An interactive display method, device and equipment of a game map and a storage medium

CN122998723APending Publication Date: 2026-10-30GUANGZHOU YIWAN NETWORK TECH CO LTD
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Patent Information

Application Number
CN202611283978.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-08-21
Publication Date
2026-10-30

AI Technical Summary

Technical Problem

[0005]本发明提供了一种游戏地图的交互显示方法、装置、设备和存储介质,解决了在面对多类型且多等级对象的集中显示情况时,传统显示方案难以根据缩放比例自动适配信息密度,随着区域比例的缩小,容易在单一区域出现图标数量剧增且图标相互重叠遮挡的情况,导致系统在高负载显示的情况下仍存在画面杂乱的技术问题

Benefits of technology

[0056]本发明通过响应于玩家对游戏界面内游戏地图的触发操作,获取触发操作对应的操作幅度;根据操作幅度所处幅度区间,匹配待显示元素信息;其中,每个幅度区间关联不同的待显示元素信息;根据待显示元素信息,在游戏地图上渲染对应的游戏元素。从而通过触发操作的操作幅度所处幅度区间,动态匹配并渲染不同层级和类型的游戏元素,实现了游戏地图的信息密度随缩放比例的自适应调节,有效避免了因缩放比例变化导致的图标重叠和画面杂乱问题,提升了地图界面的显示清晰度。

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Abstract

The application discloses a game map interactive display method and device, equipment and storage medium, the application is through responding to the triggering operation of the player to the game map in the game interface, obtaining the operation amplitude corresponding to the triggering operation; according to the amplitude interval where the operation amplitude is located, the to-be-displayed element information is matched;Wherein, each amplitude interval is associated with different to-be-displayed element information;According to the to-be-displayed element information, the corresponding game element is rendered on the game map. Thus, by the amplitude interval where the operation amplitude of the triggering operation is located, different levels and types of game elements are dynamically matched and rendered, the information density of the game map is adaptively adjusted with the scaling ratio, the icon overlapping and picture disorder problem caused by the change of the scaling ratio is effectively avoided, and the display clarity of the map interface is improved.
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Description

Technical Field

[0001] This invention relates to the field of computer technology, and in particular to an interactive display method, apparatus, device, and storage medium for game maps. Background Technology

[0002] In simulation management games, the map interface is the primary platform for players to construct, allocate resources, and manage units. Players need to simultaneously monitor multiple objects and their own base location on the map, and the way map information is organized and presented efficiently directly affects the player's management strategy and the smoothness of operation.

[0003] In existing game systems, map zooming typically employs a layered loading strategy, which involves switching between map textures of different precision or different types of points of interest based on different zoom levels. These methods are mostly aimed at static geographic information and single-type objects, and to a certain extent, they achieve hierarchical information display.

[0004] However, when faced with the concentrated display of multiple types and levels of objects, traditional display solutions struggle to automatically adapt information density according to the scaling ratio. As the area ratio shrinks, the number of icons in a single area can increase dramatically, and the icons may overlap and obscure each other, resulting in a cluttered screen even under high load. Summary of the Invention

[0005] This invention provides an interactive display method, device, equipment, and storage medium for game maps, solving the technical problem that traditional display solutions struggle to automatically adapt information density according to scaling ratios when dealing with concentrated displays of multiple types and levels of objects. As the area scale shrinks, the number of icons in a single area tends to increase dramatically, and the icons overlap and obscure each other, resulting in a cluttered screen even under high load.

[0006] The first aspect of this invention provides an interactive display method for a game map, comprising:

[0007] In response to a player's trigger action on the game map, the magnitude of the action corresponding to the trigger action is obtained;

[0008] Based on the range of the operation amplitude, the information of the element to be displayed is matched; wherein, each amplitude range is associated with different information of the element to be displayed;

[0009] The game elements corresponding to the information to be displayed are rendered on the game map and then displayed.

[0010] Optionally, the step of responding to a player's trigger operation on the game map and obtaining the operation range corresponding to the trigger operation includes:

[0011] In response to a player's action on the game map, determine the trigger type of the action.

[0012] If the trigger type is a sliding operation, then the sliding distance of the sliding operation is obtained, and the sliding distance is mapped to the operation amplitude based on a preset first mapping relationship;

[0013] If the trigger type is a press operation, then the press duration and / or press force of the press operation are obtained, and the press duration and / or press force are mapped to the operation amplitude based on the preset second mapping relationship;

[0014] If the trigger type is a click operation, then the number of clicks of the click operation is obtained, and the number of clicks is mapped to the operation range based on a preset third mapping relationship.

[0015] Optionally, matching the element information to be displayed based on the amplitude range of the operation amplitude includes:

[0016] Determine the corresponding display level according to the range of the operation amplitude;

[0017] According to the display hierarchy and the preset hierarchy-element mapping relationship, match the element information to be displayed corresponding to the display hierarchy;

[0018] Each of the display levels is associated with different element densities and / or different element types of element information to be displayed.

[0019] Optionally, rendering and displaying the game element corresponding to the element information to be displayed on the game map includes:

[0020] If the range of the operation is within the range of the icon, then the corresponding icon visual resource is obtained according to the information of the element to be displayed;

[0021] Load and render the icon visual resources on the game map to display the corresponding game elements;

[0022] If the range of the operation is within the range of the model, then the corresponding model resources are obtained according to the information of the element to be displayed;

[0023] The model resources are loaded and rendered on the game map to display the corresponding game elements.

[0024] Optionally, the icon amplitude range includes multiple amplitude sub-ranges; loading and rendering the icon visual resources on the game map to display the corresponding game elements includes:

[0025] Determine the icon size and / or icon transparency according to the sub-range of the operation range;

[0026] The icon visual resources are loaded according to the icon size and / or icon transparency, and the corresponding game elements are rendered and displayed on the game map.

[0027] Optionally, it also includes:

[0028] If the game element is a variable element, then obtain the current state information of the variable element; the current state information includes at least one of element level or element position;

[0029] The display effect of the game elements is updated based on the current state information.

[0030] Optionally, it also includes:

[0031] In response to the player's element-triggered operation on any of the game elements, execute the screen transformation action or information feedback action corresponding to the game element.

[0032] Optionally, the step of responding to the player's element trigger operation on any of the game elements by executing the screen transformation action or information feedback action corresponding to the game element includes:

[0033] In response to the player's element trigger operation on any of the game elements, obtain the element identifier corresponding to the game element;

[0034] If the element identifier is the first element identifier, then the screen transformation action corresponding to the game element is executed;

[0035] If the element identifier is the second element identifier, then the information feedback action corresponding to the game element is executed, feedback information is generated and displayed.

[0036] Optionally, if the element identifier is a first element identifier, then the screen transformation action corresponding to the game element is executed, including:

[0037] If the element identifier is the first element identifier, then obtain the facility type of the game element;

[0038] If the facility type is associated with a panoramic model, the current game screen will be switched to the panoramic view corresponding to the panoramic model, and the panoramic view corresponding to the panoramic model will be rendered and displayed.

[0039] If the facility type is not associated with a panoramic model, then the preset animation resource of the game element is obtained, and the corresponding animation effect is played to complete the screen transformation action.

[0040] Optionally, if the element identifier is a second element identifier, then the information feedback action corresponding to the game element is executed, feedback information is generated and displayed, including:

[0041] If the element identifier is the second element identifier, then obtain the combat mission and level information corresponding to the game element;

[0042] According to the level information, target virtual objects that meet the combat mission are matched from a preset virtual object library, and a combat mission interface is generated and displayed as feedback information.

[0043] Optionally, it also includes:

[0044] Query the element attribute data corresponding to the element identifier in the preset database;

[0045] The element attribute data is rendered and displayed on the game map in the form of a pop-up window or sidebar.

[0046] Optionally, it also includes:

[0047] In response to a drag operation on the game map, the display area of ​​the game map is updated, and a distance indicator control is displayed on the edge area of ​​the game map; the distance indicator control is used to indicate the distance between the current display area and the target virtual facility corresponding to the distance indicator control;

[0048] When a trigger command is received for the distance marker control, the display area of ​​the game map is switched to the location of the target virtual facility, and the target virtual facility is highlighted.

[0049] A second aspect of the present invention provides an interactive display device for a game map, comprising:

[0050] The operation range acquisition module is used to respond to the player's trigger operation on the game map and acquire the operation range corresponding to the trigger operation;

[0051] The element information determination module is used to match the element information to be displayed according to the amplitude range in which the operation amplitude is located; wherein, each amplitude range is associated with different element information to be displayed;

[0052] The game element rendering module is used to render and display the game elements corresponding to the element information to be displayed on the game map.

[0053] A third aspect of the present invention provides a computer device, including a memory and a processor, wherein the memory stores a computer program, and when the computer program is executed by the processor, the processor performs the steps of the interactive display method of a game map as described in any of the first aspects of the present invention.

[0054] A fourth aspect of the present invention provides a computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed, implements the interactive display method of a game map as described in any of the first aspects of the present invention.

[0055] As can be seen from the above technical solutions, the present invention has the following advantages:

[0056] This invention responds to player actions on the game map within the game interface, obtaining the amplitude of the action; based on the amplitude range, it matches information of elements to be displayed; each amplitude range is associated with different elements to be displayed; and based on the elements to be displayed, it renders the corresponding game elements on the game map. Thus, by dynamically matching and rendering game elements of different levels and types based on the amplitude range of the triggered action, the information density of the game map is adaptively adjusted according to the scaling ratio, effectively avoiding icon overlap and visual clutter caused by changes in scaling ratio, and improving the clarity of the map interface. Attached Figure Description

[0057] To more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0058] Figure 1 This is a schematic diagram of the application architecture provided for an embodiment of this application;

[0059] Figure 2 A flowchart illustrating the steps of an interactive display method for a game map provided in an embodiment of the present invention;

[0060] Figure 3 A schematic diagram of a game map at the fourth display level provided in an embodiment of this application;

[0061] Figure 4 A schematic diagram of a game map at the first display layer provided in an embodiment of this application;

[0062] Figure 5 A schematic diagram of a game map at the fifth display level provided in an embodiment of this application;

[0063] Figure 6 This is a flowchart illustrating the steps of the rendering process for game elements within the embodiments of this application;

[0064] Figure 7 This is a flowchart illustrating the steps for triggering and displaying game elements within the embodiments of this application.

[0065] Figure 8 A structural block diagram of an interactive display device for a game map provided in an embodiment of the present invention;

[0066] Figure 9 An application architecture diagram of a computer device provided in this application embodiment; Detailed Implementation

[0067] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0068] In virtual game applications, players perform actions such as zooming, dragging, or clicking on the game map, triggering the presentation and interactive feedback of map elements at different display levels. The map system dynamically loads visual resources of corresponding detail levels (such as building icons, resource point markers, and animal models) based on the current zoom ratio, and allows players to select any visible element to view its attributes or trigger scene changes. This hierarchical map display mechanism aims to provide players with a continuous observation experience from macro-strategic layout to micro-level local details, enhancing the immersion in exploration and decision-making.

[0069] However, in existing map display solutions, the types of elements, visual styles, and interactive feedback presented at each zoom level are often fixed during the development phase. The display rules (such as which elements are displayed at which zoom level, icon size and transparency, and the content that pops up after clicking) are usually only associated with preset zoom level thresholds, lacking deep and flexible coupling with the real-time environmental dynamics of the map area (such as current weather conditions, changes in resource abundance within the area, and the dynamic migration of hostile forces) and the player's own status (such as mission progress, faction relationships, and the currently selected team). For example, at the same zoom level, regardless of whether the map area is a prosperous alliance territory or a desolate wilderness, the density of displayed elements and the level of information detail are basically the same; even if an alliance battle or resource depletion event is occurring in the area, the map icons and feedback information fail to reflect these situational changes. This static display and interaction mechanism keeps map tools largely at the level of "fixed blueprints," lacking contextual awareness and strategic guidance capabilities. Players find it difficult to dynamically adjust their observation focus according to the current situation, reducing the value of maps as strategic decision-making aids. In addition, existing map feedback is mostly limited to displaying a single attribute (such as only showing building level and coordinates), and rarely realizes the composite presentation of multi-dimensional information (such as combining the weather impact of the area, the surrounding threat level, and the relevance of the current task), making the map interaction dimension relatively thin.

[0070] Based on this, this application proposes the following technical solution to optimize the existing map zooming and display mechanism, aiming to construct a dynamic hierarchical rendering and interaction method that can be deeply bound to the real-time map environment and player status. Specifically, this application introduces real-time environmental data monitoring (including weather, regional events, and resource dynamics) and player status awareness (such as mission objectives and faction relationships) into the map rendering process, breaking the limitations of traditional map display's "fixed hierarchy and unchanging content." This allows the element type, visual style, information richness, and even click feedback effect at each zoom level to adaptively adjust according to the real-time changes of the current map area and the player's personalized needs, thereby significantly improving the intelligence, immersiveness, and decision-making support value of map display.

[0071] Furthermore, before describing the specific implementation process of this application, the application environment of this application will first be described. Please refer to... Figure 1 , Figure 1 This is a schematic diagram of the application architecture provided for an embodiment of this application; Figure 1 The application architecture includes server 110 and client 120. Server 110 can be of various types, such as a game server or map data server. It can store map element databases, real-time environmental status data, process player zoom / click requests, and execute the core logic of map rendering and interactive feedback. Server 110 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing 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, CDN, and big data and artificial intelligence platforms. Client 120 can be a terminal device such as a smartphone, tablet, personal computer, or smartwatch. Players interact with the map system through the graphical user interface of client 120, such as zooming and dragging, clicking on map elements to view information, and triggering one-click return to town. The server 110 and the client 120 establish a communication connection through the network to realize the real-time transmission and synchronization of map data. For example, the client 120 sends a request for the current viewport range and zoom level to the server 110, and the server 110 returns the element list and dynamic attribute data corresponding to the area. The client 120 then completes the rendering and interactive response accordingly.

[0072] It is understood that the above-mentioned dynamic rendering method for map zooming can run on personal mobile terminals, on server 110, or on third-party devices to provide map services. Specifically, it can run as a program on the aforementioned devices, as a system component of the aforementioned devices, or as a cloud service program. The specific operating mode depends on the actual scenario and is not limited here.

[0073] The aforementioned interactive display method for game maps refers to dynamically determining the display level in a virtual game environment based on the player's zooming in and out of the map. Then, based on this level, real-time environmental data (including weather, regional events, and element state changes), and player state data, corresponding game elements and their visual resources (including 2D icons, 3D models, text labels, special effects particles, etc.) are selected from the map database and rendered according to preset level adaptation rules (such as icon size, transparency, and information detail). Its core feature lies in achieving dynamic binding of displayed content to the real-time context through data collaboration between the server and client. This encompasses, but is not limited to, displaying different types of buildings, resources, creatures, and environmental effects at different levels, as well as providing multi-dimensional attribute information, task-related prompts, or triggering scene switching actions in response to clicks. It is one of the core supporting technologies for game world exploration, strategic decision-making, and interactive experience.

[0074] Please see Figure 2 , Figure 2 A flowchart illustrating the steps of an interactive display method for a game map provided in an embodiment of the present invention.

[0075] This invention provides an interactive display method for a game map, comprising:

[0076] Step 101: In response to the player's trigger operation on the game map, obtain the operation range corresponding to the trigger operation;

[0077] A game map refers to a two-dimensional or three-dimensional map area in the game interface used to display virtual scenes. All game objects, such as virtual buildings, virtual resources, or virtual creatures, are anchored to fixed coordinates on this plane. Triggered actions can be interactive behaviors such as zooming, dragging, and clicking issued by the player through input devices (mouse wheel scrolling, touchscreen pinch-to-zoom, keyboard shortcut presses). The magnitude of the action refers to the quantified change produced by the triggered action, such as the number of ticks the mouse wheel scrolls, the distance changed by a touchscreen pinch-to-zoom, or the duration of a keyboard press.

[0078] In this embodiment, the game map is as follows: Figure 3As shown, the map contains multiple virtual objects of different levels and types, including player facilities, resource points, and quest markers. When a player zooms in or out of the map, the system converts the raw increment of this action (such as scroll wheel steps or touch point distance change rate) into an unsigned floating-point number as the amplitude of the action. This amplitude is not directly equal to the final zoom ratio, but rather serves as an input parameter for subsequent matching steps. During the conversion process, the system performs dead-zone filtering to eliminate minute jitters below the sensitivity threshold, ensuring that the amplitude of the action accurately reflects the player's active intent.

[0079] Furthermore, by decoupling the operation range from the physical input, it is compatible with different input devices and avoids inconsistent map responses caused by hardware differences.

[0080] In one example of this application, step 101 may include the following sub-steps:

[0081] In response to player actions on the game map, determine the trigger type of the action;

[0082] If the trigger type is a swipe operation, the swipe distance of the swipe operation is obtained, and the swipe distance is mapped to the operation amplitude based on the preset first mapping relationship;

[0083] If the trigger type is a press operation, the press duration and / or press force are obtained, and the press duration and / or press force are mapped to the operation amplitude based on the preset second mapping relationship;

[0084] If the trigger type is a click operation, the number of clicks is obtained, and the number of clicks is mapped to the operation range based on a preset third mapping relationship.

[0085] Trigger type refers to the classification of player-triggered operations, used to distinguish different physical interaction modes, including but not limited to swipe, press, and click operations. Swipe operations refer to input commands with continuous displacement trajectories generated by players scrolling the mouse wheel, dragging with a single finger on the touchscreen, or swiping with two fingers on the touchpad; its characteristic parameter is the cumulative displacement. Press operations refer to input commands with accumulated time and pressure changes generated by players continuously pressing on the touchscreen, deeply pressing the gamepad trigger button, or long-pressing a mouse button; its characteristic parameters are duration and contact pressure. Click operations refer to discrete pulse input commands generated by players lightly touching the touchscreen, clicking the mouse, or short pressing the keyboard; its characteristic parameter is the trigger frequency within a unit time window.

[0086] Mapping relationship refers to the conversion rule that converts input physical quantities (distance, time, force, number of times) of different dimensions into the same dimension "operational amplitude". This rule can be preset in the system configuration in the form of piecewise function, interpolation table or weighted operation.

[0087] In this embodiment, the game system responds to the player's trigger operation on the game map by parsing the action feature code it carries and determining the trigger type. If it is determined to be a sliding operation, the system reads the screen pixel offset between the start and end points in the input queue as the sliding distance, and then queries a preset first mapping relationship. This mapping uses a travel-amplitude conversion table to map discrete displacement steps into continuous operation amplitude increments.

[0088] If the operation is determined to be a press operation, a timer counter is started to read the press duration and the pressure sensing interface is called to obtain the touch force value (if there is no pressure sensor, only the duration is taken). The two are input into the second mapping relationship. This relationship uses a weighted summation calculation unit to assign different weights to the duration and force and then add them together to obtain the normalized operation range.

[0089] If a click operation is identified, the total number of click pulses within a preset time window tracing back from the current moment is counted. This count is input into a third mapping relationship, which uses an exponentially decaying accumulator to process the chain of clicks, making the mapping result of multiple clicks non-linearly increasing but approaching saturation. Through these three traffic paths, their respective feature values ​​are ultimately output to the same data bus, merging into a unified operation amplitude variable. This multimodal input normalization mechanism eliminates the need for subsequent map layer matching logic to consider differences in triggering devices, while ensuring a consistent perceptual slope in visual zoom feedback for scrolling distance, press depth, and click speed, preventing abrupt changes in map response due to players switching operation methods.

[0090] Step 102: Match the element information to be displayed according to the amplitude range of the operation amplitude; wherein, each amplitude range is associated with different element information to be displayed;

[0091] Amplitude range refers to dividing the continuous range of values ​​of the operation amplitude into multiple non-overlapping sub-ranges. Each sub-range has a preset start value and end value. The interval division is based on the visual clarity of the map layer to ensure that the number and density of elements displayed in each interval are adapted to the screen resolution. The information of the elements to be displayed in the same amplitude range is the same, but as the operation amplitude increases or decreases, the density and size of their display will be dynamically adjusted to maintain a balance between visual clarity and information density.

[0092] The information to be displayed refers to the set of virtual objects that should be presented to the player on the map at the current zoom level. The information to be displayed varies depending on the zoom level. For example, in the first zoom level, only major player facilities of different levels are displayed to simplify the interface; in the second zoom level, in addition to displaying major player facilities, some functional facilities within those facilities and enemy player facilities are also shown; in the third zoom level, virtual objects outside of player facilities within the game map are further displayed, such as neutral virtual creatures and interactive resource units; in the fourth zoom level, the specific resource types of resource units are further displayed, such as ores, wood, and water, along with attribute information such as resource level; in the fifth zoom level, information such as weather conditions and terrain elevation differences within the game map area displayed on the current game interface is further displayed, such as sunny, rainy, and windy. The first to fifth zoom levels correspond to a hierarchy of map information display from macro to micro, with the element density within each level matching the screen resolution to ensure clear and non-redundant visual feedback for players at any zoom level.

[0093] In this step, the game system maintains a mapping table with ranges as keys and element information configuration structures as values. After determining the operation range, this mapping table is queried to determine the range within which the operation falls, and the corresponding element information configuration structure is retrieved from the database. For example, for the third range, the corresponding element information configuration structure includes the display information required for main player facilities, some functional facilities, enemy player facilities, and detached virtual objects, such as icon styles and color codes. This part of the element information configuration structure is combined to generate the element information to be displayed and passed to the next processing step.

[0094] It should be noted that the information of the element to be displayed does not contain specific element coordinates or instance data, but only meta-instructions such as "which types to take", "which set of resources to use", and "whether to enable behavior", thereby separating the logical judgment from the rendering instance and reducing the overhead of repeated matching.

[0095] In one example of this application, step 102 may include the following sub-steps:

[0096] Determine the corresponding display level based on the range of the operation.

[0097] Match the element information to be displayed corresponding to the display level according to the display level and the preset level-element mapping relationship;

[0098] Each display level is associated with different element densities and / or different element types of the element information to be displayed.

[0099] Display level refers to the logical index value of the map zoom level, which can be obtained by quantizing the range of continuous values ​​through intervals. The level-element mapping relationship refers to the corresponding configuration table between display levels and data extraction rules; each entry in this table contains type filtering conditions and density constraint parameters, used to specify which categories of instances should be picked from the object database at the current level and the upper limit rules for picking. Element density refers to the upper limit of the number of object instances allowed to be rendered simultaneously within a unit viewport at the current display level, as well as the spatial distribution sampling step size, used to control the amount of information carried by the screen. Element type refers to the functional category label to which the game object belongs, including but not limited to buildings, resources, creatures, and environmental effects, used to distinguish the essential attributes of different entities.

[0100] In this embodiment, after determining the operation range, the operation range is quantified and adjudicated based on multiple preset range intervals to determine the range interval in which the operation range falls. Then, the display level of the game map is located according to the range interval, and continuous operation ranges are reduced to discrete integer display levels. According to the display level and the preset level-element mapping relationship, the element information to be displayed under the display level is matched. At the same time, each display level is associated with element information to be displayed with different element densities and / or different element types. For example, in a low display level (such as the first level corresponding to the first range interval), only the macroscopic terrain outline and core landmarks are displayed, the element density is extremely low, and only the main player facilities are retained. In a high display level (such as the third level corresponding to the third range interval), all elements, including secondary buildings, resource points, and biome details, need to be displayed, and the element density reaches the highest level. By discretizing the continuous amplitude and configuring independent filtering conditions and density limits for each level, the system not only achieves the visual transition of element types "unlocking" level by level with scaling, but also locks the number of drawing commands submitted to the GPU per frame within the device's processing capacity. At the same time, due to the existence of quantization boundaries, the rebound of the player's slight operation will not cause repeated jumps in the level, ensuring the stability of the image presentation.

[0101] For example, taking "city-state" as the main player facility, the first display level in the first amplitude range displays the macro outline and core landmarks of the player's own city-state. It can also display other city-states of different levels, highlighting the player's own city-state. Figure 4As shown. In the second display level of the second amplitude range, in addition to retaining the city-state outline, the main functional buildings within the city-state, such as the town hall, barracks, and market, are displayed, and the distribution icons of surrounding resource points begin to appear. In the third display level of the third amplitude range, the road grid within the city-state, secondary buildings (such as residences and workshops), and icons of various biomes are further refined. In the fourth display level of the fourth amplitude range, the precise appearance of each building within the city-state, dynamic units on the roads, and details of various environmental effects are displayed, with the element density reaching its highest level. Players can observe the behavioral animations of individual units and the real-time collection status of resource points, such as... Figure 5 As shown. In the fifth display level of the fifth amplitude range, the environmental details at the micro-level of the city-state are further displayed, such as changes in light and shadow, weather conditions, and terrain textures, as shown... Figure 3 As shown. Through this multi-level, progressive display strategy, the system can balance visual richness and performance overhead at different scaling scales, ensuring that players can gain a macro-level strategic perspective while exploring the world, and also immerse themselves in micro-level details when needed. It should be noted that when the operation range increases from the fourth to the fifth range, the virtual objects in the game map switch from icons to more detailed models, such as from an NPC icon to an NPC 3D model, accompanied by the gradual loading of terrain textures and real-time rendering of dynamic lighting and shadows.

[0102] Furthermore, the amplitude range exhibits hysteresis characteristics, meaning the boundary values ​​for entering a high range from a low range differ from those for returning to a low range from a high range. Specifically, when entering a high range from a low range, the boundary value is set to a higher threshold, while when returning to a low range from a high range, the boundary value is set to a lower threshold. This avoids visual jitter caused by frequent switching of display levels near the boundaries during scaling operations. Additionally, the maximum number of elements within a range can be dynamically adjusted based on the current device frame rate. When the frame rate drops, some non-critical types (such as low-level beasts) are automatically postponed to the next frame or downgraded to placeholders to maintain smooth operation.

[0103] Step 103: Render and display the game elements corresponding to the information to be displayed on the game map.

[0104] Game elements refer to entities on the game map that have actual coordinates, instantiated models, and interactive logic, including but not limited to player facilities, buildings, units, icons, and their corresponding virtual models.

[0105] In this step, after determining the information of the element to be displayed, the system extracts the corresponding game element instance from the instance pool according to the meta-instructions and renders it according to its actual coordinates in the game map. During the rendering process, the system automatically adjusts the display size of the game element within the current zoom range to ensure that only simplified icons or outlines are displayed when zooming from a distance, and that similar icons around the element are merged when zooming from a close distance.

[0106] Please see Figure 6 In one example of this application, step 103 may include the following sub-steps S11-S14:

[0107] S11. If the range of the operation is within the range of the icon, then obtain the corresponding icon visual resource according to the information of the element to be displayed.

[0108] S12. Load and render icon visual resources on the game map to display the corresponding game elements;

[0109] S13. If the range of the operation is within the range of the model, then obtain the corresponding model resources according to the information of the element to be displayed.

[0110] S14. Load and render model resources on the game map to display the corresponding game elements.

[0111] The icon range refers to the display level used when the operation range is small and the map view is far away. It can include one or more elements. Within this range, all game elements are presented as icons; for example, NPCs are identified by circular portraits, and buildings are represented by simple square icons, avoiding performance overhead due to excessive model loading. Icon visual resources refer to pre-generated two-dimensional static image data, including but not limited to PNG format images, vector graphics sequence frames, or atlases merged using texture packing tools.

[0112] The model range refers to the display level used when the operation range is large and the map view is close. Within this range, game elements are presented in the form of 3D models, supporting more refined interactive operations, such as clicking on the model to bring up a detailed attribute panel, dragging the model to adjust its position, etc. Model resources: refer to the 3D scene asset files containing vertex coordinates, normal directions, UV mapping, and skinning and skeleton binding. Common formats include FBX (Filmbox, a 3D exchange format) or glTF (GLTransmission Format, a graphics library transfer format).

[0113] In this embodiment, the system dynamically switches the loading and rendering of icon and model resources by detecting the current operation range, thereby effectively controlling memory usage and rendering performance overhead while ensuring visual clarity. When the operation range transitions from the icon range to the model range, the system performs a smooth transition process, inserting an intermediate display state between the icon and the model. For example, the icon is gradually enlarged and overlaid with a semi-transparent model outline, and finally completely replaced with the model resource when the operation range reaches the model range threshold. This transition process uses a linear interpolation algorithm to control the transparency and scaling ratio, ensuring the continuity and naturalness of the visual transition and avoiding abrupt visual jumps caused by resource replacement. Specifically, after determining the range, it is determined whether the range belongs to the icon range or the model range. If it is determined to be the icon range, the scheduling unit concatenates the type label and level field in the information packet of the element to be displayed into a resource key value, and uses this key value to retrieve the corresponding two-dimensional sprite frame and its clipping coordinates in the preloaded texture atlas cache. Upon a successful match, the renderer binds the frame to a quadrilateral mesh that always faces the screen, maps world coordinates to screen space using the vertex shader, and submits the rendering call all at once. If the frame is identified as falling within a model range, the scheduling unit converts the resource key-value pair into a file system path and retrieves the corresponding binary model package from local storage or a remote content delivery network. The parser deserializes the model package, extracts the vertex buffer, index buffer, and diffuse map, then instantiates scene nodes and mounts them to the map coordinate system. Simultaneously, it selects the model's built-in LOD variant for shading and rendering based on the current viewpoint distance. Through these categorized rendering operations, the system can dynamically adjust its resource loading strategy according to the operational range. In icon ranges, it consumes only a small amount of video memory and CPU resources, while in model ranges, it loads high-precision 3D resources on demand, further optimizing long-distance rendering efficiency through the LOD mechanism.

[0114] In addition, when the operation amplitude is about to cross the boundary between the icon range and the model range (by calculating the slope of the difference between the current amplitude and the boundary threshold), the resource scheduling unit can start the background asynchronous loading thread in advance to pre-read the header metadata (number of vertices, texture size) of the target model resource into memory. When the actual switch is made, only the last step of instantiation needs to be completed, compressing the switching lag time to within a single frame.

[0115] In another example of this application, the amplitude range of the icon includes multiple amplitude sub-ranges; S12 may include the following sub-steps:

[0116] Determine the icon size and / or icon transparency based on the sub-range of the operation range;

[0117] Load icon visual resources according to icon size and / or icon transparency, and render and display the corresponding game elements on the game map.

[0118] Amplitude sub-ranges refer to multiple sub-ranges that further subdivide the icon amplitude range. Each sub-range corresponds to a different set of icon size and transparency parameters. Icon size refers to the display size of the icon when rendered on the game map, usually expressed in pixels or relative units; icon transparency refers to the visibility of the icon when rendered, usually expressed as a floating-point number between 0 and 1, with smaller values ​​indicating greater transparency.

[0119] In this embodiment, after loading the icon visual resources into the texture memory, the drawing command is not submitted directly. Instead, the current operation amplitude value is first passed to the visual parameter adjuster. This adjuster calculates the normalized offset ratio of the amplitude within the current display layer based on its boundary values, and then maps this ratio to multiple pre-divided amplitude sub-intervals. Each sub-interval corresponds to a set of independent interpolation coefficients, namely, the size scaling coefficient and the transparency gradient coefficient. The adjuster extracts these two coefficients based on the hit sub-interval, multiplies them by the icon's base pixel size and base opacity, and obtains the real-time icon size and real-time transparency of the current frame. After obtaining these two real-time parameters, the renderer injects the size coefficient into the scaling matrix of the quadrilateral mesh during the vertex processing stage, and injects the transparency coefficient into the blending weights of the pixel mixer during the fragment processing stage, ultimately completing the drawing. By introducing amplitude sub-ranges within the same level for continuous parameter modulation, players can perceive the smooth gradation of icon size and brightness when the zoom wheel is turned slightly, rather than abrupt changes when switching levels. This "follow-up" feedback simulates the physical feel of the aperture contraction and expansion of an optical lens, while improving operational precision. Players can judge whether their zoom is close to the level boundary based on the semi-transparency of the icon, without relying on numerical indicators at the edge of the screen.

[0120] In another example of this application, the method further includes the following steps:

[0121] If the game element is a mutable element, then obtain the current state information of the mutable element; the current state information includes at least one of the element level or the element position;

[0122] Update the display of game elements based on the current state information.

[0123] Variable elements refer to elements on the game map whose visual appearance changes dynamically with the progress of the game or player interaction. This can be achieved by setting a marker, so that the game element carries variable attributes, such as the icon size increasing and the transparency decreasing after the level increases, or the icon orientation changing after the position is moved.

[0124] In this embodiment, during the rendering of game elements, for each instance of a rendered game element, it is checked whether its variable flag is set. If set, the current state information, such as element level or position coordinates, is read from the instance's attribute structure. Then, the state information is passed to the visual parameter adjuster, which looks up the corresponding stroke color or halo level intensity in a preset level-color mapping table. Simultaneously, based on the world coordinates in the snapshot and the center coordinates of the current viewport, the radial distance of the element relative to the viewport is calculated, and a focus offset correction coefficient is generated accordingly. The closer the element is to the viewport center, the closer the correction coefficient is to 1.0 (preserving the original color level); the farther the distance, the more the correction coefficient gradually decreases, weakening its color saturation. The corrected color level value and position offset are synchronously written back to the attribute slot of the instance's rendering proxy object, overwriting the old value from the previous frame. By introducing state snapshots, database transaction updates are decoupled from screen refreshes. Even if an element is upgraded or moves during a frame interval, its appearance gradation and screen landing point can be reflected in the subsequent frame rendering, ensuring that the scene information obtained by the player is strictly consistent with the background data and avoiding misjudgments caused by cache lag.

[0125] In one example of this application, the method further includes the following step S21:

[0126] S21. In response to the player's element trigger operation on any game element, execute the corresponding screen change action or information feedback action of the game element.

[0127] Element-triggered actions refer to player interactions with rendered game elements on the game map, including but not limited to clicking, long-pressing, dragging, or hovering. Screen-transformation actions refer to actions that change the current map viewport state, including smooth camera movement to target coordinates, forced zoom changes, and pop-up modal overlays to display 3D models. Information feedback actions refer to data presentation behaviors that are not related to viewport changes, including generating text / numerical labels in fixed areas of the screen, popping up strategy suggestion panels, and updating the state of UI controls.

[0128] In this embodiment, the system listens for player interaction events with game elements on the game map at any display layer. When a player triggers an action on any game element, such as a click on a player facility, the system obtains the screen coordinates of the click location, obtains the world coordinates through inverse projection transformation, and then iterates through the bounding boxes of all displayed game elements in the current rendering layer to perform a hit test. If an element is hit, processing is routed according to the element type field. If the type is a main player facility and belongs to a player, a screen transition is executed, with dynamic interpolation animation zooming in to the preset highest level and overlaying a full-screen modal frame to display a bird's-eye view of the main player facility. If the type is a resource unit or a detached virtual object, only an information feedback action is executed, retrieving its level and coordinates from the database and displaying a lightweight tooltip in the upper left corner of the screen, which fades out automatically after 2 seconds. If the type is a specific virtual object requiring an action, a composite action is executed, first displaying a strategy panel containing recommended hero levels (information feedback), and simultaneously attaching a "track" button. Clicking this button locks the camera onto the fugitive and tracks its movement (screen transition). All actions are executed asynchronously and do not block the map rendering loop.

[0129] Please see Figure 7 Optionally, S21 may include the following sub-steps S211-S213:

[0130] S211. Respond to the player's element trigger operation on any game element and obtain the element identifier corresponding to the game element;

[0131] S212. If the element identifier is the first element identifier, then execute the screen transformation action corresponding to the game element.

[0132] S213. If the element identifier is the second element identifier, then execute the information feedback action corresponding to the game element, generate feedback information and display it.

[0133] Element identifiers refer to the enumeration value of the interaction behavior type attached to each interactive game object. This identifier is injected by the configuration table during object initialization and is decoupled from the object's own data attributes (such as level and coordinates). It is specifically used to indicate the executor category to be invoked when the object is triggered. The first element identifier refers to the enumeration constant mapped to the viewport state change executor. The second element identifier refers to the enumeration constant mapped to the information panel rendering executor. When an element carrying this identifier is triggered, the system will bypass all viewport transformation logic and directly enter the data extraction and presentation process. Feedback information refers to a structured text block composed of formatted and concatenated raw data fields, containing a triplet of element name, level value, and coordinates. This information block is overlaid and displayed independently of the map rendering pipeline in the UI layer.

[0134] In this embodiment, in response to a player's element trigger operation on any game element, the system first obtains the interaction context carried by the trigger event through the event dispatcher, extracts the element identifier field from the context, and performs executor routing based on the enumeration value of the identifier. If the element identifier is the first element identifier, all currently playing camera interpolation animations are interrupted, the translation vector and scaling increment from the current viewpoint to the target element coordinates are recalculated, and a cubic easing curve is used to drive the camera to complete the state transition within a fixed time slot. During the transition, the interface interaction input is temporarily stored in a queue to avoid animation conflicts, and a full-screen modal view is overlaid to display the top-down panoramic view of the object.

[0135] If the element identifier is the second element identifier, the system immediately pauses the camera animation scheduling for the current frame and instead calls the information panel rendering executor. It extracts the element name, level value, and coordinate triple from the object data field, formats and concatenates them to generate a structured text block, and overlays it with a semi-transparent background onto the information feedback area in the lower right corner of the screen. This area is independent of the map rendering pipeline, ensuring that players can still perform other non-viewport-changing interactive operations, such as clicking, dragging, or zooming, while the camera animation is paused, thereby improving interaction smoothness and operational fault tolerance. By introducing element-triggered operations and element identifiers, game elements can be categorized as scene-driven or information-displaying, thus achieving separate control of viewport transformation and information feedback in a single interactive event, avoiding logical conflicts and performance overhead caused by mixed interaction types.

[0136] In one example of this application, S212 may include the following sub-steps:

[0137] If the element identifier is the first element identifier, then obtain the facility type of the game element;

[0138] If the facility type is associated with a panoramic model, the current game screen will be switched to the panoramic view corresponding to the panoramic model, and the panoramic view corresponding to the panoramic model will be rendered and displayed.

[0139] If the facility type is not associated with a panoramic model, then the preset animation resources of the game element are obtained, and the corresponding animation effects are played to complete the screen transformation action.

[0140] A panoramic model refers to a pre-built, closed 3D scene resource that includes a complete architectural structure, interior decoration, and ambient lighting probes. A panoramic viewpoint refers to placing the camera at a specific anchor point inside the panoramic model and switching the projection method to either spherical perspective or cube mapping in the rendering.

[0141] In this step, when the element identifier matches the first element identifier, the system first reads the facility type field of the game element from the object database. The value of this field is then sent to the panoramic model registry for retrieval. The registry maintains a whitelist of facility types for all loaded panoramic models and their corresponding scene resource paths. The facility type whitelist can include primary player facilities, secondary player facilities, neutral facilities, or special event facilities, etc., and this embodiment does not impose any restrictions on this.

[0142] If the search is successful, the system pauses the current map rendering loop, switches the rendering target from the world map to the panoramic model scene, and resets the camera parameters to the model's preset initial observation anchor point (such as a fixed distance in front of the building's main entrance and a fixed pitch angle). Then, the spherical projection pipeline is activated, using the diffuse light map inside the model as ambient lighting to complete the frame-by-frame rendering of the panoramic scene. In this state, the player can drag and rotate the viewpoint but cannot pan.

[0143] If the search fails, the system abandons the model loading attempt and instead retrieves the corresponding pre-made animation from the animation clip library based on the facility type. Examples include the flash diffusion effect during building upgrades and the particle spray sequence during resource center mining. The animation player overlays these clips as independent overlays on the map layer, without interrupting map dragging and zooming during playback. The overlay is automatically destroyed after the animation ends, achieving a smooth transition effect. Through the facility type-based prior retrieval mechanism, the system only initiates a heavyweight panoramic scene switch when the resource is confirmed to exist, avoiding invalid network requests or local I / O operations. Simultaneously, facilities without panoramic configurations are downgraded to lightweight animation feedback, ensuring that all first-element identified objects receive a visual response within a limited time, preventing a lack of interactive feedback due to resource absence.

[0144] In one example of this application, S213 may include the following sub-steps:

[0145] If the element identifier is the second element identifier, then obtain the combat mission and level information corresponding to that game element;

[0146] Based on the level information, target virtual objects that meet the combat mission are matched from the preset virtual object library, and a combat mission interface is generated and displayed as feedback information.

[0147] In this embodiment, when the element identifier matches the second element identifier and the game element is a combat unit, the event context of the game element can be further extracted and delivered to the combat mission parser. The parser extracts the combat mission identifier code and level value from the attribute container of the game element, and the level value is used as the primary key to input the query interface of the virtual object library. This interface maintains a mapping table with the level threshold as the key and the recommended virtual object ID list as the value. During the query process, if the level value is between two thresholds, all virtual object IDs covering that range are returned. The returned ID list then removes virtual objects that the player has not yet unlocked or are in a cooldown state, retaining the available objects and their corresponding levels and skill summaries. Finally, the data of these available objects, along with a brief description of the combat mission (enemy name, estimated difficulty star rating), are filled into a pre-made combat mission interface template. This template floats on the map in the form of a modal panel, with each virtual object in the panel presented as a clickable card. Clicking on the card triggers the subsequent formation logic. By using level values ​​as an independent dimension for range matching rather than exact matching, the system allows players to have multiple strategies at different level stages. At the same time, since the query results only depend on the level integer and do not require access to real-time combat simulation data, the entire matching process can be completed in milliseconds, avoiding any lag.

[0148] In one example of this application, S213 further includes the following sub-steps:

[0149] Query the element attribute data corresponding to the element identifier in the preset database;

[0150] Render and display element attribute data on the game map in the form of pop-ups or sidebars.

[0151] In the process, when the system responds to the trigger operation of the second element identifier, it starts another lightweight data extraction thread in parallel. This thread does not take the combat mission as a prerequisite, but uses the unique identifier of the game element as the query key to retrieve all public attribute fields of the element from the preset read-only database, including element name, level, current durability, affiliated faction and last status change timestamp.

[0152] After the retrieval is complete, the data weaver assembles the field names and values ​​into a key-value pair set, which is then handed over to the UI layout engine to determine the presentation format based on the current free area at the edge of the screen: if the sidebar on the right side of the screen is not occupied by other panels, it is rendered as a sidebar with a fixed width and scrollable height, accompanied by an entrance animation that slides in from right to left; if the sidebar is occupied, it is rendered as a centered, floating, rounded-corner pop-up, with a Gaussian blur effect applied to the pop-up background to highlight the foreground content. Regardless of the layout used, the text lines of the attribute data use a monospaced font to ensure coordinate value alignment, and an experience progress bar is added next to the level field. This query and the combat mission query share the same database connection pool, but they are executed independently and do not block each other; if the combat mission query does not return in time due to network latency, the attribute data can still be displayed first, ensuring that players can receive real-time information feedback in most scenarios.

[0153] In another example of this application, the method further includes the following steps:

[0154] In response to dragging operations on the game map, the display area of ​​the game map is updated, and a distance marker control is displayed at the edge of the game map; the distance marker control is used to indicate the distance between the current display area and the target virtual facility corresponding to the distance marker control;

[0155] When a trigger command is received for the distance marker control, the display area of ​​the game map is switched to the location of the target virtual facility, and the target virtual facility is highlighted.

[0156] The distance indicator control is a composite UI component fixed in the corner of the game map viewport. It consists of a directional arrow and a numerical distance label. This control always points to the preset target virtual facility (such as the main player facility) and calculates the spatial distance between the current viewport center and the target facility in real time.

[0157] In this embodiment, the system continuously monitors mouse drag or touch swipe events. When a pointer is detected to be pressed and displaced, the displacement increment is added to the offset matrix of the map viewport to achieve smooth translation of the display area. After each translation operation ends (pointer released), the system triggers the refresh process of the distance indicator control. First, starting from the world coordinates of the current viewport center, the system calculates the Euclidean distance between the target virtual facility (fixed to the anchor point coordinates of the main player facility) and the target virtual facility (fixed to the anchor point coordinates of the main player facility). This value is then divided by the map unit scale to convert it into an in-game distance unit (such as "kilometers").

[0158] Simultaneously, the azimuth angle from the center of the viewport to the target facility is calculated, and the angle value is converted into the rotation angle of the compass pointer, ensuring that the pointer tip always points towards the target. These two results (distance value and pointer angle) are pushed to a distance indicator control located in the lower right or lower left corner of the screen for redrawing; the control itself does not move its position with map panning.

[0159] When the system detects a click event (or touch press) on the distance marker control, a viewport relocation coroutine is triggered. This coroutine starts at the current zoom level and ends at the coordinates of the target virtual facility. Using a gradual interpolation process that first accelerates and then decelerates, it moves the viewport center to the endpoint coordinates. After the relocation is complete, a highlighted outline is generated around the target facility, flashing three times before fading away. By decoupling the distance marker control from map dragging, players can know their position relative to the target facility at any zoom and pan state. The one-click relocation action eliminates the tedious manual pathfinding, and the highlighted feedback confirms the relocation landing point, avoiding confusion caused by accidental touches.

[0160] It should be understood that although the steps in the flowcharts of the above embodiments are shown sequentially according to the arrows, these steps are not necessarily executed in the order indicated by the arrows. Unless explicitly stated herein, there is no strict order restriction on the execution of these steps, and they can be executed in other orders. Moreover, at least some steps in the flowcharts of the above embodiments may include multiple steps or multiple stages. These steps or stages are not necessarily completed at the same time, but can be executed at different times. The execution order of these steps or stages is not necessarily sequential, but can be performed alternately or in turn with other steps or at least some of the steps or stages of other steps.

[0161] The interactive display device for the game map provided in the embodiments of this application will be described below. The interactive display device for the game map described below and the interactive display method for the game map described above can be referred to in correspondence.

[0162] Please see Figure 8 This invention illustrates an interactive display device for a game map, comprising:

[0163] The operation range acquisition module 201 is used to respond to the player's trigger operation on the game map and acquire the operation range corresponding to the trigger operation;

[0164] The element information determination module 202 is used to match the element information to be displayed according to the amplitude range of the operation amplitude; wherein, each amplitude range is associated with different element information to be displayed.

[0165] The game element rendering module 203 is used to render and display the game elements corresponding to the element information to be displayed on the game map.

[0166] Optionally, the operation amplitude acquisition module 201 is specifically used for:

[0167] In response to player actions on the game map, determine the trigger type of the action;

[0168] If the trigger type is a swipe operation, the swipe distance of the swipe operation is obtained, and the swipe distance is mapped to the operation amplitude based on the preset first mapping relationship;

[0169] If the trigger type is a press operation, the press duration and / or press force are obtained, and the press duration and / or press force are mapped to the operation amplitude based on the preset second mapping relationship;

[0170] If the trigger type is a click operation, the number of clicks is obtained, and the number of clicks is mapped to the operation range based on a preset third mapping relationship.

[0171] Optionally, the element information determination module 202 is specifically used for:

[0172] Determine the corresponding display level based on the range of the operation.

[0173] Match the element information to be displayed corresponding to the display level according to the display level and the preset level-element mapping relationship;

[0174] Each display level is associated with different element densities and / or different element types of the element information to be displayed.

[0175] Optionally, the game element rendering module 203 includes:

[0176] The icon resource acquisition submodule is used to acquire the corresponding icon visual resource according to the information of the element to be displayed if the range of the operation range is the same as the icon range.

[0177] The first rendering submodule is used to load and render icon visual resources on the game map to display the corresponding game elements;

[0178] The model resource acquisition submodule is used to acquire the corresponding model resources according to the information of the element to be displayed if the range of the operation range is the range of the model range.

[0179] The second rendering submodule is used to load and render model resources on the game map, displaying the corresponding game elements.

[0180] Optionally, the icon amplitude range includes multiple amplitude sub-ranges; the first rendering sub-module is specifically used for:

[0181] Determine the icon size and / or icon transparency based on the sub-range of the operation range;

[0182] Load icon visual resources according to icon size and / or icon transparency, and render and display the corresponding game elements on the game map.

[0183] Optionally, the device also includes a display effect update module for:

[0184] If the game element is a mutable element, then obtain the current state information of the mutable element; the current state information includes at least one of the element level or the element position;

[0185] Update the display of game elements based on the current state information.

[0186] Optionally, the device also includes an element triggering module for:

[0187] In response to the player's element-triggered operation on any game element, execute the corresponding screen transformation action or information feedback action of the game element.

[0188] Optionally, the element triggering module includes:

[0189] The element identifier acquisition submodule is used to respond to the player's element trigger operation on any game element and obtain the element identifier corresponding to the game element;

[0190] The first action execution submodule is used to execute the screen transformation action corresponding to the game element if the element identifier is the first element identifier;

[0191] The second action execution submodule is used to execute the information feedback action corresponding to the game element if the element identifier is the second element identifier, generate feedback information and display it.

[0192] Optionally, the first action execution submodule is specifically used for:

[0193] If the element identifier is the first element identifier, then obtain the facility type of the game element;

[0194] If the facility type is associated with a panoramic model, the current game screen will be switched to the panoramic view corresponding to the panoramic model, and the panoramic view corresponding to the panoramic model will be rendered and displayed.

[0195] If the facility type is not associated with a panoramic model, then the preset animation resources of the game element are obtained, and the corresponding animation effects are played to complete the screen transformation action.

[0196] Optionally, the second action execution submodule is specifically used for:

[0197] If the element identifier is the second element identifier, then obtain the combat mission and level information corresponding to that game element;

[0198] Based on the level information, target virtual objects that meet the combat mission are matched from the preset virtual object library, and a combat mission interface is generated and displayed as feedback information.

[0199] Optionally, the second action execution submodule is further used for:

[0200] Query the element attribute data corresponding to the element identifier in the preset database;

[0201] Render and display element attribute data on the game map in the form of pop-ups or sidebars.

[0202] Optionally, the device also includes a screen reset module for:

[0203] In response to dragging operations on the game map, the display area of ​​the game map is updated, and a distance marker control is displayed at the edge of the game map; the distance marker control is used to indicate the distance between the current display area and the target virtual facility corresponding to the distance marker control;

[0204] When a trigger command is received for the distance marker control, the display area of ​​the game map is switched to the location of the target virtual facility, and the target virtual facility is highlighted.

[0205] This invention provides a computer device, including a memory and a processor. The memory stores a computer program, and when the computer program is executed by the processor, the processor performs the steps of the interactive display method for a game map as described in any embodiment of this invention.

[0206] This invention provides a computer-readable storage medium storing a computer program thereon, which, when executed, implements the interactive display method of a game map as described in any embodiment of this invention.

[0207] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the above-described device and module can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0208] In the several embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of modules is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple modules or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or modules may be electrical, mechanical, or other forms.

[0209] The modules described as separate components may or may not be physically separate. The components shown as modules may or may not be physical modules; that is, they may be located in one place or distributed across multiple network modules. Some or all of the modules can be selected to achieve the purpose of this embodiment according to actual needs.

[0210] Furthermore, the functional modules in the various embodiments of the present invention can be integrated into one processing module, or each module can exist physically separately, or two or more modules can be integrated into one module. The integrated modules described above can be implemented in hardware or as software functional modules.

[0211] If the integrated module is implemented as a software functional module and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause an electronic device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0212] Indicatively, such as Figure 9 As shown, Figure 9 This is a schematic diagram of the internal structure of a computer device 300 provided in an embodiment of this application. The computer device 300 can be provided as a server. (Refer to...) Figure 9The computer device 300 includes a processing component 302, which further includes one or more processors, and memory resources represented by memory 301 for storing instructions, such as application programs, that can be executed by the processing component 302. The application programs stored in memory 301 may include one or more modules, each corresponding to a set of instructions. Furthermore, the processing component 302 is configured to execute instructions to perform the text recognition method of any of the above embodiments.

[0213] The computer device 300 may also include a power supply component 303 configured to perform power management of the computer device 300, a wired or wireless network interface 304 configured to connect the computer device 300 to a network, and an input / output (I / O) interface 305. The computer device 300 may be based on storage operations.

[0214] In the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.

[0215] In the description of the embodiments of the present invention, the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the present invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the present invention. In addition, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0216] The above-described embodiments are only used to illustrate the technical solutions of the present invention, and are not intended to limit it. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention.

Claims

1. A method for interactively displaying a game map, characterized in that, include: In response to a player's trigger action on the game map, the magnitude of the action corresponding to the trigger action is obtained; Based on the range of the operation amplitude, the information of the element to be displayed is matched; wherein, each amplitude range is associated with different information of the element to be displayed; The game elements corresponding to the information to be displayed are rendered on the game map and then displayed.

2. The interactive display method for a game map according to claim 1, characterized in that, The step of responding to a player's trigger action on the game map and obtaining the corresponding action range includes: In response to a player's action on the game map, determine the trigger type of the action. If the trigger type is a sliding operation, then the sliding distance of the sliding operation is obtained, and the sliding distance is mapped to the operation amplitude based on a preset first mapping relationship; If the trigger type is a press operation, then the press duration and / or press force of the press operation are obtained, and the press duration and / or press force are mapped to the operation amplitude based on the preset second mapping relationship; If the trigger type is a click operation, then the number of clicks of the click operation is obtained, and the number of clicks is mapped to the operation range based on a preset third mapping relationship.

3. The interactive display method for a game map according to claim 1, characterized in that, The step of matching the element information to be displayed based on the range of the operation range includes: Determine the corresponding display level according to the range of the operation amplitude; According to the display hierarchy and the preset hierarchy-element mapping relationship, match the element information to be displayed corresponding to the display hierarchy; Each of the display levels is associated with different element densities and / or different element types of element information to be displayed.

4. The interactive display method for a game map according to claim 1, characterized in that, The step of rendering and displaying the game elements corresponding to the element information to be displayed on the game map includes: If the range of the operation is within the range of the icon, then the corresponding icon visual resource is obtained according to the information of the element to be displayed; Load and render the icon visual resources on the game map to display the corresponding game elements; If the range of the operation is within the range of the model, then the corresponding model resources are obtained according to the information of the element to be displayed; The model resources are loaded and rendered on the game map to display the corresponding game elements.

5. The interactive display method for a game map according to claim 4, characterized in that, The icon amplitude range includes multiple amplitude sub-ranges; The process of loading and rendering the icon visual resources on the game map to display the corresponding game elements includes: Determine the icon size and / or icon transparency according to the sub-range of the operation range; The icon visual resources are loaded according to the icon size and / or icon transparency, and the corresponding game elements are rendered and displayed on the game map.

6. The interactive display method for a game map according to any one of claims 1-5, characterized in that, Also includes: If the game element is a variable element, then obtain the current state information of the variable element; The current status information includes at least one of element level or element position; The display effect of the game elements is updated based on the current state information.

7. The interactive display method for a game map according to claim 1, characterized in that, Also includes: In response to the player's element-triggered operation on any of the game elements, execute the screen transformation action or information feedback action corresponding to the game element.

8. The interactive display method for a game map according to claim 7, characterized in that, The step of responding to the player's element trigger operation on any of the game elements by executing the corresponding screen transformation action or information feedback action includes: In response to the player's element trigger operation on any of the game elements, obtain the element identifier corresponding to the game element; If the element identifier is the first element identifier, then the screen transformation action corresponding to the game element is executed; If the element identifier is the second element identifier, then the information feedback action corresponding to the game element is executed, feedback information is generated and displayed.

9. The interactive display method for a game map according to claim 8, characterized in that, If the element identifier is the first element identifier, then the screen transformation action corresponding to the game element is executed, including: If the element identifier is the first element identifier, then obtain the facility type of the game element; If the facility type is associated with a panoramic model, the current game screen will be switched to the panoramic view corresponding to the panoramic model, and the panoramic view corresponding to the panoramic model will be rendered and displayed. If the facility type is not associated with a panoramic model, then the preset animation resource of the game element is obtained, and the corresponding animation effect is played to complete the screen transformation action.

10. The interactive display method of the game map according to claim 8, characterized in that, If the element identifier is a second element identifier, then the information feedback action corresponding to the game element is executed, feedback information is generated and displayed, including: If the element identifier is the second element identifier, then obtain the combat mission and level information corresponding to the game element; According to the level information, target virtual objects that meet the combat mission are matched from a preset virtual object library, and a combat mission interface is generated and displayed as feedback information.

11. The interactive display method of the game map according to claim 8, characterized in that, Also includes: Query the element attribute data corresponding to the element identifier in the preset database; The element attribute data is rendered and displayed on the game map in the form of a pop-up window or sidebar.

12. The interactive display method for a game map according to claim 1, characterized in that, Also includes: In response to a drag operation on the game map, the display area of ​​the game map is updated, and a distance indicator control is displayed on the edge area of ​​the game map; the distance indicator control is used to indicate the distance between the current display area and the target virtual facility corresponding to the distance indicator control; When a trigger command is received for the distance marker control, the display area of ​​the game map is switched to the location of the target virtual facility, and the target virtual facility is highlighted.

13. An interactive display device for a game map, characterized in that, include: The operation range acquisition module is used to respond to the player's trigger operation on the game map and acquire the operation range corresponding to the trigger operation; The element information determination module is used to match the element information to be displayed according to the amplitude range in which the operation amplitude is located; wherein, each amplitude range is associated with different element information to be displayed; The game element rendering module is used to render and display the game elements corresponding to the element information to be displayed on the game map.

14. A computer device, characterized in that, The system includes a memory and a processor, wherein the memory stores a computer program, and when the computer program is executed by the processor, the processor causes the processor to perform the steps of the interactive display method of the game map as described in any one of claims 1-12.

15. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed, it implements the interactive display method of the game map as described in any one of claims 1-12.