be obtained.
[0071] In this embodiment, the function icons do not change their style when the scaling factor changes within a certain range. Only simple zooming in and out will cause the function icons to change their style. This way, even minor changes in the scene map scaling factor will not cause changes in the function icon style, thus solving the problems of high performance consumption and visually unfriendly appearance caused by excessively frequent icon style changes.
[0072] In an optional embodiment, for function icons, one scaling factor can correspond to one icon style, thus making the icon style variations more diverse and flexible.
[0073] In an optional embodiment, the step of determining the first icon style for a specified gameplay based on the first scaling factor of the scene map and the gameplay can be implemented in the following way: obtaining the first icon style corresponding to the first scaling factor sub-interval to which the first scaling factor belongs for the specified gameplay, so that the function icon for the specified gameplay can be displayed in the scene map with the first icon style.
[0074] In this embodiment, the function icons for different gameplay modes can each correspond to an icon style within the same scaling factor sub-range.
[0075] Step S103: Display the function icon in the scene map using the first icon style.
[0076] In an optional embodiment, the function icon may be displayed in the scene map in a first icon style based on a first scaling factor.
[0077] In this embodiment, the determination of the first icon style needs to be based on the first scaling factor, and the display of the function icon also needs to be based on the first scaling factor. That is, when the function icon is displayed in the first icon style, the icon size needs to be adapted to the first scaling factor of the scene map.
[0078] Optionally, the step of displaying the function icon in the scene map with the first icon style based on the first scaling factor can be achieved by the following steps: obtaining the first icon size corresponding to the first scaling factor; displaying the function icon in the scene map with the first icon style and the first icon size.
[0079] In this embodiment, each scaling factor can correspond to an icon size. The first scaling factor corresponds to the first icon size. After determining the first icon style, the function icon can be displayed in the scene map with the first icon style and the first icon size. That is, the style of the function icon is the first icon style and the size of the function icon is the first icon size.
[0080] In an optional embodiment, the display parameters such as icon transparency and icon brightness when the function icon is displayed in the first icon style need to be adapted to the first scaling factor of the scene map.
[0081] Optionally, the transparency of the first icon corresponding to the first scaling factor can be obtained; the function icon can be displayed in the scene map with the first icon style and the first icon transparency.
[0082] Optionally, obtain the brightness of the first icon corresponding to the first scaling factor; display the function icon in the scene map with the first icon style and the first icon transparency.
[0083] Step S104: In response to the change of the scaling factor of the scene map from the first scaling factor to the second scaling factor, determine the second icon style according to the second scaling factor.
[0084] In an optional embodiment, the scaling factor of the scene map can be changed from a first scaling factor to a second scaling factor based on the map scaling operation.
[0085] In an optional embodiment, step S104 can be implemented by the following steps S1041 to S1042.
[0086] Step S1041: In response to the change of the scaling factor of the scene map from the first scaling factor to the second scaling factor, determine whether the second scaling factor and the first scaling factor belong to the same scaling factor sub-interval;
[0087] Step S1042: If the second scaling factor and the first scaling factor do not belong to the same scaling factor sub-interval, obtain the second icon style of the second scaling factor sub-interval to which the second scaling factor belongs.
[0088] When the zoom level of the scene map changes from a first zoom level to a second zoom level, it can be determined whether the second zoom level and the first zoom level belong to the same zoom level sub-interval. If the second zoom level and the first zoom level do not belong to the same zoom level sub-interval, the second icon style corresponding to the second zoom level sub-interval can be obtained, so that the function icon is displayed in the scene map using the second icon style. The implementation method for obtaining the second icon style corresponding to the second zoom level sub-interval can refer to the implementation method for obtaining the first icon style corresponding to the first zoom level sub-interval.
[0089] In this embodiment, when the scaling factor of the scene map changes between the scaling factor sub-intervals, the icon style corresponding to the changed scaling factor sub-interval can be obtained, and the icon style of the function icons displayed in the scene map will also change accordingly.
[0090] In an optional embodiment, in response to the scene map's scaling factor changing from the second scaling factor to the third scaling factor, it can be determined whether the third scaling factor and the second scaling factor belong to the same scaling factor sub-interval; if the third scaling factor and the second scaling factor belong to the same scaling factor sub-interval, a function icon can be displayed in the scene map in the second icon style.
[0091] In this embodiment, when the scaling factor of the scene map changes within the same scaling factor sub-range, the icon style can still use the icon style before the scaling factor change, and the icon style of the function icons displayed in the scene map will not change.
[0092] Step S105: Display the function icon in the scene map using the second icon style.
[0093] In an optional embodiment, the function icons can be displayed in the scene map in a second icon style based on a second scaling factor.
[0094] In this embodiment, the determination of the second icon style needs to be based on the second scaling factor, and the display of the function icon also needs to be based on the second scaling factor. That is, when the function icon is displayed in the second icon style, the icon size needs to be adapted to the second scaling factor of the scene map.
[0095] Optionally, the step of displaying the function icon in the scene map with the second icon style based on the second scaling factor can be achieved by the following steps: obtaining the second icon size corresponding to the second scaling factor; and displaying the function icon in the scene map with the second icon style and the second icon size.
[0096] In this embodiment, each scaling factor can correspond to an icon size. The second scaling factor corresponds to the second icon size. After determining the second icon style, the function icon can be displayed in the scene map with the second icon style and the second icon size. That is, the style of the function icon is the second icon style and the size of the function icon is the second icon size.
[0097] In an optional embodiment, when the function icon is displayed in the second icon style, the display parameters such as icon transparency and icon brightness need to be adapted to the second scaling factor of the scene map.
[0098] Optionally, the transparency of the second icon corresponding to the second scaling factor can be obtained; the function icon can be displayed in the scene map with the second icon style and the second icon transparency.
[0099] Optionally, obtain the brightness of the second icon corresponding to the second scaling factor; display the function icon in the scene map with the second icon style and the second icon transparency.
[0100] In an optional embodiment, the first icon style corresponds to the first object information, the second icon style corresponds to the second object information, and the first object information and the second object information may have an inclusion relationship.
[0101] The object information corresponding to the icon style of a function icon can be information associated with the function icon, such as the gameplay (e.g., basketball), the gameplay type (e.g., ball game type), the gameplay priority, and so on. The object information corresponding to the icon style can be represented through style elements such as color, graphics, and lines. For example, a circle can represent a ball game type, basketball lines within a circle can represent basketball within a ball game type, and red can represent the highest gameplay priority, and so on.
[0102] Optionally, in response to a change in the scene map's zoom level from a first zoom level to a second zoom level, if the second zoom level is greater than the first zoom level, the scene map can be zoomed in. The icon style of the function icons in the scene map can then be changed from a first icon style to a second icon style. The second object information corresponding to the second icon style can include the first object information corresponding to the first icon style. Zooming in on the scene map facilitates observation of detailed information. Therefore, after zooming in on the scene map, the icon styles of the function icons can convey more information associated with the function icons, allowing players to learn more about the function icons.
[0103] Optionally, in response to a change in the scene map's zoom level from a first zoom level to a second zoom level, if the second zoom level is less than the first zoom level, the scene map can be scaled down. The icon style of the function icons in the scene map can then be changed from a first icon style to a second icon style. The first object information corresponding to the first icon style can include the second object information corresponding to the second icon style. Scaled-down the scene map facilitates observation of its overall information. Therefore, after scaling down the scene map, fewer pieces of information associated with the function icons can be conveyed through their icon styles, allowing players to focus on the overall scene map.
[0104] In this disclosure, regardless of how the zoom level of the scene map changes, the function icons in the scene map can still be displayed, and they will be displayed in an icon style that adapts to the current zoom level. This avoids the problem of reduced map information acquisition caused by the disappearance of function icons when the zoom level is small, and allows players to obtain information adapted to the current zoom level through the icon style.
[0105] In the exemplary embodiments provided in this disclosure, taking an electronic device as a mobile terminal as an example, such as... Figure 2 As shown in (a), players can click on map display area 01 of the scene map for the virtual scene in the graphical user interface to trigger the full-screen display of scene map 02, as follows. Figure 2 As shown in (b), the scene map 02 includes map content and function icons 03. The scaling factor range of [60%, 200%] can be divided into three scaling factor sub-intervals: [60%, 100%], (100%, 150%], and (150%, 200%). The current scaling factor of scene map 02 is 70%, which is within the first scaling factor sub-interval. At this time, all function icons 03 in scene map 02 can be displayed as inverted triangle icons. Specifically, function icon 03-S1, which indicates the location of the basketball game, can be displayed as an inverted triangle icon; function icon 03-Y1, which indicates the location of the race game, can also be displayed as an inverted triangle icon.
[0106] Players can control the zoom of the scene map by swiping with two fingers, such as... Figure 2 As shown in (b), the player slides two fingers in opposite directions on the device screen for a certain period of time to zoom in on the scene map 02. The map area presented in the graphical user interface becomes smaller, and the map details presented in the graphical user interface become more numerous. At this time, as shown in (b), the scene map 02 becomes smaller. Figure 3 As shown in (a), the current zoom level of scene map 02 is 100%, which is still within the first zoom level sub-range. At this time, all function icons 03 in scene map 02 are still displayed in the style of inverted triangle icons, only the icon size has increased.
[0107] The player continues the two-finger swipe gesture, such as Figure 3 As shown in (a), the player continues to slide two fingers in opposite directions on the device screen, further zooming in on the scene map 02. The map area presented in the graphical user interface continues to shrink, while the map details presented in the graphical user interface increase, such as... Figure 3 As shown in (b), the current zoom level of scene map 02 is 145%. Within the second zoom level sub-interval, the function icons for ball games in scene map 02 can be displayed as circular icons, and the function icons for track and field games can be displayed as playground icons. Specifically, the function icons 03-S1 and 03-S2 indicating the location of basketball and soccer games in scene map 02 can be displayed as circular icons; the function icons 03-Y1 and 03-Y2 indicating the location of running and long jump games in scene map 02 can be displayed as playground icons.
[0108] The player continues the two-finger swipe gesture, such as Figure 3 As shown in (b), the player continues to slide two fingers in the opposite direction on the device screen, further zooming in on the scene map 02. The map area presented in the graphical user interface continues to shrink, while the map details presented in the graphical user interface increase, such as... Figure 3 As shown in (c), the current zoom level of scene map 02 is 160%, which is within the third zoom level sub-interval. At this time, the function icon 03-S1 in scene map 02 that indicates the location of the basketball game can be displayed as an icon with a basketball pattern superimposed inside a circle; the function icon 03-S2 in scene map 02 that indicates the location of the soccer game can be displayed as an icon with a soccer pattern superimposed inside a circle; the function icon 03-Y1 in scene map 02 that indicates the location of the running game can be displayed as an icon with a playground graphic superimposed with a running track graphic; and the function icon 03-Y2 in scene map 02 that indicates the location of the running game can be displayed as an icon with a playground graphic superimposed with a grid pattern.
[0109] The method provided by the exemplary embodiments of this disclosure first displays a scene map of a virtual scene, the scene map including map content and function icons; determines a first icon style according to a first scaling factor of the scene map; displays the function icons in the scene map using the first icon style; in response to a change in the scaling factor of the scene map from the first scaling factor to a second scaling factor, determines a second icon style according to the second scaling factor; and displays the function icons in the scene map using the second icon style. In this disclosure, changes in the scaling factor of the scene map do not cause the function icons in the scene map to disappear; the function icons can always be displayed with a certain icon style. Furthermore, the icon style of the function icons in the scene map can change accordingly with changes in the scaling factor of the scene map. Thus, the function icons can be displayed with different icon styles at different map scaling levels, thereby making the function icons present information adapted to the current map scaling level. In this way, players can obtain more information from the function icons by scaling the scene map, reducing the limitations of obtaining information through function icons.
[0110] In an optional embodiment, the display method in the game may further include the following steps S106 to S107.
[0111] Step S106: Provide an indicator.
[0112] Step S107: In response to the location indicated by the indicator in the scene map being the location of the function icon, display the first icon information corresponding to the function icon in the scene map.
[0113] In this embodiment, the indicator can be a visual indicator used to indicate the current operation position in the graphical user interface, and can also be called a cursor or pointer. For example, on the display screen, the indicator can be represented as an arrow shape, a hand shape, the shape of the capital letter "I", a crosshair shape, etc., and this disclosure does not limit it.
[0114] In this embodiment, when the electronic device is a PC (Personal Computer) or a host device, the indicator can be provided through the electronic device. Examples of PCs include desktop computers, and examples of host devices include PS (PlayStation) and Xbox.
[0115] Optionally, players can move the indicator via an indicator movement operation, causing the position indicated by the indicator on the screen to change. For example, the indicator movement operation may include mouse sliding, joystick sliding, gesture operation, etc., and this disclosure does not specifically limit it.
[0116] In this embodiment, the player can move the indicator using the indicator movement operation to the location of the function icon, i.e., hover the indicator over the function icon. Then, the first icon information corresponding to the function icon can be displayed on the scene map. Optionally, the first icon information corresponding to the function icon can be displayed within a preset range on the scene map for the function icon. For example, the first icon information corresponding to the function icon can be displayed within 2 millimeters to the right of the function icon, or it can be displayed directly below the function icon.
[0117] Optionally, players can remove the display of the first icon information corresponding to a function icon by moving the indicator away from its location.
[0118] In this embodiment, players can trigger the display of icon information corresponding to a function icon by hovering the indicator over its location. Players can view the scene map of the virtual scene while viewing the icon information, which improves the efficiency of viewing information in the game.
[0119] Optionally, the function icon is a function icon for a specific gameplay. The first icon information corresponding to the function icon may include the gameplay information of the specified gameplay, such as gameplay name, gameplay rules, gameplay rewards, etc.
[0120] Optionally, the function icon is used for transmission, and the first icon information corresponding to the function icon may include the name of the transmission location, the location of the transmission location, the administrator of the transmission location, etc.
[0121] Optionally, the function icon can correspond to function overview information and function details. The level of detail in the function overview information and function details information is different. For example, the function overview information includes the function name and function rules, and the function rules in the function overview information are a brief introduction to the rules. The function details information can include the function name, function rules and function rewards, and the function rules in the function details information are a detailed introduction to the rules.
[0122] Optionally, the first icon information corresponding to the function icon can be the function overview information corresponding to the function icon.
[0123] Optionally, the first icon information corresponding to the function icon can be the detailed function information corresponding to the function icon.
[0124] In an optional embodiment, the display method in the game may further include the following steps S108 to S109.
[0125] Step S108: Provide an indicator.
[0126] Step S109: In response to the location indicated by the indicator in the scene map being the location of the function icon, display the interactive guidance information associated with the function icon in the scene map.
[0127] In this embodiment, the interactive guidance information associated with the function icon can be used to indicate the interactive operation associated with the function icon, that is, what kind of interactive function can be achieved through what kind of operation. For example, the interactive guidance information associated with the function icon for teleportation can indicate that pressing a certain shortcut key can teleport the controlled virtual character to the scene location indicated by the function icon. For example, the interactive guidance information associated with the function icon for withdrawing virtual currency can indicate that clicking the function icon can withdraw all the virtual currency deposited by the controlled virtual character in the virtual bank and put it into the virtual wallet corresponding to the controlled virtual character.
[0128] In this embodiment, players can move the indicator using the indicator movement operation to the location of the function icon, i.e., hover the indicator over the function icon. Then, interactive guidance information associated with the function icon can be displayed on the scene map. Optionally, the interactive guidance information associated with the function icon can be displayed within a preset range on the scene map, such as within 2 millimeters to the right of the function icon, or directly below and adjacent to the function icon.
[0129] Optionally, players can remove the interactive guidance information associated with a function icon by moving the indicator away from its location.
[0130] In this embodiment, players can complete the interactive function associated with the function icon by simply hovering the indicator over the function icon and performing the interactive operation associated with the function icon according to the interactive guidance information. The operation steps are simple and easy to follow, and the operation efficiency is high.
[0131] In an exemplary embodiment of this disclosure, in response to the location indicated by the indicator in the scene map being the location of a function icon, icon information corresponding to the function icon and / or interactive guidance information corresponding to the function icon can be displayed.
[0132] It should be noted that if both the embodiments of steps S106 to S107 and the embodiments of steps S108 to S109 are implemented, then only one of steps S106 and S108 needs to be executed. That is, the step that provides the indication only needs to be executed once and does not need to be executed repeatedly.
[0133] In an optional embodiment, the interactive guidance information may include transmission operation guidance information. In response to the transmission operation indicated by the transmission operation guidance information, the controlled virtual character can be transmitted to the scene location indicated by the function icon.
[0134] In this embodiment, the interactive guidance information can indicate that the controlled virtual character can be teleported to the scene location indicated by the function icon through a certain teleportation operation. When the player performs the teleportation operation, the controlled virtual character will be teleported to the scene location indicated by the function icon in the game.
[0135] Optionally, the transfer operation may include a keyboard shortcut, such as pressing the F key.
[0136] Optionally, the transfer operation may include a click operation on the function icon. Optionally, the click operation may be a touch click operation, a mouse click operation (e.g., clicking the left mouse button), or a gamepad button click operation (e.g., clicking the "○" button on the gamepad).
[0137] Optionally, the transmission operation may include a click operation on the interactive guidance information. Optionally, the click operation may be a touch click operation, a mouse click operation (e.g., clicking the left mouse button), or a gamepad button click operation (e.g., clicking the "○" button on the gamepad).
[0138] In an optional embodiment, in response to a click operation on a function icon, an icon information page can be displayed; then, the second icon information corresponding to the function icon is displayed on the icon information page.
[0139] In this embodiment, players can click on function icons to trigger the display of the icon information page. Optionally, in response to a click on a function icon, the icon information page can be displayed while the scene map remains displayed, wherein the scene map's display hierarchy can be lower than that of the icon information page. Optionally, in response to a click on a function icon, the icon information page can be displayed while the scene map is de-displayed.
[0140] Optionally, the click operation for the function icon can be a touch click operation, a mouse click operation (such as clicking the left mouse button), or a gamepad button click operation (such as clicking the "○" button on the gamepad).
[0141] Optionally, the second icon information can be the same as the first icon information. In this embodiment, different operations on the function icon can trigger the display of the same icon information. That is, operations that place the indicator at the location of the function icon, as well as click operations on the function icon, can trigger the display of the icon information corresponding to the function icon.
[0142] Optionally, the second icon information may differ from the first icon information. In this embodiment, the display of the first icon information of a function icon can be triggered by placing an indicator at the location of the function icon, and the display of the second icon information of the function icon can be triggered by clicking on the function icon. Optionally, the first icon information and the second icon information may have an inclusion relationship; for example, the first icon information corresponding to a function icon may be the function overview information corresponding to the function icon, and the second icon information corresponding to the function icon may be the function details corresponding to the function icon.
[0143] Optionally, the second icon information corresponding to the function icon can be the function overview information corresponding to the function icon.
[0144] Optionally, the second icon information corresponding to the function icon can be the detailed function information corresponding to the function icon.
[0145] In an optional embodiment, in response to a click operation on a function icon, the device type of the electronic device can be detected, and if the device type of the electronic device is a first device type, an icon information page is displayed in the scene map interface.
[0146] Optionally, the first device type can be a mobile device type, such as a mobile phone or tablet.
[0147] In this embodiment, for mobile devices, clicking on a function icon (a touch click on a mobile device) triggers the display of an icon information page on the scene map interface. For PC and console electronic devices, moving an indicator to the location of a function icon triggers the display of an icon information page on the scene map interface.
[0148] In an optional embodiment, interactive controls associated with the function icons can also be displayed on the icon information page.
[0149] This interactive control can be used to respond to interactive operations and execute interactive functions associated with the function icons.
[0150] For example, the interactive control associated with the function icon may include a teleportation control, which, in response to a selection operation on the teleportation control, can teleport the controlled virtual character to the scene location indicated by the function icon. In this example, the selection operation on the teleportation control may include a click operation (e.g., a left mouse button click, a touch click, or a gamepad button click), a long press operation (e.g., a touch long press), a swipe operation (e.g., dragging with a mouse, or a touch swipe), and so on.
[0151] Optionally, the interactive function associated with the interactive control can be the same as the interactive function associated with the interactive operation indicated by the interactive guidance information. For example, both the interactive control associated with function icon A and the interactive operation associated with function icon A can be used to teleport the controlled virtual character to the scene location indicated by function icon A. Similarly, both the interactive control associated with function icon B and the interactive operation associated with function icon B can be used to restore the controlled virtual character's health.
[0152] In an optional embodiment, the display method in the game may further include the following steps: in response to a click operation on a function icon, executing a game function associated with the function icon.
[0153] In this embodiment, hovering the indicator over the function icon A, which indicates the teleportation point P in the virtual scene, can trigger the display of the icon information and interactive guidance information corresponding to function icon A. Clicking function icon A can execute the marking function (i.e., clicking function icon A can mark the teleportation point P), the favorite function (i.e., clicking function icon A can favorite the teleportation point P), the teleportation function (i.e., clicking function icon A can teleport the controlled virtual character to the teleportation point P), or the sharing function (i.e., clicking function icon A can share the teleportation point P with teammates virtual characters belonging to the same faction as the controlled virtual character).
[0154] In the exemplary embodiments provided in this disclosure, when the electronic device is a PC or a host device, such as Figure 4 As shown in (a), players can click on the map display area 01 of the scene map for the virtual scene in the graphical user interface using the mouse or gamepad button to trigger the full-screen display of scene map 02, as follows. Figure 4 As shown in (b), the scene map 02 can display map content and function icons 03, such as function icon A for indicating the teleportation point P in the virtual scene, function icon B for indicating the virtual bank withdrawal (virtual currency) function, function icon C for indicating the game task K, and so on.
[0155] The graphical user interface can provide indicator 04. On a PC, players can move the indicator by sliding the mouse; on a console, players can move the indicator using the gamepad's joystick. Hovering the indicator over a function icon will trigger the display of the corresponding icon information and / or the corresponding interactive guidance information. For example, such as... Figure 4 As shown in (c), the player will indicate marker 04 (in Figure 4Hovering the indicator (arrow-shaped) over the location of function icon A will trigger the display of the first icon information corresponding to function icon A (e.g., "M Province / N City / Teleportation Point P") and the corresponding interactive guidance information (e.g., "F Teleport to"). The icon information "M Province / N City / Teleportation Point P" indicates the name and location of teleportation point P, while the interactive guidance information "F Teleport to" indicates the teleportation interaction function and operation for teleportation point P. Optionally, the first icon information and the interactive guidance information corresponding to function icon A can be displayed to the right of function icon A, with the first icon information displayed above the interactive guidance information.
[0156] With indicator 04 hovering over function icon A, if the player presses the F key according to the interaction guide, the controlled virtual character can be teleported to teleportation point P in the virtual scene.
[0157] When displaying a scene map, such as Figure 5 As shown in (a), if the player clicks function icon A (by left-clicking with the mouse), an icon information page 05 will be displayed. Figure 5 As shown in (b), the icon information page 05 can display the second icon information corresponding to function icon A, such as the name of teleportation point P, the location of teleportation point P, the administrator of teleportation point P (e.g., which game faction occupies it), etc. The icon information page can also display a teleportation control 06. Players can click on the teleportation control 06 to teleport the controlled virtual character to teleportation point P in the virtual scene.
[0158] On PC, players can use the mouse wheel to zoom in and out of the scene map. On console, players can use the right analog stick of the gamepad to zoom in and out of the scene map. As the scene map zooms in and out, the icon style of function icon 03 will change accordingly.
[0159] In the exemplary embodiments provided in this disclosure, when the electronic device is a mobile terminal, such as Figure 6 As shown in (a), players can touch and click on the map display area 01 of the scene map in the graphical user interface for the virtual scene on the device screen to trigger the full-screen display of the scene map 02, as follows. Figure 6 As shown in (b), the scene map 02 can display map content and function icons 03, such as function icon A for indicating the teleportation point P in the virtual scene, function icon B for indicating the virtual bank withdrawal (virtual currency) function, function icon C for indicating the game task K, and so on.
[0160] On mobile devices, such as Figure 6As shown in (b), when a player taps function icon A on the device screen, it triggers the display of the first icon information corresponding to function icon A (e.g., "M Province / N City / Teleport Point P") and the corresponding interactive guidance information (e.g., "Long press to teleport to"). Optionally, the first icon information and the corresponding interactive guidance information can be displayed below function icon A, with the first icon information displayed above the interactive guidance information.
[0161] When the scene map is displayed, if the player long-presses the function icon A on the device screen (by long-pressing with a finger), the controlled virtual character can be teleported to the teleportation point P in the virtual scene.
[0162] When the scene map is displayed, if a player clicks on the first icon information corresponding to function icon A on the device screen, an icon information page will appear. This page can display the second icon information corresponding to function icon A, such as the name of teleportation point P, its location, and the administrator (e.g., which game faction controls it). The icon information page can also display a teleportation control; clicking this control will teleport the controlled virtual character to teleportation point P within the virtual scene.
[0163] When the scene map is displayed, if the player taps the function icon B on the device screen, they can directly withdraw the virtual currency stored in the virtual bank of the controlled virtual character to the virtual wallet corresponding to the controlled virtual character.
[0164] On mobile devices, players can use two-finger touch controls to zoom in and out of the scene map. As the scene map zooms in and out, the icon style of function icon 03 changes accordingly.
[0165] In the exemplary embodiments provided in this disclosure, when the electronic device is a mobile terminal, such as Figure 7 As shown in (a), players can touch and click on the map display area 01 of the scene map in the graphical user interface for the virtual scene on the device screen to trigger the full-screen display of the scene map 02, as follows. Figure 7 As shown in (b), the scene map 02 can simultaneously display map content, function icons 03, the first icon information corresponding to each function icon, and the interactive guidance information corresponding to each function icon. Function icons include, for example, function icon A indicating a teleportation point P in the virtual scene, function icon B indicating the virtual bank withdrawal (virtual currency) function, function icon C indicating a game task K, and so on. Optionally, the first icon information corresponding to function icon 03 and the interactive guidance information corresponding to function icon 03 can be displayed to the right of function icon 03, with the first icon information displayed above the interactive guidance information.
[0166] For example, game task K is the task of feeding animals, function icon C corresponds to the first icon information (e.g., "feed animals"), and function icon C corresponds to the interaction guidance information (e.g., "double-click to feed").
[0167] When the scene map is displayed, if the player double-clicks the function icon C on the device screen, they can feed the virtual animal at the scene location indicated by the function icon C.
[0168] When the scene map is displayed, if the player clicks the first icon information corresponding to function icon C on the device screen, an icon information page will appear. This page can display the second icon information corresponding to function icon C, including details such as the name of the game task K (i.e., feeding the animal), a description of the feeding method, available food, and the feeding time period. The icon information page can also display a feeding control; clicking this control allows the player to feed the virtual animal at the scene location indicated by function icon C with a default amount of default food, for example, using the default feeding method.
[0169] On mobile devices, players can use two-finger touch controls to zoom in and out of the scene map. As the scene map zooms in and out, the icon styles of the function icons will change accordingly.
[0170] It should be noted that the accompanying drawings corresponding to the different embodiments provided in this disclosure may show different scenarios. Figure 1 In the event of inconsistencies in functional identifiers, it is understood that the accompanying drawings are only used to explain and help understand the implementation of the corresponding embodiments, and should not be construed as meaning that the embodiments corresponding to different drawings cannot be implemented simultaneously.
[0171] Corresponding to the display method in the game provided in the embodiments of this disclosure, the embodiments of this disclosure also provide a display device in the game. For example... Figure 8 As shown, the device 700 includes:
[0172] The map display module 701 is used to display a scene map of a virtual scene; the scene map includes map content and function icons;
[0173] The first icon style determination module 702 is used to determine the first icon style according to the first scaling factor of the scene map;
[0174] The first icon display module 703 is used to display function icons in the scene map in the first icon style;
[0175] The second icon style determination module 704 is used to determine the second icon style in response to the change of the scaling factor of the scene map from the first scaling factor to the second scaling factor;
[0176] The second icon display module 705 is used to display the function icon in the scene map in the second icon style.
[0177] In an optional implementation, the method further includes:
[0178] Provide signage;
[0179] In response to the location indicated by the indicator in the scene map being the location of the function icon, the first icon information corresponding to the function icon is displayed in the scene map.
[0180] In an optional implementation, the method further includes:
[0181] Provide signage;
[0182] In response to the location indicated by the indicator in the scene map being the location of the function icon, interactive guidance information associated with the function icon is displayed in the scene map.
[0183] In an optional implementation, the interactive guidance information includes transmitting operation guidance information, and the method further includes:
[0184] In response to the teleportation operation indicated by the teleportation operation guidance information, the controlled virtual character is teleported to the scene location indicated by the function icon.
[0185] In an optional implementation, the transmission operation includes shortcut key operation.
[0186] In an optional implementation, the method further includes:
[0187] In response to a click on the function icon, an icon information page is displayed;
[0188] The second icon information corresponding to the function icon is displayed on the icon information page.
[0189] In an optional implementation, the method includes:
[0190] The interactive controls associated with the function icon are displayed on the icon information page.
[0191] In an optional implementation, the interactive control includes a transmission control, and the method further includes:
[0192] In response to a selection operation on the teleportation control, the controlled virtual character is teleported to the scene location indicated by the function icon.
[0193] In an optional implementation, displaying an icon information page in the scene map interface in response to a click operation on the function icon includes:
[0194] In response to a click on the function icon, the device type of the electronic device is detected;
[0195] When the device type of the electronic device is the first device type, an icon information page is displayed in the scene map interface.
[0196] In an optional implementation, the method further includes:
[0197] In response to a click on the function icon, the game function associated with the function icon is executed.
[0198] In an optional implementation, displaying the function icon in the scene map using the first icon style includes:
[0199] Based on the first scaling factor, the function icon is displayed in the scene map in the first icon style.
[0200] In an optional implementation, displaying the function icon in the scene map with a first icon style based on the first scaling factor includes:
[0201] Get the first icon size corresponding to the first scaling factor;
[0202] Function icons are displayed in the scene map using the first icon style and the first icon size.
[0203] In an optional implementation, determining the first icon style based on a first scaling factor of the scene map includes:
[0204] Based on the first scaling factor of the scene map and the gameplay, determine the first icon style for the specified gameplay;
[0205] The step of displaying function icons in the scene map using the first icon style includes:
[0206] The scene map displays function icons for the specified gameplay in the first icon style.
[0207] In an optional implementation, the zoom factor of the scene map varies within a preset zoom factor range, which is divided into multiple zoom factor sub-ranges. Determining the first icon style based on the first zoom factor of the scene map includes:
[0208] Get the first icon style corresponding to the first scaling factor sub-interval to which the first scaling factor belongs.
[0209] In an optional implementation, the step of changing the scaling factor of the scene map from the first scaling factor to the second scaling factor, and determining the second icon style based on the second scaling factor, includes:
[0210] In response to the change of the scaling factor of the scene map from the first scaling factor to the second scaling factor, it is determined whether the second scaling factor and the first scaling factor belong to the same scaling factor sub-interval;
[0211] If the second scaling factor and the first scaling factor do not belong to the same scaling factor sub-interval, obtain the second icon style corresponding to the second scaling factor sub-interval to which the second scaling factor belongs.
[0212] In an optional implementation, the method further includes:
[0213] In response to the change of the zoom factor of the scene map from the second zoom factor to the third zoom factor, it is determined whether the third zoom factor and the second zoom factor belong to the same zoom factor sub-interval;
[0214] If the third scaling factor and the second scaling factor belong to the same scaling factor sub-interval, the function icon is displayed in the scene map using the second icon style.
[0215] In an optional implementation, the first icon style corresponds to the first object information, the second icon style corresponds to the second object information, and the first object information and the second object information have an inclusion relationship.
[0216] The apparatus provided in the exemplary embodiments of this disclosure first displays a scene map of a virtual scene, the scene map including map content and function icons; determines a first icon style based on a first scaling factor of the scene map; displays the function icons in the scene map using the first icon style; in response to a change in the scaling factor of the scene map from the first scaling factor to a second scaling factor, determines a second icon style based on the second scaling factor; and displays the function icons in the scene map using the second icon style. In this disclosure, changes in the scaling factor of the scene map do not cause the function icons in the scene map to disappear; the function icons can always be displayed with a certain icon style. Furthermore, the icon style of the function icons in the scene map can change accordingly with changes in the scaling factor of the scene map. Thus, the function icons can be displayed with different icon styles at different map scaling levels, thereby making the function icons present information adapted to the current map scaling level. In this way, players can obtain more information from the function icons by scaling the scene map, reducing the limitations of obtaining information through function icons.
[0217] The following describes an electronic device provided by an embodiment of this disclosure. Please refer to [link / reference]. Figure 9 , Figure 9 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 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 9 (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.
[0218] 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.
[0219] 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.
[0220] 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.
[0221] 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.
[0222] In this embodiment of the disclosure, the application processor 8031 in the processor 803 is used to execute the display method in the game in this embodiment of the 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.
[0223] This disclosure also provides a chip for executing instructions, which is used to implement the display method in the game described above.
[0224] This disclosure also provides a computer-readable storage medium storing computer instructions that, when executed on a processor, cause the processor to perform the display method in the game described above.
[0225] This disclosure also provides a computer program product, including a computer program, which, when executed by a processor, is used to perform the display method in the game described above.
[0226] 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.
[0227] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is limited only by the appended claims.
[0228] 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 display method in a game, characterized in that, The method includes: Displays a scene map of the virtual scene; the scene map includes map content and function icons; The first icon style is determined based on the first scaling factor of the scene map; The function icon is displayed in the scene map using the first icon style; In response to the scaling factor of the scene map changing from the first scaling factor to the second scaling factor, the second icon style is determined according to the second scaling factor; The function icon is displayed in the scene map using the second icon style.
2. The method according to claim 1, characterized in that, The method further includes: Provide signage; In response to the location indicated by the indicator in the scene map being the location of the function icon, the first icon information corresponding to the function icon is displayed in the scene map.
3. The method according to claim 1, characterized in that, The method further includes: Provide signage; In response to the location indicated by the indicator in the scene map being the location of the function icon, interactive guidance information associated with the function icon is displayed in the scene map.
4. The method according to claim 3, characterized in that, The interactive guidance information includes transmitting operation guidance information, and the method further includes: In response to the teleportation operation indicated by the teleportation operation guidance information, the controlled virtual character is teleported to the scene location indicated by the function icon.
5. The method according to claim 4, characterized in that, The transmission operation includes shortcut key operations.
6. The method according to claim 1, characterized in that, The method further includes: In response to a click on the function icon, an icon information page is displayed; The second icon information corresponding to the function icon is displayed on the icon information page.
7. The method according to claim 6, characterized in that, The method includes: The interactive controls associated with the function icon are displayed on the icon information page.
8. The method according to claim 7, characterized in that, The interactive control includes a transmission control, and the method further includes: In response to a selection operation on the teleportation control, the controlled virtual character is teleported to the scene location indicated by the function icon.
9. The method according to claim 6, characterized in that, The step of displaying an icon information page in the scene map interface in response to a click operation on the function icon includes: In response to a click on the function icon, the device type of the electronic device is detected; When the device type of the electronic device is the first device type, an icon information page is displayed in the scene map interface.
10. The method according to claim 1, characterized in that, The method further includes: In response to a click on the function icon, the game function associated with the function icon is executed.
11. The method according to claim 1, characterized in that, The step of displaying function icons in the scene map using the first icon style includes: Based on the first scaling factor, the function icon is displayed in the scene map in the first icon style.
12. The method according to claim 11, characterized in that, The step of displaying function icons in the scene map in a first icon style based on the first scaling factor includes: Get the first icon size corresponding to the first scaling factor; Function icons are displayed in the scene map using the first icon style and the first icon size.
13. The method according to claim 1, characterized in that, Determining the first icon style based on the first scaling factor of the scene map includes: Based on the first scaling factor of the scene map and the gameplay, determine the first icon style for the specified gameplay; The step of displaying function icons in the scene map using the first icon style includes: The scene map displays function icons for the specified gameplay in the first icon style.
14. The method according to claim 1, characterized in that, The zoom factor of the scene map varies within a preset zoom factor range, which is divided into multiple zoom factor sub-ranges. Determining the first icon style based on the first zoom factor of the scene map includes: Get the first icon style corresponding to the first scaling factor sub-interval to which the first scaling factor belongs.
15. The method according to claim 14, characterized in that, The response to the scaling factor of the scene map changing from the first scaling factor to the second scaling factor, and determining the second icon style based on the second scaling factor, includes: In response to the change of the scaling factor of the scene map from the first scaling factor to the second scaling factor, it is determined whether the second scaling factor and the first scaling factor belong to the same scaling factor sub-interval; If the second scaling factor and the first scaling factor do not belong to the same scaling factor sub-interval, obtain the second icon style corresponding to the second scaling factor sub-interval to which the second scaling factor belongs.
16. The method according to claim 15, characterized in that, The method further includes: In response to the change of the zoom factor of the scene map from the second zoom factor to the third zoom factor, it is determined whether the third zoom factor and the second zoom factor belong to the same zoom factor sub-interval; If the third scaling factor and the second scaling factor belong to the same scaling factor sub-interval, the function icon is displayed in the scene map using the second icon style.
17. The method according to claim 1, characterized in that, The first icon style corresponds to the first object information, and the second icon style corresponds to the second object information. The first object information and the second object information have an inclusion relationship.
18. A display device for a game, characterized in that, The device includes: The map display module is used to display a scene map of the virtual scene; the scene map includes map content and function icons; The first icon style determination module is used to determine the first icon style based on the first scaling factor of the scene map; The first icon display module is used to display function icons in the scene map in the first icon style; The second icon style determination module is used to determine the second icon style in response to the change of the scaling factor of the scene map from the first scaling factor to the second scaling factor; The second icon display module is used to display the function icon in the scene map in the second icon style.
19. 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 display method in the game as described in any one of claims 1 to 17.
20. 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 display method in the game as described in any one of claims 1 to 17.