Scene image display control method and apparatus, and electronic device

By displaying the target scene screen of the target scene area that is not within the control virtual object's field of view in the game's graphical user interface, the problem of players being unable to predict side attacks in portrait mode is solved, and the game experience and fairness are improved.

WO2025066716A9PCT designated stage expired Publication Date: 2025-05-30NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
PCT/CN2024/114324
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-09-28
Filing Date
2024-08-23
Publication Date
2025-05-30

AI Technical Summary

Technical Problem

After the PC game is converted to vertical screen, players cannot effectively predict the enemies that suddenly attack from both sides, resulting in reduced game fairness and poor game experience.

Method used

By displaying the target scene screen in the target scene area that is not within the control virtual object's field of view in the graphical user interface, we can improve players' understanding of the blind spots in the field of vision and predict the enemy's attack in advance.

Benefits of technology

It improves the player's gaming experience, enhances the fairness of the game, and allows players to better predict the enemy's attack.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN2024114324_30052025_PF_FP_ABST
    Figure CN2024114324_30052025_PF_FP_ABST
Patent Text Reader

Abstract

A scene image display control method and apparatus, and an electronic device. The method comprises the following steps: in response to an opening instruction of a specified display mode, and on the basis of a scene position where a controlled virtual object is located, determining a target scene area from within a game scene, at least portion of a scene area in the target scene area not being within a visual field range of the controlled virtual object; and displaying a target scene image of the target scene area in a specified area, or in response to a target virtual object entering the target scene area, displaying the target scene image in the specified area, a display priority of the target scene image being higher than that of the game scene image.
Need to check novelty before this filing date? Find Prior Art

Description

Scene image display control method, device and electronic device

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application number 202311280592.2, filed on September 28, 2023, entitled “Display control method, device and electronic device for scene images”, the entire contents of which are incorporated by reference into this disclosure. Technical Field

[0003] The present disclosure relates to the field of game technology, and in particular to a method, device, and electronic device for controlling the display of a scene image. Background Art

[0004] Most PC games are horizontal screen games. If the game's horizontal screen display state is converted to vertical screen display state, the horizontal display space is narrower. Players cannot get the field of view of the areas on both sides in the vertical screen display state of the game, so players cannot predict enemies that suddenly attack from both sides, which reduces the fairness of the game and leads to a poor gaming experience when the game is displayed in vertical screen state.

[0005] Summary of the Invention

[0006] In view of this, the purpose of the present disclosure is to provide a display control method, device and electronic device for scene screens, which will display the target scene screen of the target scene area that is not within the field of view of the controlled virtual object on a graphical user interface, so as to facilitate players to understand the scene screen in the blind spot of the field of view, so that they can predict the enemy's attack in advance, thereby improving the player's gaming experience.

[0007] In a first aspect, an embodiment of the present disclosure provides a display control method for a scene screen, wherein a graphical user interface is provided through a terminal device, and the graphical user interface displays a game scene screen of at least part of a game scene, wherein the game scene includes a controlled virtual object. The method comprises: responding to an instruction to start a specified display mode, determining a target scene area from the game scene based on the scene position of the controlled virtual object; wherein at least part of the scene area in the target scene area is not within the field of view of the controlled virtual object; displaying a target scene screen of the target scene area in a specified area of ​​the graphical user interface, or displaying a target scene screen of the target scene area in a specified area of ​​the graphical user interface in response to the target virtual object entering the target scene area; wherein the display priority of the target scene screen is higher than the display priority of the game scene screen.

[0008] In a second aspect, an embodiment of the present disclosure provides a display control device for a scene screen, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays a game scene screen of at least part of a game scene, and the game scene includes a controlled virtual object. The device includes: a target scene area determination module, which is configured to execute an open instruction in response to a specified display mode, and determine the target scene area from the game scene based on the scene position of the controlled virtual object; wherein at least part of the scene area in the target scene area is not within the field of view of the controlled virtual object; a target scene screen display module, which is configured to execute the display of the target scene screen of the target scene area in a specified area of ​​the graphical user interface, or display the target scene screen of the target scene area in a specified area of ​​the graphical user interface in response to the target virtual object entering the target scene area; wherein the display priority of the target scene screen is higher than the display priority of the game scene screen.

[0009] In a third aspect, an embodiment of the present disclosure provides an electronic device comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the display control method of the scene screen of any one of the first aspects.

[0010] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the display control method of the scene screen of any one of the first aspects.

[0011] The embodiments of the present disclosure bring the following beneficial effects:

[0012] The present disclosure provides a method, device, and electronic device for controlling the display of a scene screen. In response to a start instruction of a specified display mode, a target scene area is determined from a game scene based on the scene position of a controlled virtual object; wherein at least a portion of the target scene area is not within the field of view of the controlled virtual object; a target scene screen of the target scene area is displayed in a specified area of ​​a graphical user interface, or in response to a target virtual object entering the target scene area, a target scene screen of the target scene area is displayed in a specified area of ​​the graphical user interface; wherein the display priority of the target scene screen is higher than the display priority of the game scene screen. In this method, a target scene area that is not within the field of view of the controlled virtual object is determined. If a target virtual object appears in the target scene area, the target scene screen of the target scene area will be displayed on the graphical user interface, so that the player can understand the scene screen of the blind spot of the field of view, predict the enemy's attack in advance, and improve the player's gaming experience.

[0013] Other features and advantages of the present disclosure will be described in the following description, and in part will become apparent from the description, or understood by practicing the present disclosure. The objectives and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0014] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0015] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the related technologies, the following briefly introduces the drawings required for use in the specific embodiments or related technical descriptions. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0016] FIG1 is a flowchart of a method for controlling the display of a scene image according to an exemplary embodiment of the present disclosure;

[0017] FIG2 is a schematic diagram of a target scene area according to an exemplary embodiment of the present disclosure;

[0018] FIG3 is a schematic diagram of another target scene area according to an exemplary embodiment of the present disclosure;

[0019] FIG4 is a schematic diagram of a target scene screen according to an exemplary embodiment of the present disclosure;

[0020] FIG5 is a schematic diagram of another target scene image according to an exemplary embodiment of the present disclosure;

[0021] FIG6 is a schematic diagram of another target scene image according to an exemplary embodiment of the present disclosure;

[0022] FIG7 is a schematic diagram of another target scene image according to an exemplary embodiment of the present disclosure;

[0023] FIG8 is a schematic structural diagram of a display control device for a scene image according to an exemplary embodiment of the present disclosure;

[0024] FIG9 is a schematic structural diagram of an electronic device according to an exemplary embodiment of the present disclosure. DETAILED DESCRIPTION

[0025] To make the purpose, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making any creative efforts shall fall within the scope of protection of the present disclosure.

[0026] Most current PC games are horizontal. If the game's horizontal display mode is switched to vertical, the horizontal display space becomes narrower, preventing players from gaining a visual field to either side of the game in vertical mode. Consequently, players are unable to predict sudden attacks from enemies, reducing game fairness and resulting in a poor gaming experience in vertical mode. Based on this, the present disclosure provides a method, device, and electronic device for controlling the display of scene images. This technology can be applied to devices such as mobile phones, computers, laptops, and tablets.

[0027] The method for controlling the display of a scene image in one embodiment of the present disclosure can be run on a local terminal device or a server. When the method for controlling the display of a scene image is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0028] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the display control method of the scene screen are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0029] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0030] In one possible implementation, an embodiment of the present disclosure provides a method for controlling the display of a scene screen, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above or a client device in the cloud interaction system mentioned above. The graphical user interface displays a game scene screen that includes at least a portion of a game scene, and the game scene includes controlled virtual objects, as shown in Figure 1. The method includes the following steps:

[0031] Step S102, in response to a start instruction for a designated display mode, determining a target scene area from the game scene based on the scene position of the controlled virtual object; wherein at least a portion of the target scene area is not within the field of view of the controlled virtual object;

[0032] The designated display mode refers to a picture-in-picture display mode. Optionally, the activation instruction may be triggered in response to an activation control displayed on a graphical user interface, or may be a configuration operation performed in a configuration interface before or during a game. The target scene area may be a continuous scene area or multiple discontinuous scene areas; the shape of the target scene area may be a rectangle, square, circle, or the like.

[0033] The above-mentioned target scene area can be located on the left and right sides of the controlled virtual object, or on the back side of the controlled virtual object, such as a rectangular scene area located at a first distance to the left, right or back side of the controlled virtual object; it can also be a scene area within a certain range with the controlled virtual object as the center, such as a circular scene area with the controlled virtual object as the center and the first distance as the radius, or a rectangular scene area with the controlled virtual object as the center and within a second distance.

[0034] Step S104, displaying the target scene screen of the target scene area in the designated area of ​​the graphical user interface, or displaying the target scene screen of the target scene area in the designated area of ​​the graphical user interface in response to the target virtual object entering the target scene area; wherein the display priority of the target scene screen is higher than the display priority of the game scene screen.

[0035] The target virtual object can be an enemy virtual object controlled by another player, a non-player controlled virtual object (e.g., enemy soldiers, wild monsters), a teammate virtual object, or a virtual weapon with a fixed position (e.g., a defense tower). The designated area can be a continuous area or multiple discontinuous areas, and the shape of the designated area generally matches the shape of the target scene area.

[0036] Optionally, virtual objects in the target scene area are detected in real time. Once the target virtual object appears, the target scene screen of the target scene area is displayed in the designated area. Specifically, the target scene screen is displayed above the game scene screen. The target scene screen usually blocks part of the game scene screen, that is, the part of the game scene screen blocked by the target scene screen will not be displayed.

[0037] Optionally, in another embodiment, once the player turns on the designated display mode, the target scene screen of the target scene area is displayed in the designated area.

[0038] The disclosed embodiment provides a method for controlling the display of a scene screen, which responds to a start instruction of a specified display mode, determines a target scene area from a game scene based on the scene position of a controlled virtual object; wherein at least part of the target scene area is not within the field of view of the controlled virtual object; displays a target scene screen of the target scene area in a specified area of ​​a graphical user interface, or displays a target scene screen of the target scene area in a specified area of ​​a graphical user interface in response to a target virtual object entering the target scene area; wherein the display priority of the target scene screen is higher than the display priority of the game scene screen. In this method, a target scene area that is not within the field of view of the controlled virtual object is determined, and if a target virtual object appears in the target scene area, the target scene screen of the target scene area will be displayed on the graphical user interface, so as to facilitate the player to understand the scene screen of the blind spot of the field of view, predict the enemy's attack in advance, and improve the player's gaming experience.

[0039] A possible implementation of the above step of determining the target scene area from the game scene based on the scene position of the controlled virtual object is as follows: determining a first scene area at a first distance threshold from the controlled virtual object from the game scene.

[0040] The first scene area is a circular scene area centered on the controlled virtual object and having a first distance threshold as a radius, or the first scene area is a rectangular scene area centered on the controlled virtual object and having the first distance threshold as the distance from the center to each corner. Exemplarily, as shown in FIG2 , the first scene area is rectangular, the controlled virtual object is located at the center of the first scene area, and the first scene area includes the scene area currently displayed on the graphical user interface and also includes a portion of the scene area in the blind spot of the controlled virtual object's field of view, i.e., the scene area not displayed on the graphical user interface.

[0041] Another possible implementation manner: determining, from the game scene, a second scene area located on the left side of the controlled virtual object and a third scene area located on the right side of the controlled virtual object.

[0042] The second scene area and the third scene area may be rectangular, circular, semicircular, sector-shaped, etc. For example, as shown in FIG3 , the second scene area and the third scene area are both rectangular and are located on the left and right sides of the controlled virtual object, respectively. Part of the second scene area and the third scene area are within the field of view of the controlled virtual object, while part of the second scene area and the third scene area are not within the field of view of the controlled virtual object.

[0043] The above-mentioned target scene area is the first scene area; the step of displaying the target scene screen of the target scene area in the designated area of ​​the graphical user interface, a possible implementation method is: displaying the scene screen of the first scene area in the first designated area of ​​the graphical user interface.

[0044] For example, as shown in Figure 4, the scene image of the first scene area is displayed in the top area of ​​the graphical user interface. It should be noted that when the controlled virtual object is controlled to move, the scene content in the first scene area will also change with the movement of the controlled virtual object, and the scene image of the first scene area displayed in the first designated area will also change.

[0045] In order to avoid the game scene screen from being blocked and reduce the content duplication between the first scene screen and the game scene screen, another possible implementation method is: display the scene screen of the second scene area in the second designated area of ​​the graphical user interface, and display the scene screen of the third scene area in the third designated area of ​​the graphical user interface.

[0046] For example, as shown in FIG5 , the scene image of the second scene area is displayed on the left side of the upper half of the graphical user interface (corresponding to the second designated area), and the scene image of the third scene area is displayed on the right side (corresponding to the third designated area). The first scene area is split into two parts, left and right, and displayed on both sides, further reducing the obstruction of the game scene image. It should be noted that when the controlled virtual object is controlled to move, the scene content in the second scene area and the third scene area will also change with the movement of the controlled virtual object, and the scene images of the second scene area and the third scene area displayed in the second designated area and the third designated area will also change.

[0047] The target scene area is the first scene area, or the target scene area is the second scene area and the third scene area; the first scene area includes the second scene area and the third scene area. Optionally, the second scene area is the left part of the first scene area, and the third scene area is the right part of the first scene area.

[0048] The designated area is the first designated area, or the designated area is the second designated area and the third designated area; the first designated area includes the second designated area and the third designated area. Optionally, the second designated area is the left portion of the first designated area, and the third designated area is the right portion of the first designated area.

[0049] The above method also includes: in response to the first virtual object entering the game scene screen that is blocked by the target scene screen, adjusting the display parameters of the target scene screen to control the first virtual object not to be blocked by the target scene screen.

[0050] Optionally, the display area of ​​the target scene picture is adjusted, such as controlling the target scene picture to be displayed in other areas of the graphical user area; or adjusting the transparency of the target scene picture.

[0051] An optional implementation manner: determining a first scene picture that blocks the first virtual object from the target scene picture; and adjusting display parameters of the first scene picture to highlight the first virtual object.

[0052] The above-mentioned first virtual object can be an enemy virtual object controlled by other players, a virtual object not controlled by the player (enemy soldiers, wild monsters, etc.), a teammate virtual object, or a virtual weapon with a fixed position (such as a defense tower, etc.). The above-mentioned display parameter can be a transparency value, or a display position, etc. Optionally, whether the first virtual object appears in the game scene screen blocked by the target scene screen is detected in real time. If the first virtual object enters the game scene screen blocked by the target scene screen, the first scene screen that blocks the first virtual object is determined from the target scene screen, the first scene screen is controlled to be transparently displayed, or the display position of the first scene screen or the target scene screen is adjusted so that the first virtual object is not blocked by the target scene screen.

[0053] Exemplarily, as shown in Figures 6 and 7, the first virtual object is blocked by the first scene screen, and the first scene screen that blocks the first virtual object is determined from the target scene screen. The dotted area in Figures 6 and 7 is the above-mentioned first scene screen. At this time, the transparency of the first scene screen can be adjusted to control the transparent display of the first scene screen, and then display the game scene screen and the first virtual object in the game scene screen.

[0054] In the above method, since the target scene screen will block part of the original game scene screen, in order to solve the occlusion problem, it is detected in real time whether there is an obscured first virtual object in the original game scene screen. If so, the display parameters of the first scene screen that obscures the first virtual object are adjusted so that the first virtual object is not obscured by the target scene screen, thereby avoiding the occlusion problem and further improving the player's gaming experience.

[0055] A possible implementation of the above-mentioned step of adjusting the display parameters of the first scene screen to highlight the target virtual object is as follows: in response to the second virtual object entering the first scene screen, determining the importance of the first virtual object and the second virtual object; in response to the importance of the first virtual object being greater than the importance of the second virtual object, adjusting the display parameters of the first scene screen to highlight the first virtual object.

[0056] The above-mentioned second virtual object may be the same as or different from the first virtual object, and may be an enemy virtual object controlled by other players, a virtual object not controlled by the player (enemy soldiers, wild monsters, etc.), a teammate virtual object, or a virtual weapon with a fixed position (such as a defense tower, etc.). Usually, a weight value for each virtual object is set in advance, and the importance of the first virtual object and the second virtual object is determined according to the weight value. Generally, the larger the weight value, the greater the importance. If the importance of the first virtual object is greater than that of the second virtual object, the display parameters of the first scene screen are adjusted to highlight the first virtual object. If the importance of the first virtual object is less than that of the second virtual object, no adjustment is made. If the importance of the first virtual object is equal to that of the second virtual object, the display parameters of the first scene screen are adjusted to highlight the first virtual object.

[0057] In the above method, by comparing the importance of virtual objects in the same display position but different display levels, which virtual object is more important to the player is finally displayed, thereby preventing the player from missing more critical targets and further improving the player's gaming experience.

[0058] The above method also includes: in response to the first virtual object leaving the game scene screen blocked by the target scene screen, controlling the display parameters of the target scene screen to restore to the initial display parameters.

[0059] Usually, the first virtual object will move, and the first scene screen will be updated according to the position after the movement, and then the display parameters of the first scene screen will be updated. For example, when the first virtual object moves from the first position to the second position, the first scene screen that obscures the first virtual object will be determined from the target scene screen in real time, and the display parameters of the first scene screen will be adjusted in real time. Of course, after the first virtual object leaves the current first scene screen, the display parameters of the first scene screen will also be controlled in real time to restore to the initial display parameters.

[0060] Corresponding to the above-mentioned method embodiment, an embodiment of the present disclosure provides a scene screen display control device, which provides a graphical user interface through a terminal device, and the graphical user interface displays a game scene screen that includes at least a portion of a game scene, and the game scene includes a controlled virtual object. As shown in FIG8 , the device includes:

[0061] a target scene area determination module 81 configured to execute, in response to an instruction to start the specified display mode, a target scene area from the game scene based on the scene position of the controlled virtual object; wherein at least a portion of the target scene area is not within the field of view of the controlled virtual object;

[0062] The target scene screen display module 82 is configured to display the target scene screen of the target scene area in a specified area of ​​the graphical user interface, or to display the target scene screen of the target scene area in a specified area of ​​the graphical user interface in response to the target virtual object entering the target scene area; wherein, the display priority of the target scene screen is higher than the display priority of the game scene screen.

[0063] The disclosed embodiment provides a display control device for a scene screen, which responds to a start instruction of a specified display mode, determines a target scene area from a game scene based on the scene position of a controlled virtual object; wherein at least part of the target scene area is not within the field of view of the controlled virtual object; displays a target scene screen of the target scene area in a specified area of ​​a graphical user interface, or displays a target scene screen of the target scene area in a specified area of ​​a graphical user interface in response to a target virtual object entering the target scene area; wherein the display priority of the target scene screen is higher than the display priority of the game scene screen. In this method, a target scene area that is not within the field of view of the controlled virtual object is determined, and if a target virtual object appears in the target scene area, the target scene screen of the target scene area will be displayed on the graphical user interface, so as to facilitate the player to understand the scene screen of the blind spot of the field of view, predict the enemy's attack in advance, and improve the player's gaming experience.

[0064] The above-mentioned device also includes a display parameter adjustment module, which is configured to perform: in response to the first virtual object entering the game scene screen that is blocked by the target scene screen, determining the first scene screen that blocks the first virtual object from the target scene screen; adjusting the display parameters of the first scene screen to highlight the first virtual object.

[0065] The above-mentioned display parameter adjustment module is also configured to perform: in response to the second virtual object entering the first scene screen, determine the importance of the first virtual object and the second virtual object; in response to the importance of the first virtual object being greater than the importance of the second virtual object, adjust the display parameters of the first scene screen to highlight the first virtual object.

[0066] The display parameter adjustment module is further configured to execute: adjusting the transparency of the first scene image to control the transparent display of the first scene image.

[0067] The above-mentioned device also includes a display parameter recovery module, which is configured to execute: in response to the first virtual object leaving the game scene screen blocked by the target scene screen, controlling the display parameters of the target scene screen to recover to the initial display parameters.

[0068] The target scene area determination module is further configured to execute: determining, from the game scene, a first scene area that is at a first distance threshold from the controlled virtual object.

[0069] The target scene area determination module is further configured to execute: determining, from the game scene, a second scene area located on the left side of the controlled virtual object and a third scene area located on the right side of the controlled virtual object.

[0070] The target scene screen display module is further configured to execute: displaying the scene screen of the first scene area in the first designated area of ​​the graphical user interface.

[0071] The target scene screen display module is further configured to execute: displaying the scene screen of the second scene area in the second designated area of ​​the graphical user interface, and displaying the scene screen of the third scene area in the third designated area of ​​the graphical user interface.

[0072] The target scene area is the first scene area, or the target scene area is the second scene area and the third scene area; the first scene area includes the second scene area and the third scene area.

[0073] The above-mentioned designated area is the first designated area, or the designated area is the second designated area and the third designated area; the first designated area includes the second designated area and the third designated area.

[0074] The display control device for scene images provided in the embodiment of the present disclosure has the same technical features as the display control method for scene images provided in the above embodiment, and therefore can also solve the same technical problems and achieve the same technical effects.

[0075] This embodiment further provides an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned scene image display control method. The electronic device can be a server or a terminal device.

[0076] As shown in FIG9 , the electronic device includes a processor 100 and a memory 101 . The memory 101 stores machine executable instructions that can be executed by the processor 100 . The processor 100 executes the machine executable instructions to implement the above-mentioned method for controlling the display of scene images.

[0077] Furthermore, the electronic device shown in FIG9 further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0078] Among them, the memory 101 may include high-speed random access memory (RAM), and may also include non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is used in Figure 9, but it does not mean that there is only one bus or one type of bus.

[0079] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 100 or by instructions in the form of software. The above-mentioned processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0080] The processor in the electronic device can implement the following operations in the above-mentioned scene image display control method by executing machine-executable instructions:

[0081] In response to an instruction to start a specified display mode, a target scene area is determined from the game scene based on the scene position of the controlled virtual object; wherein, at least part of the scene area in the target scene area is not within the field of view of the controlled virtual object; a target scene screen of the target scene area is displayed in a specified area of ​​the graphical user interface, or in response to the target virtual object entering the target scene area, a target scene screen of the target scene area is displayed in a specified area of ​​the graphical user interface; wherein, the display priority of the target scene screen is higher than the display priority of the game scene screen.

[0082] The above method also includes: in response to the first virtual object entering the game scene screen blocked by the target scene screen, determining the first scene screen that blocks the first virtual object from the target scene screen; adjusting the display parameters of the first scene screen to highlight the first virtual object.

[0083] The above-mentioned step of adjusting the display parameters of the first scene screen to highlight the target virtual object includes: in response to the second virtual object entering the first scene screen, determining the importance of the first virtual object and the second virtual object; in response to the importance of the first virtual object being greater than the importance of the second virtual object, adjusting the display parameters of the first scene screen to highlight the first virtual object.

[0084] The step of adjusting the display parameters of the first scene picture includes: adjusting the transparency of the first scene picture to control the transparent display of the first scene picture.

[0085] The above method also includes: in response to the first virtual object leaving the game scene screen blocked by the target scene screen, controlling the display parameters of the target scene screen to restore to the initial display parameters.

[0086] The step of determining the target scene area from the game scene based on the scene position of the controlled virtual object includes: determining a first scene area from the game scene that is at a first distance threshold from the controlled virtual object.

[0087] The above-mentioned step of determining the target scene area from the game scene based on the scene position of the controlled virtual object includes: determining a second scene area located on the left side of the controlled virtual object and a third scene area located on the right side of the controlled virtual object from the game scene.

[0088] The target scene area is the first scene area; the step of displaying the target scene picture of the target scene area in the designated area of ​​the graphical user interface includes: displaying the scene picture of the first scene area in the first designated area of ​​the graphical user interface.

[0089] The above-mentioned target scene areas are the second scene area and the third scene area; the step of displaying the target scene screen of the target scene area in the designated area of ​​the graphical user interface includes: displaying the scene screen of the second scene area in the second designated area of ​​the graphical user interface, and displaying the scene screen of the third scene area in the third designated area of ​​the graphical user interface.

[0090] The target scene area is the first scene area, or the target scene area is the second scene area and the third scene area; the first scene area includes the second scene area and the third scene area.

[0091] The above-mentioned designated area is the first designated area, or the designated area is the second designated area and the third designated area; the first designated area includes the second designated area and the third designated area.

[0092] In this method, a target scene area that is not within the field of view of the controlled virtual object is determined. If a target virtual object appears in the target scene area, the target scene screen of the target scene area will be displayed on the graphical user interface to facilitate players to understand the scene screen of the blind spot, predict the enemy's attack in advance, and improve the player's gaming experience.

[0093] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the display control method of the above-mentioned scene screen.

[0094] The machine executable instructions stored in the machine-readable storage medium can implement the following operations in the above-mentioned scene image display control method by executing the machine executable instructions:

[0095] In response to an instruction to start a specified display mode, a target scene area is determined from the game scene based on the scene position of the controlled virtual object; wherein, at least part of the scene area in the target scene area is not within the field of view of the controlled virtual object; a target scene screen of the target scene area is displayed in a specified area of ​​the graphical user interface, or in response to the target virtual object entering the target scene area, a target scene screen of the target scene area is displayed in a specified area of ​​the graphical user interface; wherein, the display priority of the target scene screen is higher than the display priority of the game scene screen.

[0096] The above method also includes: in response to the first virtual object entering the game scene screen blocked by the target scene screen, determining the first scene screen that blocks the first virtual object from the target scene screen; adjusting the display parameters of the first scene screen to highlight the first virtual object.

[0097] The above-mentioned step of adjusting the display parameters of the first scene screen to highlight the target virtual object includes: in response to the second virtual object entering the first scene screen, determining the importance of the first virtual object and the second virtual object; in response to the importance of the first virtual object being greater than the importance of the second virtual object, adjusting the display parameters of the first scene screen to highlight the first virtual object.

[0098] The step of adjusting the display parameters of the first scene picture includes: adjusting the transparency of the first scene picture to control the transparent display of the first scene picture.

[0099] The above method also includes: in response to the first virtual object leaving the game scene screen blocked by the target scene screen, controlling the display parameters of the target scene screen to restore to the initial display parameters.

[0100] The step of determining the target scene area from the game scene based on the scene position of the controlled virtual object includes: determining a first scene area from the game scene that is at a first distance threshold from the controlled virtual object.

[0101] The above-mentioned step of determining the target scene area from the game scene based on the scene position of the controlled virtual object includes: determining a second scene area located on the left side of the controlled virtual object and a third scene area located on the right side of the controlled virtual object from the game scene.

[0102] The target scene area is the first scene area; the step of displaying the target scene picture of the target scene area in the designated area of ​​the graphical user interface includes: displaying the scene picture of the first scene area in the first designated area of ​​the graphical user interface.

[0103] The above-mentioned target scene areas are the second scene area and the third scene area; the step of displaying the target scene screen of the target scene area in the designated area of ​​the graphical user interface includes: displaying the scene screen of the second scene area in the second designated area of ​​the graphical user interface, and displaying the scene screen of the third scene area in the third designated area of ​​the graphical user interface.

[0104] The target scene area is the first scene area, or the target scene area is the second scene area and the third scene area; the first scene area includes the second scene area and the third scene area.

[0105] The above-mentioned designated area is the first designated area, or the designated area is the second designated area and the third designated area; the first designated area includes the second designated area and the third designated area.

[0106] In this method, a target scene area that is not within the field of view of the controlled virtual object is determined. If a target virtual object appears in the target scene area, the target scene screen of the target scene area will be displayed on the graphical user interface to facilitate players to understand the scene screen of the blind spot, predict the enemy's attack in advance, and improve the player's gaming experience.

[0107] The computer program product of the scene screen display control method, device and system provided in the embodiments of the present disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments and will not be repeated here.

[0108] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0109] In addition, in the description of the embodiments of the present disclosure, unless otherwise expressly specified or limited, the terms "installed," "connected," and "connected" should be understood in a broad sense. For example, they can refer to fixed connections, detachable connections, or integral connections; they can refer to mechanical connections or electrical connections; they can refer to direct connections or indirect connections through an intermediate medium; and they can refer to internal connections between two components. Those skilled in the art will understand the specific meanings of the above terms in the present disclosure based on the specific circumstances.

[0110] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0111] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0112] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.

Claims

1. A method for controlling the display of a scene screen, providing a graphical user interface through a terminal device, wherein the graphical user interface displays a game scene screen having at least a portion of a game scene, wherein the game scene includes a controlled virtual object, and the method comprises: In response to a start instruction of a designated display mode, a target scene area is determined from the game scene based on the scene position of the controlled virtual object; wherein at least a part of the scene area in the target scene area is not within the field of view of the controlled virtual object; Displaying a target scene screen of the target scene area in a designated area of ​​the graphical user interface, or displaying a target scene screen of the target scene area in a designated area of ​​the graphical user interface in response to a target virtual object entering the target scene area; wherein a display priority of the target scene screen is higher than a display priority of the game scene screen.

2. The method according to claim 1, wherein: The method further comprises: In response to the first virtual object entering the game scene screen blocked by the target scene screen, the display parameters of the target scene screen are adjusted to control the first virtual object not to be blocked by the target scene screen.

3. The method according to claim 2, wherein: The step of adjusting the display parameters of the target scene picture includes: Determining a first scene picture that blocks the first virtual object from the target scene picture; Adjust the display parameters of the first scene image to highlight the first virtual object.

4. The method according to claim 3, wherein: The step of adjusting the display parameters of the first scene image to highlight the target virtual object includes: In response to a second virtual object entering the first scene, determining the importance of the first virtual object and the second virtual object; In response to the importance of the first virtual object being greater than the importance of the second virtual object, a display parameter of the first scene picture is adjusted to highlight the first virtual object.

5. The method according to claim 3 or 4, wherein: The step of adjusting the display parameters of the first scene picture includes: The transparency of the first scene picture is adjusted to control the transparent display of the first scene picture.

6. The method according to claim 2, wherein: The method further comprises: In response to the first virtual object leaving the game scene screen blocked by the target scene screen, the display parameters of the target scene screen are controlled to be restored to the initial display parameters.

7. The method according to claim 1, wherein: The step of determining a target scene area from the game scene based on the scene position of the controlled virtual object comprises: From the game scene, a first scene area with a first distance threshold from the controlled virtual object is determined.

8. The method according to claim 1, wherein: The step of determining a target scene area from the game scene based on the scene position of the controlled virtual object comprises: From the game scene, a second scene area located on the left side of the controlled virtual object and a third scene area located on the right side of the controlled virtual object are determined.

9. The method according to claim 1, wherein: The target scene area is a first scene area; The step of displaying a target scene picture of the target scene area in a designated area of ​​the graphical user interface comprises: A scene picture of the first scene area is displayed in a first designated area of ​​the graphical user interface.

10. The method according to claim 1, wherein: The target scene areas are the second scene area and the third scene area; The step of displaying a target scene picture of the target scene area in a designated area of ​​the graphical user interface comprises: The scene picture of the second scene area is displayed in the second designated area of ​​the graphical user interface, and the scene picture of the third scene area is displayed in the third designated area of ​​the graphical user interface.

11. The method according to claim 1, wherein: The target scene area is the first scene area, or the target scene area is the second scene area and the third scene area; The first scene area includes the second scene area and the third scene area.

12. The method according to claim 1, wherein: The designated area is the first designated area, or the designated area is the second designated area and the third designated area; The first designated area includes the second designated area and the third designated area.

13. A display control device for a scene screen, providing a graphical user interface through a terminal device, wherein the graphical user interface displays a game scene screen having at least a portion of a game scene, wherein the game scene includes a controlled virtual object, the device comprising: A target scene area determination module is configured to execute an opening instruction in response to a specified display mode, and determine a target scene area from the game scene based on the scene position of the controlled virtual object; wherein at least a part of the scene area in the target scene area is not within the field of view of the controlled virtual object; The target scene screen display module is configured to display the target scene screen of the target scene area in a specified area of ​​the graphical user interface, or to display the target scene screen of the target scene area in a specified area of ​​the graphical user interface in response to the target virtual object entering the target scene area; wherein the display priority of the target scene screen is higher than the display priority of the game scene screen.

14. An electronic device comprising a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the display control method of the scene picture described in any one of claims 1-12.

15. A computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the display control method of the scene image according to any one of claims 1 to 12.