CN113101635A - Virtual map display method and device, electronic equipment and readable storage medium - Google Patents

Virtual map display method and device, electronic equipment and readable storage medium Download PDF

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Publication number
CN113101635A
CN113101635A CN202110420286.9A CN202110420286A CN113101635A CN 113101635 A CN113101635 A CN 113101635A CN 202110420286 A CN202110420286 A CN 202110420286A CN 113101635 A CN113101635 A CN 113101635A
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Prior art keywords
virtual
map
scene
virtual scene
displayed
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CN202110420286.9A
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Chinese (zh)
Inventor
李光
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110420286.9A priority Critical patent/CN113101635A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Radar, Positioning & Navigation (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides a display method, a display device, electronic equipment and a readable storage medium of a virtual map, wherein the display method comprises the following steps: responding to the moving operation, controlling the virtual object to move in the virtual scene, and displaying the virtual scene to which the virtual object moves currently in the graphical user interface; responding to the map display operation, and overlaying and displaying a first virtual map corresponding to the virtual scene on the virtual scene; and switching a first virtual map which is superposed and displayed on the virtual scene into a second virtual map corresponding to the virtual scene in response to the triggering of the map switching condition, wherein the shielding degree of the switched virtual map on the information in the virtual scene is lower than that before switching. Therefore, the player can change the transparency of the virtual map displayed to the player in the process of controlling the virtual object to move by the player, so that the virtual map can not obstruct the moving route of the virtual object controlled by the player, and the complexity of game operation is reduced.

Description

Virtual map display method and device, electronic equipment and readable storage medium
Technical Field
The present application relates to the field of image display technologies, and in particular, to a method and an apparatus for displaying a virtual map, an electronic device, and a readable storage medium.
Background
The network game is the existing game established by a game operator by taking the internet as a transmission medium and establishing network contact between a game server and user terminal equipment, and aims to realize entertainment, leisure, communication and virtual achievement. At present, with the rapid development of internet technology, network games are widely developed and applied. The types of online games are very rich, such as tactical sports games, reasoning games, role playing games, card games, strategy games, racing games, and the like, and the various online games meet the entertainment requirements of different players.
Generally, in a network game including a plurality of virtual scenes, in order to facilitate a player to control a virtual object to move in the plurality of virtual scenes, information such as a position and a moving direction of each virtual scene is usually displayed to the player in the form of a map, however, maps in different display forms also bring different troubles to the player, for example, a map displayed in a certain specific area in a graphical user interface not only shields a part of the virtual scene, but also causes the player to only roughly know a current position of the virtual object and not obtain a specific current position of the virtual object based on a limitation of a display size of the map; in addition, in another example, the map displayed on the graphical user interface in an overlaid manner, although the size is enough to guide the player to walk in the map according to the set route, because the map is overlaid on the virtual scene, the player cannot know obstacles of the virtual objects in the current virtual scene and the actions of other players when the map is displayed.
Disclosure of Invention
In view of the above, an object of the present application is to provide a method, an apparatus, an electronic device, and a readable storage medium for displaying a virtual map, which can change the transparency of the virtual map displayed to a player during the process of the player controlling a virtual object to move, so that the virtual map does not block the moving route of the virtual object controlled by the player, and thus the complexity of game operation is reduced.
The embodiment of the application provides a display method of a virtual map, which provides a graphical user interface through terminal equipment, wherein the graphical user interface at least comprises a virtual object and a virtual scene, and the display method comprises the following steps:
responding to the moving operation, controlling the virtual object to move in the virtual scene, and displaying the virtual scene to which the virtual object moves currently in the graphical user interface;
responding to map display operation, and overlaying a first virtual map corresponding to the virtual scene on the virtual scene;
responding to a map switching condition to be triggered, and switching the first virtual map which is displayed in an overlaying mode on the virtual scene into a second virtual map corresponding to the virtual scene; the transparency of at least part of the map area of the second virtual map is higher than that of the map area corresponding to the first virtual map, so that the occlusion degree of the switched virtual map on the information in the virtual scene is lower than that before switching.
Optionally, the switching the first virtual map displayed in an overlaid manner on the virtual scene to the second virtual map corresponding to the virtual scene in response to the map switching condition being triggered includes at least one of the following manners:
responding to a control operation of controlling a virtual object to execute a first specific action, and switching the first virtual map displayed in an overlaying mode on the virtual scene into a second virtual map corresponding to the virtual scene;
responding to touch operation of a map switching key displayed on a graphical user interface, and switching the first virtual map which is displayed in an overlapped mode on the virtual scene into a second virtual map corresponding to the virtual scene;
responding to touch operation of a map switching shortcut key in a keyboard key associated with terminal equipment, and switching the first virtual map which is superposed and displayed on the virtual scene into a second virtual map corresponding to the virtual scene;
and responding to a received voice control instruction for switching the map, and switching the first virtual map which is superposed and displayed on the virtual scene into a second virtual map corresponding to the virtual scene.
Optionally, the step of switching the first virtual map displayed in an overlaid manner on the virtual scene to a second virtual map corresponding to the virtual scene includes:
replacing the first virtual map which is displayed in an overlapping mode on the virtual scene with a second virtual map corresponding to the virtual scene;
or adjusting the transparency of the first virtual map according to a first change threshold of the transparency until the first virtual map is in an invisible state in the current virtual scene, and replacing the first virtual map displayed in a superposed manner on the virtual scene with a second virtual map corresponding to the virtual scene;
or clearing the first virtual map displayed in an overlapping mode on the virtual scene, and displaying a second virtual map in the overlapping mode on the virtual scene according to a second change threshold of transparency;
or adjusting the transparency of the first virtual map according to a third transparency change threshold, and simultaneously displaying a second virtual map by overlapping the virtual scene according to a fourth transparency change threshold, wherein the first virtual map is removed when the current virtual scene is in an invisible state.
Optionally, at least one of the following items is adjusted as the moving speed of the virtual object changes: a transparency first change threshold, a transparency second change threshold, a transparency third change threshold, and a transparency fourth change threshold.
Optionally, the virtual scene includes an active scene area of a virtual object and an inactive scene area of the virtual object, and the virtual map includes a scene layout plan of the active scene area in the virtual scene.
Optionally, the activity scene area included in the virtual map includes a plurality of first virtual areas and communication areas between the first virtual areas;
the first virtual map comprises a first color patch representing the first virtual area, a first border element representing a border of the first virtual area, and a second color patch representing the connected area;
the second virtual map includes a second boundary element representing a boundary of the first virtual area and a third color tile representing the connected component; the transparency of the third color block is higher than that of the second color block.
Optionally, the second virtual map further comprises a fourth color block representing the first virtual area; the transparency of the fourth color block is higher than that of the first color block.
Optionally, the first virtual map further comprises a third boundary element representing the boundary of the connected region; the third border element is displayed differently from the first border element;
the second virtual map further comprises a fourth boundary element representing the connected region boundary; the fourth border element is displayed differently from the second border element.
Optionally, the step of superimposing, in response to the map display operation, the first virtual map corresponding to the virtual scene on the virtual scene includes at least one of the following:
responding to a specific touch operation aiming at a scene thumbnail, and overlaying and displaying a first virtual map on the virtual scene; the scene thumbnail is displayed in a preset area of the graphical user interface, and the scene thumbnail displays part or all of the virtual scene;
responding to touch operation of a map display key displayed on a graphical user interface, and overlaying and displaying a first virtual map on the virtual scene;
in response to a control operation for controlling a virtual object to execute a second specific action, displaying a first virtual map superimposed on the virtual scene;
responding to touch operation of map display shortcut keys in keyboard keys associated with the terminal equipment, and overlaying and displaying a first virtual map on the virtual scene;
and responding to the received voice control instruction for map display, and overlaying and displaying a first virtual map on the virtual scene.
Optionally, the display method further includes:
adjusting the first virtual map or the second virtual map according to the parameter information of the virtual scene; the parameter information of the virtual scene includes at least one of: texture of the virtual scene, filling color of the virtual scene, brightness of the virtual scene, scene classification of the virtual scene.
Optionally, the first virtual map and/or the second virtual map further include an identifier representing position information of the first virtual area;
the display method further comprises the following steps: and hiding the identification according to the game duration.
Optionally, the step of hiding the identifier according to the game duration includes:
when the game duration meets a specific condition, controlling the identifier to be hidden;
the specific condition includes at least one of the following conditions: the game duration of the game exceeds a first threshold value, the accumulated duration of the games including the game exceeds a second threshold value, and the accumulated duration of the games before the game exceeds a third threshold value.
The embodiment of the present application further provides a display apparatus of a virtual map, which provides a graphical user interface through a terminal device, where the graphical user interface at least includes a virtual object, and the display apparatus includes:
the control module responds to the moving operation given by the user in the virtual object interaction stage, controls the virtual object to move in the virtual game scene according to the moving operation, and displays the virtual game scene to which the virtual object moves currently in the graphical user interface;
the map display module responds to map display operation in a virtual object interaction stage and displays a first virtual map related to a current virtual game scene on a current graphical user interface;
the map switching module responds to the triggering of the map switching condition and displays a second virtual map related to the current virtual game scene on the current graphical user interface; the degree to which the first virtual map occludes information in the current virtual game scene is different from the degree to which the second virtual map occludes information in the current virtual game scene.
Optionally, when the map switching module is configured to switch the first virtual map displayed in an overlaid manner on the virtual scene to a second virtual map corresponding to the virtual scene in response to a map switching condition being triggered, the map switching module switches the first virtual map to the second virtual map through at least one of the following manners:
responding to a control operation of controlling a virtual object to execute a first specific action, and switching the first virtual map displayed in an overlaying mode on the virtual scene into a second virtual map corresponding to the virtual scene;
responding to touch operation of a map switching key displayed on a graphical user interface, and switching the first virtual map which is displayed in an overlapped mode on the virtual scene into a second virtual map corresponding to the virtual scene;
responding to touch operation of a map switching shortcut key in a keyboard key associated with terminal equipment, and switching the first virtual map which is superposed and displayed on the virtual scene into a second virtual map corresponding to the virtual scene;
and responding to a received voice control instruction for switching the map, and switching the first virtual map which is superposed and displayed on the virtual scene into a second virtual map corresponding to the virtual scene.
Optionally, when the map switching module is configured to switch the first virtual map displayed in an overlaid manner on the virtual scene to a second virtual map corresponding to the virtual scene, the map switching module is configured to:
replacing the first virtual map which is displayed in an overlapping mode on the virtual scene with a second virtual map corresponding to the virtual scene;
or adjusting the transparency of the first virtual map according to a first change threshold of the transparency until the first virtual map is in an invisible state in the current virtual scene, and replacing the first virtual map displayed in a superposed manner on the virtual scene with a second virtual map corresponding to the virtual scene;
or clearing the first virtual map displayed in an overlapping mode on the virtual scene, and displaying a second virtual map in the overlapping mode on the virtual scene according to a second change threshold of transparency;
or adjusting the transparency of the first virtual map according to a third transparency change threshold, and simultaneously displaying a second virtual map by overlapping the virtual scene according to a fourth transparency change threshold, wherein the first virtual map is removed when the current virtual scene is in an invisible state.
Optionally, at least one of the following items is adjusted as the moving speed of the virtual object changes: a transparency first change threshold, a transparency second change threshold, a transparency third change threshold, and a transparency fourth change threshold.
Optionally, the virtual scene includes an active scene area of a virtual object and an inactive scene area of the virtual object, and the virtual map includes a scene layout plan of the active scene area in the virtual scene.
Optionally, the activity scene area included in the virtual map includes a plurality of first virtual areas and communication areas between the first virtual areas;
the first virtual map comprises a first color patch representing the first virtual area, a first border element representing a border of the first virtual area, and a second color patch representing the connected area;
the second virtual map includes a second boundary element representing a boundary of the first virtual area and a third color tile representing the connected component; the transparency of the third color block is higher than that of the second color block.
Optionally, the second virtual map further comprises a fourth color block representing the first virtual area; the transparency of the fourth color block is higher than that of the first color block.
Optionally, the first virtual map further comprises a third boundary element representing the boundary of the connected region; the third border element is displayed differently from the first border element;
the second virtual map further comprises a fourth boundary element representing the connected region boundary; the fourth border element is displayed differently from the second border element.
Optionally, when the map display module is configured to respond to a map display operation and superimpose a first virtual map corresponding to the virtual scene on the virtual scene, the map display module performs at least one of the following methods:
responding to a specific touch operation aiming at a scene thumbnail, and overlaying and displaying a first virtual map on the virtual scene; the scene thumbnail is displayed in a preset area of the graphical user interface, and the scene thumbnail displays part or all of the virtual scene;
responding to touch operation of a map display key displayed on a graphical user interface, and overlaying and displaying a first virtual map on the virtual scene;
in response to a control operation for controlling a virtual object to execute a second specific action, displaying a first virtual map superimposed on the virtual scene;
responding to touch operation of map display shortcut keys in keyboard keys associated with the terminal equipment, and overlaying and displaying a first virtual map on the virtual scene;
and responding to the received voice control instruction for map display, and overlaying and displaying a first virtual map on the virtual scene.
Optionally, the display device further includes a map adjusting module, and the map adjusting module is configured to:
adjusting the first virtual map or the second virtual map according to the parameter information of the virtual scene; the parameter information of the virtual scene includes at least one of: texture of the virtual scene, filling color of the virtual scene, brightness of the virtual scene, scene classification of the virtual scene.
Optionally, the first virtual map and/or the second virtual map further include an identifier representing position information of the first virtual area; the display device also comprises a hiding module, and the hiding module is used for hiding the identification according to the game duration.
Optionally, when the hiding module is configured to hide the identifier according to the game duration, the hiding module is configured to:
when the game duration meets a specific condition, controlling the identifier to be hidden;
the specific condition includes at least one of the following conditions: the game duration of the game exceeds a first threshold value, the accumulated duration of the games including the game exceeds a second threshold value, and the accumulated duration of the games before the game exceeds a third threshold value.
An embodiment of the present application further provides an electronic device, including: a processor, a memory and a bus, the memory storing machine-readable instructions executable by the processor, the processor and the memory communicating via the bus when the electronic device is running, the machine-readable instructions being executed by the processor to perform the steps of the method of displaying a virtual map as described above.
Embodiments of the present application also provide a computer-readable storage medium, on which a computer program is stored, where the computer program is executed by a processor to perform the steps of the method for displaying a virtual map as described above.
The embodiment of the application provides a display method, a display device, an electronic device and a readable storage medium of a virtual map, a graphical user interface is provided through a terminal device, the graphical user interface at least comprises a virtual object and a virtual scene, and the display method comprises the following steps: responding to the moving operation, controlling the virtual object to move in the virtual scene, and displaying the virtual scene to which the virtual object moves currently in the graphical user interface; responding to the map display operation, and overlaying and displaying a first virtual map corresponding to the virtual scene on the virtual scene; and switching a first virtual map which is superposed and displayed on the virtual scene into a second virtual map corresponding to the virtual scene in response to the triggering of the map switching condition, wherein the shielding degree of the switched virtual map on the information in the virtual scene is lower than that before switching. Therefore, the player can change the transparency of the virtual map displayed to the player in the process of controlling the virtual object to move by the player, so that the virtual map can not obstruct the moving route of the virtual object controlled by the player, and the complexity of game operation is reduced.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
Fig. 1 is a flowchart of a display method of a virtual map according to an embodiment of the present disclosure;
fig. 2 is a schematic diagram of a first virtual map provided in an embodiment of the present application;
FIG. 3 is a schematic diagram of a second virtual map provided in an embodiment of the present application;
fig. 4 is one of schematic interface diagrams of a first virtual scene according to an embodiment of the present disclosure;
fig. 5 is one of schematic interface diagrams of a second virtual scene according to an embodiment of the present disclosure;
fig. 6 is a second schematic interface diagram of a first virtual scene according to an embodiment of the present disclosure;
fig. 7 is a third schematic interface diagram of a first virtual scene according to an embodiment of the present disclosure;
fig. 8 is a second schematic interface diagram of a second virtual scene according to an embodiment of the present disclosure;
fig. 9 is a schematic diagram illustrating movement of a virtual object according to an embodiment of the present application;
fig. 10 is a schematic structural diagram of a display device of a virtual map according to an embodiment of the present application;
fig. 11 is a second schematic structural diagram of a display device of a virtual map according to an embodiment of the present application;
fig. 12 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all the embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. Every other embodiment that can be obtained by a person skilled in the art without making creative efforts based on the embodiments of the present application falls within the protection scope of the present application.
Virtual scene:
is a virtual scene that an application program displays (or provides) when running on a terminal or server. Optionally, the virtual scene is a simulated environment of the real world, or a semi-simulated semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be sky, land, sea and the like, wherein the land comprises environmental elements such as deserts, cities and the like. The virtual scene is a scene of a complete game logic of a virtual object such as a user control.
Virtual object:
refers to a dynamic object that can be controlled in a virtual scene. Alternatively, the dynamic object may be a virtual character, a virtual animal, an animation character, or the like. The virtual object is a Character controlled by a Player through an input device, or an Artificial Intelligence (AI) set in a virtual environment match-up through training, or a Non-Player Character (NPC) set in a virtual scene match-up. Optionally, the virtual object is a virtual character playing a game in a virtual scene. Optionally, the number of virtual objects in the virtual scene match is preset, or dynamically determined according to the number of clients participating in the match, which is not limited in the embodiment of the present application. In one possible implementation, the user can control the virtual object to move in the virtual scene, e.g., control the virtual object to run, jump, crawl, etc., and can also control the virtual object to fight against other virtual objects using skills, virtual props, etc., provided by the application.
The player character:
refers to a virtual object that can be manipulated by a player to move in a game environment, and in some electronic games, can also be called a god character or a hero character. The player character may be at least one of different forms of a virtual character, a virtual animal, an animation character, a virtual vehicle, and the like.
A game interface:
the interface is provided or displayed through a graphical user interface, and the interface comprises a UI interface and a game picture for a player to interact. In alternative embodiments, game controls (e.g., skill controls, movement controls, functionality controls, etc.), indicators (e.g., directional indicators, character indicators, etc.), information presentation areas (e.g., number of clicks, game play time, etc.), or game setting controls (e.g., system settings, stores, coins, etc.) may be included in the UI interface. In an optional embodiment, the game screen is a display screen corresponding to a virtual scene displayed by the terminal device, and the game screen may include virtual objects such as a game character, an NPC character, and an AI character that execute a game logic in the virtual scene.
The display method of the virtual map in one embodiment of the present disclosure may be executed on a terminal device or a server. The terminal device may be a local terminal device. When the display method of the virtual map runs on the server, the display method of the virtual map can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system comprises the server and the client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and the operation of the information processing method are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; however, the terminal device performing the information processing is a cloud game server in the cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
Research shows that many games exist in a large number at presentIn the case of scenes, the virtual objects may perform corresponding game tasks in different scenes. Taking a game as an example of a reasoning game, in the reasoning game, a plurality of players participating in the game join the same game pair together, after the game pair is entered, different character attributes, such as identity attributes, are allocated to virtual objects of different players, different camps are determined by allocating different character attributes, so that the players win game competition by performing tasks allocated by the game at different game stages of the game pair, for example, a plurality of virtual objects with A character attributes "eliminate" virtual objects with B character attributes at the game stage, so as to win game competition. To be provided with
Figure BDA0003027605050000131
For example, 10 persons are usually required to participate in the same game of game pair, and at the beginning of game pair, the identification information (character attribute) of the virtual object in the game pair is determined, for example, the identification information includes a citizen identity and a wolf identity, the virtual object with the citizen identity wins the match by completing assigned tasks in the game pair stage, or the virtual object with the wolf identity in the current game pair is eliminated to win the match; the virtual object with the wolf identity carries out attack behaviors on other virtual objects with the non-wolf identity in the game stage so as to eliminate the virtual object and win the game.
In the game-play stage in inference-type games, there are generally two game stages: an action phase and a discussion phase.
During the action phase, one or more game tasks are typically assigned. In an optional embodiment, each virtual object is assigned with one or more corresponding game tasks, and the player controls the corresponding virtual object to move in the game scene and execute the corresponding game task to complete game play. In an alternative embodiment, a common game task is determined for virtual objects with the same character attribute in the current game play; in the action phase, virtual objects participating in the current game play can freely move to different areas in the game scene in the action phase virtual scene to complete the allocated game tasks, wherein the virtual objects in the current game play comprise virtual objects with a first role attribute and virtual objects with a second role attribute, and in an optional implementation mode, when the virtual objects with the second role attribute move to a preset range of the virtual objects with the first role attribute in the virtual scene, the virtual objects with the first role attribute can be attacked in response to an attack instruction to eliminate the virtual objects with the first role attribute.
In the discussion phase, a discussion function is provided for the virtual object representing the player, and the behavior of the virtual object in the action phase is shown through the discussion function so as to decide whether to eliminate the current game from the specific virtual object in the game.
To be provided with
Figure BDA0003027605050000141
For example, a game play includes two phases, an action phase and a discussion phase. In the action phase, a plurality of virtual objects in the game play freely move in the virtual scene, and other virtual objects appearing in the preset range can be seen in the game picture displayed through the visual angle of the virtual objects. The virtual object with the citizen identity moves in the virtual scene to complete the distributed game task, the virtual object with the wolf person identity destroys the task which is completed by the virtual object with the citizen identity in the virtual scene, or can execute the distributed specific game task, and meanwhile, the virtual object with the wolf person identity can attack the virtual object with the citizen identity in the action stage to eliminate the virtual object. When the game-playing stage enters the discussion stage from the action stage, the player discusses through the corresponding virtual object to try to determine the virtual object with the wolf person identity according to the game behavior in the action stage, determines the discussion result in a voting mode, determines whether the virtual object needing to be eliminated exists according to the discussion result, if so, eliminates the corresponding virtual object according to the discussion result, and if not, does not exist in the current discussion stageVirtual objects that need to be culled. In the discussion phase, the discussion can be performed by voice, text, or other means.
A schematic diagram of an implementation environment is provided in one embodiment of the present application. The implementation environment may include: the game server comprises a first terminal device, a game server and a second terminal device. The first terminal device and the second terminal device are respectively communicated with the server to realize data communication. In this embodiment, the first terminal device and the second terminal device are respectively equipped with a client terminal for executing the display method of the game progress provided by the present application, and the game server is a server terminal for executing the display method of the game progress provided by the present application. And the first terminal equipment and the second terminal equipment can respectively communicate with the game server through the client.
Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the client. In an alternative embodiment, the server establishes the game pair based on the game request from the client. The parameters of the game play can be determined according to the parameters in the received game request, for example, the parameters of the game play can include the number of people participating in the game play, the level of characters participating in the game play, and the like. And when the first terminal equipment receives the response of the server, displaying the virtual scene corresponding to the game play through the graphical user interface of the first terminal equipment. In an optional implementation manner, the server determines a target game play for the client from a plurality of established game plays according to a game request of the client, and when the first terminal device receives a response of the server, displays a virtual scene corresponding to the game play through a graphical user interface of the first terminal device. The first terminal device is controlled by a first user, the virtual object displayed in the graphical user interface of the first terminal device is a player character controlled by the first user, and the first user inputs an operation instruction through the graphical user interface so as to control the player character to execute corresponding operation in a virtual scene.
Taking the second terminal device as an example, the second terminal device establishes communication with the game server by operating the client. In an alternative embodiment, the server establishes the game pair based on the game request from the client. The parameters of the game play can be determined according to the parameters in the received game request, for example, the parameters of the game play can include the number of people participating in the game play, the level of characters participating in the game play, and the like. And when the second terminal equipment receives the response of the server, displaying the virtual scene corresponding to the game play through the graphical user interface of the second terminal equipment. In an optional implementation manner, the server determines a target game play for the client from a plurality of established game plays according to a game request of the client, and when the second terminal device receives a response from the server, displays a virtual scene corresponding to the game play through a graphical user interface of the second terminal device. The second terminal device is controlled by a second user, the virtual object displayed in the graphical user interface of the second terminal device is a player character controlled by the second user, and the second user inputs an operation instruction through the graphical user interface so as to control the player character to execute corresponding operation in the virtual scene.
The server performs data calculation according to game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control rendering of a corresponding virtual scene and/or a corresponding virtual object in a graphical user interface according to the synchronization data issued by the server.
In the present embodiment, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same game play. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device may have the same role attribute or different role attributes.
It should be noted that the virtual objects in the current game play may include two or more virtual objects, and different virtual objects may correspond to different terminal devices, that is, in the current game play, there are two or more terminal devices that respectively perform game data transmission and synchronization with the game server.
However, in a game including a plurality of virtual scenes, in order to facilitate a player to control a virtual object to move among the plurality of virtual scenes, information such as the position and the moving direction of each virtual scene is generally displayed to the player in the form of a map. Common ways of displaying maps can be divided into two categories: firstly, a small map is displayed at a specific position (for example, lower left or lower right, etc.) of the graphical user interface, and the player can view the small map at any time during the movement; in this way, the minimap can only roughly show the position where the virtual object is located, and landmark class (e.g., defense tower, base, etc.) information in the virtual scene; for games that require the display of all virtual scenes, the occupation of a certain area in the graphical user interface to display a small map can cause occlusion of part of the virtual scene.
Secondly, a map display control is arranged in the graphical user interface, and when a player touches the map display control, the map display control can respond to the touch operation and superimpose the map of the virtual scene in the graphical user interface; in this way, the map displayed superimposed on the graphical user interface is of a sufficient size to guide the player to walk in the map along the set route, but since the map is overlaid on the virtual scene, the player cannot know obstacles in the current virtual scene of the virtual object and the actions of the other players when the map is displayed.
Based on this, the embodiment of the application provides a display method of a virtual map, which can change the transparency of the virtual map displayed to a player, so that the player can still see obstacles existing in a virtual scene clearly under the condition that the virtual map is displayed, and further, the complexity of game operation can be simplified, and the improvement of the flexibility of the game is facilitated.
Referring to fig. 1, fig. 1 is a flowchart illustrating a method for displaying a virtual map according to an embodiment of the present disclosure. Providing a graphical user interface through the terminal equipment, wherein the graphical user interface at least comprises a virtual object and a virtual scene. As shown in fig. 1, a method for displaying a virtual map provided in an embodiment of the present application includes:
s101, responding to a moving operation, controlling a virtual object to move in a virtual scene, and displaying the virtual scene to which the virtual object moves currently in a graphical user interface;
s102, responding to map display operation, and overlaying a first virtual map corresponding to the virtual scene on the virtual scene;
s103, responding to the triggering of a map switching condition, and switching the first virtual map which is superposed and displayed on the virtual scene into a second virtual map corresponding to the virtual scene; the transparency of at least part of the map area of the second virtual map is higher than that of the map area corresponding to the first virtual map, so that the occlusion degree of the switched virtual map on the information in the virtual scene is lower than that before switching.
The terminal device mentioned in the present application mainly refers to an intelligent device that is used for displaying a game screen and can be used for a player to control and operate a virtual object, and the terminal device may include any one of the following devices: smart phones, tablet computers, notebook computers, desktop computers, and the like.
A plurality of virtual scenes can be included in one game, and the user can control the virtual objects to execute corresponding game tasks in different virtual scenes. In the present embodiment, the virtual scene is a virtual scene in an action phase.
In the scheme provided by the application, the virtual object is controlled to move in the virtual scene in response to the movement operation, specifically, when a player presses a movement key corresponding to the movement operation, the virtual object can be controlled to move in the virtual scene; the user can issue a moving operation instruction through the moving key and/or the preset combined key; specifically, the player can touch the mobile keys through fingers, a mouse and the like; or the preset keys can be manually set according to the requirements of the player through preset combination keys in the keyboard, for example, the ctrl key, alt key, a key and other keys in the keyboard.
Moving in a virtual scene may refer to a virtual object controlled by a player moving in the same virtual scene, for example, in a virtual scene such as a "classroom", the virtual object may be controlled to move from a "desk" to a "platform", or the virtual object may be controlled to move to a designated area where the scene jumps (or transfers), and so on.
Moving in a virtual scene may also refer to a virtual object controlled by a player moving in a different virtual scene, for example, a virtual object originally in a "classroom" virtual scene moves to a "museum" virtual scene according to the user's control.
Here, the overlay display means that a first virtual map is displayed on a virtual scene in a graphical user interface where the virtual scene is originally displayed, and at this time, the first virtual map may partially block the virtual scene.
The map refers to a reference route which is checked in order to enable the virtual object to move according to a correct route in the process that the player controls the virtual object to move to different virtual scenes; the map may include moving routes of a plurality of virtual scenes, or may include only a moving route in a virtual scene in which the virtual object is currently located. The correct route refers to the best movement of the virtual object in the virtual scene, that is, the virtual object moves along the correct route to avoid the situation of detour and/or loss, so that the user can control the virtual object to reach the target position or the target scene in the shortest time.
In step S101, in response to a movement operation applied by a player, a virtual object belonging to the player is controlled to move in a virtual scene displayed in a graphical user interface, and at the same time, the virtual scene displayed in the graphical user interface is controlled to move with the virtual object, and the virtual scene to which the virtual object is currently moved is displayed in the graphical user interface. The virtual object can move, release skills and other actions in the virtual scene according to the operation instruction.
The moving operation may be any one or more of a click operation, a press operation, a long press operation, a slide operation, a double click operation, and a single click operation for controlling a virtual object belonging to the player to move in a virtual scene displayed in the graphical user interface. After detecting that the player has applied a moving operation, the moving manner, moving direction, moving speed, and the like of the virtual object in the game scene may be determined according to the moving operation, for example, the virtual object is controlled to move from the left side of the virtual scene to the right side of the virtual scene in a walking manner at a speed of 1m/s (proportionally converted into the moving speed of the virtual object in the virtual scene).
The control of the virtual object to move in the virtual scene may refer to controlling the player's own virtual object and/or the virtual object of the own party to perform a corresponding game task to a corresponding place, or may refer to controlling a non-player character's virtual object (NPC) near the virtual object of an enemy (or other players except the player) to achieve the purpose of interfering the enemy's virtual object with performing the game task.
In step S102, in response to a map display operation applied by the player, a first virtual map corresponding to the current virtual scene is displayed superimposed on the virtual scene displayed in the graphical user interface.
As an example, a virtual scene in the present application may include an active scene area of a virtual object and an inactive scene area of the virtual object. Here, the inactive scene area refers to an area into which the virtual object cannot enter by moving during the game progress, for example, an area of a flower bed, a bush, or the like, which is used only for decoration in the virtual scene. The active scene area refers to an area into which a virtual object can enter by moving during a game process, the virtual object can perform a corresponding game task in any active area or avoid attacks of other virtual objects in the active area, and the like, and the active scene area can be a closed active area (e.g., a backroom, a classroom, a library, and the like) or an open active area (e.g., a garden, a cornfield, and the like). In an example of the present application, an active scene area may include several first virtual areas and connected areas between the first virtual areas.
The virtual map may be a scene layout plan that includes active scene areas in the virtual scene. In an example of the present application, the active scene area included in the virtual map may include several first virtual areas and connected areas between the first virtual areas.
The first virtual map may be displayed in response to a map display operation, wherein the first virtual map may include a first color tile representing the first virtual area, a first border element representing a border of the first virtual area, and a second color tile representing the connected area. Additionally, the first virtual map may further include a third boundary element representing a boundary of the connected region, wherein the third boundary element is displayed differently from the first boundary element.
Next, the display content of the first virtual map will be explained with reference to fig. 2:
fig. 2 is a schematic diagram of a first virtual map provided in the embodiment of the present application. As shown in fig. 2, a virtual scene 2b is displayed in the graphic user interface 2a before the first virtual map is not displayed, and the first virtual map 2c is displayed superimposed on the virtual scene 2b in response to a map display operation, where the first virtual map 2c may include a first color block (indicated by left oblique lines in fig. 2, e.g., 2d in fig. 2), a first boundary element (indicated by thick solid black lines in fig. 2, e.g., 2e in fig. 2) indicating a boundary of the first virtual area, and a second color block (indicated by cross lines in fig. 2, e.g., 2f in fig. 2) indicating the connected area. Further, in addition to the first color patch, the first virtual map displayed in fig. 2 includes a first boundary element, and a second color patch, other contents may be optionally shown on the first virtual map 2c, for example, a character hint flag 2h corresponding to a virtual object 2g controlled by a player, and a task hint flag 2i corresponding to a game task to be executed are displayed on the first virtual map 2 c. Further, a third boundary element indicating the boundary of the connected region may be displayed in the first virtual map 2c (for example, a black solid line thinner than the first boundary element in fig. 2, for example, 2j in fig. 2), where the first boundary element and the third boundary element are displayed in a differentiated manner, where it should be noted that the manner of displaying in a differentiated manner is not limited to the difference in thickness of the lines, but may be different in the degree of highlighting, different in color, and different in the type of lines (for example, the first boundary element may be set as a solid line, and the third boundary element may be set as a dotted line).
In the present application, the purpose of distinctively displaying the first virtual area, the connected component area, the first virtual area boundary, and the connected component area boundary may include at least one of the following aspects: firstly, enabling a player to clearly distinguish the contents displayed in the first virtual map and the association among the contents; moreover, the first virtual map can be displayed to the player with a more concise presentation effect, and further, a better visual experience is brought to the player.
In addition, since the inactive scene area is an area into which the virtual object cannot enter by moving during the game, it is not necessary to display in the first virtual map, and thus, it can be selectively shown, for example, to display the inactive scene area (for example, 2k in fig. 2) in the first virtual map in a hollow manner. In addition, the display mode of the inactive scene area in the first virtual map may be other modes, and the present application is not limited in any way.
Further, in order to make the map display operation of displaying the first virtual map more flexible, the overlaying the first virtual map corresponding to the virtual scene on the virtual scene in response to the map display operation may include at least one of the following modes:
mode 1: responding to touch operation aiming at a scene thumbnail, and overlaying and displaying a first virtual map on the virtual scene;
when a scene thumbnail is displayed in the graphical user interface, the first virtual map may be displayed superimposed over the virtual scene in the graphical user interface in response to a particular touch operation applied by the player with respect to the scene thumbnail.
Here, the scene thumbnail may be displayed in a preset area in the graphical user interface, for example, in a lower left corner or a lower right corner in the graphical user interface; and part or all of the virtual scene is displayed in the scene thumbnail. The preset area of the graphical user interface may be a preset fixed area for displaying the scene thumbnail. The scene thumbnail can be displayed in a reduced virtual scene after the virtual scene displayed on the current graphical user interface is reduced according to a preset proportion; the method can also be used for displaying a reduced virtual scene after a part of the virtual scene on the current graphical user interface is reduced according to a preset proportion, and the specific display content can be preset or can be set by a player according to requirements before the game starts or in the game process.
The touch operation may be applied to the scene thumbnail or may be applied at a specific location in the graphical user interface. Here, the specific touch operation may be set by the player before the game starts or during the game, specifically, the player may trigger the specific touch operation by a finger, a mouse, or the like, for example, the specific touch operation may be any one or more of a click operation, a press operation, a long-press operation, a slide operation, a double-click operation, and a single-click operation; or the preset keys can be manually set according to the requirements of the player through preset combination keys in the keyboard, for example, the ctrl key, alt key, a key and other keys in the keyboard.
Mode 2: responding to touch operation of a map display key displayed on a graphical user interface, and overlaying and displaying a first virtual map on the virtual scene;
when a map display key is displayed in the graphical user interface, responding to the touch operation of a player aiming at the map display key, and overlaying and displaying a first virtual map corresponding to a virtual scene on the virtual scene displayed on the graphical user interface.
Specifically, when a player presses a map display key corresponding to a map display operation, the first virtual map may be displayed in a graphical user interface in an overlapping manner; the player can issue a map display operation instruction through the display key and/or the preset combined key; specifically, the player may touch the map display keys by using a finger, a mouse, or the like, where the touch operation may be any one or more of a click operation, a press operation, a long press operation, a slide operation, a double-click operation, and a single-click operation; or the preset keys can be manually set according to the requirements of the player through preset combination keys in the keyboard, for example, the ctrl key, alt key, a key and other keys in the keyboard.
Here, the map display key is a function key displayed at a specific position of the graphic user interface, and the shape of the map display key may be set to a special shape (e.g., a map shape, etc.) in order to be distinguished from other function keys.
In order to prevent the player from triggering the display of the first virtual map due to misoperation and affecting the normal game process of the player, the number of times of touch operations on the map display key can be set, for example, when two click operations of the player on the map display key are continuously received, the touch operations of the player on the map display key are determined to be received, and the first virtual map is displayed on the virtual scene in an overlapping manner.
Mode 3: in response to a control operation for controlling a virtual object to execute a second specific action, displaying a first virtual map superimposed on the virtual scene;
and in response to the control operation of the player on the virtual object, controlling the virtual object of the player to execute a second specific action in the virtual scene, and overlaying and displaying a first virtual map corresponding to the virtual scene on the virtual scene displayed on the graphical user interface in the process of executing the second specific operation by the virtual object and/or after the virtual object finishes executing the second specific operation.
For example, when the virtual object is controlled to move in the virtual scene, the first virtual map is displayed superimposed over the virtual scene in the graphical user interface as the virtual object begins to move for viewing by the player.
Mode 4: responding to touch operation of map display shortcut keys in keyboard keys associated with the terminal equipment, and overlaying and displaying a first virtual map on the virtual scene;
when a map display shortcut key for triggering touch operation of displaying a first virtual map is set in advance, responding to the touch operation of a player through the map display shortcut key in a keyboard key associated with the terminal equipment, and overlaying and displaying the first virtual map corresponding to the virtual scene on the virtual scene displayed on the graphical user interface. Here, the map display shortcut key may be a ctrl key, an alt key, an a key, or the like in the keyboard, and the map display shortcut key may be manually set according to a requirement of the player.
Mode 5: and responding to the received voice control instruction for map display, and overlaying and displaying a first virtual map on the virtual scene.
In the application, the display of the first virtual map may also be triggered according to a voice instruction of the player, and specifically, in response to a received voice control instruction for map display issued by the player, the first virtual map corresponding to the virtual scene is displayed in an overlapping manner on the virtual scene displayed on the graphical user interface.
By displaying the first virtual map corresponding to the virtual scene in an overlapping manner, the virtual scene where the virtual object is located and the first virtual map can be displayed in the graphical user interface at the same time and displayed to the player. The player can view the current position of the virtual object controlled by the player, the area where the game task to be executed exists, the scene name of each activity scene area and the like through the first virtual map.
For example, a character prompt identifier corresponding to the virtual object may be displayed in the first virtual map, and a position where the character prompt identifier is located is a position where the virtual object controlled by the player is currently located; a task prompt identifier corresponding to a game task to be executed may be displayed in the first virtual map, and a position where the task prompt identifier is located is an area where the game task to be executed exists.
As can be seen from fig. 2, after the first virtual map is displayed in the graphical user interface in an overlapping manner, a partial area of the virtual scene originally displayed in the graphical user interface is shielded, so that the line of sight of the player is obstructed, the obstacle in the virtual scene cannot be seen, and the control of the player on the virtual object is obstructed.
Therefore, in order to solve the problem, based on the inventive concept of the present application, the player can be helped to switch the virtual map in different presentation forms during the execution of the game, so that the virtual map does not obstruct the moving route of the virtual object controlled by the player, which is helpful for reducing the complexity of the game operation.
Specifically, in step S103, in response to a map switching condition being triggered, the first virtual map displayed in an overlaid manner on the virtual scene is switched to a second virtual map corresponding to the virtual scene; the transparency of at least part of the map area of the second virtual map is higher than that of the map area corresponding to the first virtual map, so that the occlusion degree of the switched virtual map on the information in the virtual scene is lower than that before switching.
Because the first virtual map is overlapped and displayed on the virtual scene displayed on the graphical user interface to shield part of the virtual scene, the first virtual map needs to be converted into the second virtual map with higher transparency, and because the second virtual map is compared with the first virtual map, the transparency of at least a part of map area in the second virtual map is higher than the transparency of the corresponding map area of the part of map area in the first virtual map, so that the shielding degree of the virtual map to the information in the virtual scene after switching is lower than the shielding degree before switching, and a player can clearly see the information in the virtual scene under the condition that the second virtual map is displayed.
For example, when the virtual scenes displayed by the first virtual map and the second virtual map are both "classrooms," the player cannot see the seats in the virtual scene under the first virtual map through the first virtual map when the first virtual map is displayed in the graphical user interface, and can see the seats in the virtual scene through the second virtual map when the second virtual map is displayed in the graphical user interface.
The display contents of the second virtual map will be described below with reference to fig. 3: as shown in fig. 3, fig. 3 is a schematic diagram of a second virtual map provided in an embodiment of the present application, in which a virtual scene 3b is displayed in a graphical user interface 3a, and a first virtual map is displayed superimposed on the virtual scene 3b, and the first virtual map is converted into a second virtual map 3c in response to a map switching condition being triggered, where the second virtual map 3c may include a fourth color block (shown in a checkered manner in fig. 3, e.g., 3d in fig. 3) representing a first virtual area, a second boundary element (shown in a thicker solid black line in fig. 3, e.g., 3e in fig. 3) representing a boundary of the first virtual area, and a third color block (shown in a right-oblique line in fig. 3, e.g., 3f in fig. 3) representing the connected area.
Further, in addition to the fourth color patch, the second virtual map displayed in fig. 3, in addition to the second boundary element and the third color patch, other contents may be optionally shown on the second virtual map 3c, for example, a character hint flag 3h corresponding to a virtual object 3g controlled by a player, and a task hint flag 3i corresponding to a game task to be executed are displayed on the second virtual map 3 c.
Further, a fourth boundary element indicating the boundary of the connected region (for example, a black solid line thinner than the second boundary element, for example, 3j in fig. 3) may be displayed in the second virtual map 3c, where the second boundary element and the fourth boundary element are displayed differently, where it should be noted that the manner of displaying differently is not limited to the difference in thickness of the lines, but may also be different in the degree of highlighting, the difference in color, and the difference in the type of the lines (for example, the first boundary element may be set as a solid line, and the third boundary element may be set as a dotted line).
In addition, since the inactive scene area is an area into which the virtual object cannot enter by moving during the game, it is not necessary to display the inactive scene area 3k in the first virtual map, and thus, it can be selectively shown, for example, in a hollow manner. In addition, the display mode of the inactive scene area in the first virtual map may be other modes, and the present application is not limited in any way.
The difference between the first virtual map (as shown in fig. 2 c) and the second virtual map (as shown in fig. 3 c) is specifically described below with reference to fig. 2 and 3:
first, the transparency of the third color patch 3f representing a connected region in the second virtual map (as shown in fig. 3 c) is higher than that of the second color patch 2f, compared to the second color patch (as shown in fig. 2f) representing a connected region in the first virtual map (as shown in fig. 2 c).
Second, compared to the first color patch 2d representing the first virtual area in the first virtual map (as shown in fig. 2 c), the transparency of the fourth color patch 3d representing the first virtual area in the second virtual map (as shown in fig. 3 c) is higher than that of the first color patch 2 d.
Third, compared to the third boundary element (as shown in fig. 2j) representing the boundary of the connected component in the first virtual map (as shown in fig. 2 c), the transparency of the fourth boundary element 3j of the connected component boundary in the second virtual map (as shown in fig. 3 c) is higher than that of the third boundary element 2 j.
In summary, compared to the first virtual map (as shown in fig. 2 c), the second virtual map (as shown in fig. 3 c) does not seriously obscure the originally displayed virtual scene (as shown in fig. 3 b) as a whole, and when the second virtual map (as shown in fig. 3 c) is displayed in the graphical user interface (as shown in fig. 3 a), the player can still clearly see the virtual scene (as shown in fig. 3 b) displayed in the second virtual map (as shown in fig. 3 c), and further, the player can control the virtual object 3d to avoid the obstacle in the virtual scene 3b when the second virtual map (as shown in fig. 3 c) is displayed.
In order to make the switching triggering mode for switching from the first virtual map to the second virtual map more flexible and meet the pursuit of different players for personalized display effect, further, the responding map switching condition is triggered to switch the first virtual map displayed on the virtual scene in an overlaying manner to the second virtual map corresponding to the virtual scene, including at least one of the following modes:
mode 1: responding to a control operation of controlling a virtual object to execute a first specific action, and switching the first virtual map displayed in an overlaying mode on the virtual scene into a second virtual map corresponding to the virtual scene;
the method comprises the steps of responding to a control operation applied by a player to a virtual object, controlling the virtual object to execute a first specific action corresponding to the control operation, and switching a first virtual map displayed in an overlaying mode on the virtual scene into a second virtual map corresponding to the virtual scene in the process of controlling the virtual object to execute the first specific action and/or after the virtual object finishes executing the first specific operation.
For example, taking the first specific action as "moving", when a first virtual map is displayed in the graphical user interface, if the player needs to control the virtual object to go from the current position to the destination at the moment, the virtual object is controlled to move in the virtual scene in response to the control operation applied to the virtual object by the player, when the virtual object starts moving, it may be determined that a map switching condition is triggered, the first virtual map displayed on the virtual scene in the graphical user interface is switched to the second virtual map, and then the degree of shielding of the virtual map displayed in the graphical user interface on the virtual scene is reduced.
Here, an execution time limit may be preset, and when the time for controlling the virtual object to perform the first specific action in the virtual scene exceeds the execution time limit, the first virtual map is converted into the second virtual map, for example, after the first virtual object is controlled to move for 2s in the virtual scene, the first virtual map displayed in the graphical user interface is converted into the second virtual map; similarly, after the control virtual object stops moving in the virtual scene for 2s, the second virtual map displayed in the graphical user interface can be switched to the first virtual map.
The control operation may be set by a player before starting a game or in a game process according to a requirement, specifically, the player may trigger the control operation by using a finger, a mouse, and the like, for example, the manner of triggering the control operation may be any one or more of a click operation, a press operation, a long press operation, a slide operation, a double click operation, and a click operation; or the preset keys can be manually set according to the requirements of the player through preset combination keys in the keyboard, for example, the ctrl key, alt key, a key and other keys in the keyboard.
By switching the first virtual map which is displayed in the graphic user interface in an overlapped mode into the second virtual map in the mode, the transparency of the virtual map which is displayed to the player can be changed in the process that the player controls the virtual object to execute the first specific operation, the player does not need to pertinently apply corresponding operation for changing the transparency of the virtual map, therefore, the switching speed of the virtual map is increased, and the complexity of game operation is reduced.
Mode 2: responding to touch operation of a map switching key displayed on a graphical user interface, and switching the first virtual map which is displayed in an overlapped mode on the virtual scene into a second virtual map corresponding to the virtual scene;
when a map switching key is displayed in the graphical user interface, responding to the touch operation of a player aiming at the map switching key, and switching a first virtual map displayed on a virtual scene in the graphical user interface into a second virtual map.
Specifically, when a player presses a map switching key corresponding to a map switching operation, the first virtual map can be switched to the second virtual map; the player can issue a map switching operation instruction through a switching key and/or a preset combined key; specifically, the player can touch the map switching key by using a finger, a mouse and the like, and the touch operation can be any one or more of click operation, press operation, long-press operation, slide operation, double-click operation and click operation; or the preset keys can be manually set according to the requirements of the player through preset combination keys in the keyboard, for example, the ctrl key, alt key, a key and other keys in the keyboard.
Here, the map switching key is a function key displayed at a specific position of the graphic user interface, and the shape of the map switching key may be set to a special shape (e.g., a map shape, etc.) in order to be distinguished from other function keys.
By switching the first virtual map which is displayed in the graphic user interface in an overlapped mode into the second virtual map in the mode, the transparency of the virtual map which is displayed to the player can be changed at a proper time under the control of the player, so that the conversion reasonability of the virtual map is improved, and the complexity of game operation is favorably reduced.
Mode 3: responding to touch operation of a map switching shortcut key in a keyboard key associated with terminal equipment, and switching the first virtual map which is superposed and displayed on the virtual scene into a second virtual map corresponding to the virtual scene;
when a map switching shortcut key for triggering touch operation of switching the virtual map is set in advance, responding to the touch operation of the map switching shortcut key in a keyboard key associated with the terminal equipment by a player, and switching a first virtual map displayed on a virtual scene in a graphical user interface to a second virtual map. Here, the map switching shortcut key may be a ctrl key, an alt key, an a key, or the like in the keyboard, and the map switching shortcut key may be manually set according to a requirement of the player.
Mode 4: and responding to a received voice control instruction for switching the map, and switching the first virtual map which is superposed and displayed on the virtual scene into a second virtual map corresponding to the virtual scene.
In the application, switching of the first virtual map may also be triggered according to a voice instruction of a player, and specifically, in response to a received voice control instruction for map switching issued by the player, the first virtual map corresponding to the virtual scene is displayed in an overlapping manner on the virtual scene displayed on the graphical user interface.
In order to further increase the diversity of switching modes in the process of switching from a first virtual map to a second virtual map, the step of switching the first virtual map displayed on the virtual scene in an overlapping manner to the second virtual map corresponding to the virtual scene comprises the following steps:
mode 1: replacing the first virtual map which is displayed in an overlapping mode on the virtual scene with a second virtual map corresponding to the virtual scene;
in order to switch from the first virtual map to the second virtual map more quickly, the first virtual map which is displayed in an overlaying mode on the virtual scene is directly replaced by the second virtual map corresponding to the virtual scene in response to the triggering of the map switching condition.
Mode 2: adjusting the transparency of the first virtual map according to a first change threshold of the transparency until the first virtual map is in an invisible state in a current virtual scene, and replacing the first virtual map displayed in a superposed manner on the virtual scene with a second virtual map corresponding to the virtual scene;
in order to avoid that the instantaneous switching of the display content in the graphical user interface can bring a large visual difference feeling to a player, a gradual change mode is adopted in the switching process of the virtual map, the first virtual map displayed on the virtual scene is gradually switched into the second virtual map, specifically, a transparency first change threshold value is preset, the transparency of the displayed first virtual map is adjusted according to the transparency first change threshold value until the first virtual map is adjusted to be in an invisible state in the current virtual scene, and the first virtual map which is superposed and displayed on the virtual scene is replaced by the second virtual map corresponding to the virtual scene.
Therefore, by adopting a gradual map replacement mode, the situation that the content displayed in the graphical user interface changes instantly to bring visual impact to the player can be effectively avoided.
Mode 3: clearing the first virtual map displayed in an overlapping mode on the virtual scene, and displaying a second virtual map in the overlapping mode on the virtual scene according to a second change threshold of transparency;
in another switching mode, the first virtual map displayed in an overlapping manner on the virtual scene in the graphical user interface may be removed first, and the second virtual map may be gradually displayed in an overlapping manner on the virtual scene according to a preset second change threshold of transparency.
Mode 4: and adjusting the transparency of the first virtual map according to a third transparency change threshold, and simultaneously displaying a second virtual map by overlapping the virtual scene according to a fourth transparency change threshold, wherein the first virtual map is removed when the current virtual scene is in an invisible state.
Similarly, in order to avoid that the instantaneous switching of the display content in the graphical user interface brings great visual sense to the player, a bidirectional gradual change mode is adopted in the switching process of the virtual map, the first virtual map displayed on the virtual scene is gradually switched into the second virtual map, specifically, the transparency of the displayed first virtual map is adjusted according to a third change threshold of the transparency until the first virtual map is adjusted to be in an invisible state in the current virtual scene, and the first virtual map is determined to be removed; meanwhile, according to a preset fourth change threshold of the transparency, a second virtual map is gradually displayed on the virtual scene in an overlapping mode.
Here, at least one of the transparency first change threshold, the transparency second change threshold, the transparency third change threshold and the transparency fourth change threshold is adjusted along with the change of the moving speed of the virtual object, that is, when the moving speed of the virtual object is gradually increased, the numerical value of at least one of the transparency first change threshold, the transparency second change threshold, the transparency third change threshold and the transparency fourth change threshold is increased along with the increase of the moving speed, so that the conversion rate of converting from the first virtual map to the second virtual map can be increased; accordingly, when the moving speed of the virtual object is gradually decreased, the value of at least one of the transparency first change threshold, the transparency second change threshold, the transparency third change threshold, and the transparency fourth change threshold is decreased as the moving speed is decreased, thereby decreasing the conversion rate from the first virtual map to the second virtual map.
Therefore, the change threshold is adjusted according to the moving speed of the virtual object, the conversion time of the virtual map can be more reasonable, and when the moving speed of the virtual object is higher, the virtual map suitable for the player can be displayed in the graphical user interface in time.
Here, the explanation is specifically made by taking the transparency first variation threshold as an example, and it is assumed that each of the virtual objects is v1And v2When moving in the virtual scene; if v is1>v2At a velocity v1The first threshold of change in transparency required to switch from the first virtual map to the second virtual map is greater than the velocity v2A first change threshold in transparency required to transition from the first virtual map to the second virtual map.
Further, in order to enable the first virtual map or the second virtual map to have a higher degree of adaptation with the virtual scene, in the process of changing the virtual scene along with the movement of the virtual object, the first virtual map or the second virtual map can be adjusted according to the parameter information of the virtual scene; wherein the parameter information of the virtual scene comprises at least one of: texture of the virtual scene, filling color of the virtual scene, brightness of the virtual scene, scene classification of the virtual scene.
For example, when the virtual scene is converted from "classroom" to "museum" as the virtual object moves, the first virtual map or the second virtual map is adjusted according to the parameter information of the virtual scene corresponding to the "museum", specifically, according to the texture, filling color, brightness, scene classification, and other information of the scene of the "museum", which may be the color, texture, brightness, and the like of each color block in the first virtual map or the second virtual map.
In actual use, it is found that after a player contacts the same game for a long time, the player can clearly remember the meaning of each area in the virtual map in the game, and at this time, it is unnecessary to display the prompt identifier of the area to the player, and at this time, if the prompt identifier is still displayed to the player, not only is the waste of resources caused, but also the game scene of the player is blocked.
Therefore, in order to further reduce the blocking of the game scene of the player caused by unnecessary display information in the virtual map, if the first virtual map and/or the second virtual map further include an identifier representing the position information of the first virtual area; the display method may further include: the identifier is hidden according to the game duration, and specifically, the identifier can be selectively hidden or displayed according to the game duration touched by the player.
In order to make the hiding or displaying time of the logo more reasonable, the step of hiding the logo according to the game duration comprises: when the game duration meets a specific condition, controlling the identifier to be hidden;
the game duration of the player is monitored, and the control identifier is hidden when the game duration of the player meets a preset specific condition.
The specific condition includes at least one of the following conditions: the game duration of the game exceeds a first threshold value, the accumulated duration of the games including the game exceeds a second threshold value, and the accumulated duration of the games before the game exceeds a third threshold value.
The display method of the virtual map provided by the embodiment of the application provides a graphical user interface through terminal equipment, the graphical user interface at least comprises a virtual object and a virtual scene, and the display method comprises the following steps: responding to the moving operation, controlling the virtual object to move in the virtual scene, and displaying the virtual scene to which the virtual object moves currently in the graphical user interface; responding to the map display operation, and overlaying and displaying a first virtual map corresponding to the virtual scene on the virtual scene; and switching a first virtual map which is superposed and displayed on the virtual scene into a second virtual map corresponding to the virtual scene in response to the triggering of the map switching condition, wherein the shielding degree of the switched virtual map on the information in the virtual scene is lower than that before switching. Therefore, the player can change the transparency of the virtual map displayed to the player in the process of controlling the virtual object to move by the player, so that the virtual map can not obstruct the moving route of the virtual object controlled by the player, and the complexity of game operation is reduced.
The following provides a specific game-to-game embodiment, and as described in the above embodiments, in a game-to-game, there are generally two game stages: an action phase and a discussion phase. Based on these two game stages, the present embodiment provides a variety of functions in the game play described below. Wherein the functions occurring during the action phase typically have the following first to eighth functions, and the first, second and seventh functions during the discussion phase.
First, the present embodiment provides a display function of a virtual map. Responding to the movement operation of the first virtual object, controlling the first virtual object to move in the first virtual scene, and controlling the range of the first virtual scene displayed in the graphical user interface to correspondingly change according to the movement of the first virtual object; responding to a preset trigger event, and controlling a virtual scene displayed in a graphical user interface to be switched from a first virtual scene to a second virtual scene, wherein the second virtual scene comprises at least one second virtual object;
in the present embodiment, the description is from the perspective of the first virtual object having the target identity. A first virtual scene is first provided in the graphical user interface, as shown in fig. 4, in which virtual objects may move, may also perform game tasks or perform other interactive operations. The user issues a moving operation for the first virtual object to control the first virtual object to move in the first virtual scene, and in most cases, the first virtual object is located at a position in the relative center of the range of the first virtual scene displayed in the graphical user interface. The virtual camera in the first virtual scene moves along with the movement of the first virtual object, and accordingly the range of the first virtual scene displayed in the graphical user interface changes correspondingly according to the movement of the first virtual object.
The virtual objects participating in the local game are in the same first virtual scene, so that in the moving process of the first virtual object, if the first virtual object is closer to other virtual objects, other virtual objects may enter the range of the first virtual scene displayed in the graphical user interface, and the virtual objects are characters controlled by other players. As shown in fig. 4, two second virtual objects nearby are displayed in the first virtual scene range. In addition, a movement control for controlling the movement of the first virtual object, a plurality of attack controls and a discussion control are displayed in the graphical user interface, wherein the discussion control can be used for controlling the virtual object to enter the second virtual scene.
When the user controls the first virtual object to move in the first virtual scene, the target virtual object can be determined from the second virtual objects in multiple survival states, and the second virtual objects in multiple survival states can be understood as virtual objects in other survival states except the first virtual object in the current game. Specifically, the user may determine the target virtual object according to the position, behavior, and the like of each second virtual object, for example, select a virtual object that is relatively isolated and is not easily discovered by other virtual objects during attack as the target virtual object. After the target virtual object is determined, the target virtual object can be controlled to move from the initial position to the position of the target virtual object in the first virtual scene, the target virtual object is subjected to specified operation, and then the target virtual object enters a target state.
And displaying the second virtual scene in the graphical user interface after the preset trigger event is triggered. For example, the trigger event may be a specific trigger operation, and any virtual object in a live state may perform the trigger operation, for example, in fig. 4, by triggering the discussion control, the second virtual scene may be displayed in the graphical user interface, so that the virtual scene is switched from the first virtual scene to the second virtual scene, and all virtual objects in the local game are moved from the first virtual scene to the second virtual scene. The second virtual scene includes at least one second virtual object or an object icon of the second virtual object in addition to the first virtual object or the object icon of the first virtual object, where the object icon may be a head portrait, a name, etc. of the virtual object.
In the second virtual scene, the virtual object in the survival state has the right to speak, discuss and vote, but the target virtual object enters the target state, so that at least part of the interaction modes configured in the second virtual scene by the target virtual object are in the state of being limited to be used; the interaction mode can comprise speech discussion interaction, voting interaction and the like; the state of being restricted from use may be that a certain interactive mode may not be used, or that a certain interactive mode may not be used within a certain period of time, or that the number of times of a certain interactive mode is restricted to a specified number of times.
As shown in fig. 5, in the second virtual scene, a plurality of virtual objects in a live state are included, including the first virtual object, the first virtual object can send discussion information through the right click input space and the voice translation control, the discussion information sent by the virtual object can be displayed on the discussion information panel, and the discussion information can include who initiated the discussion, who was attacked, the position of the attacked virtual object, the position of each virtual object when the discussion was initiated, and the like.
The user may vote for a virtual object by clicking a virtual object in the second virtual scene, and displaying a voting button for the virtual object in the vicinity of the virtual object. Or clicking a vote abandoning button to abandon the voting authority of this time.
And responding to the touch operation aiming at the function control, displaying a position marking interface in the graphical user interface, and displaying the role identification of at least one second virtual object and/or the first virtual object in the position marking interface according to the position marking information reported by the at least one second virtual object and/or the first virtual object. The specific implementation of this process can be seen in the above embodiments.
Second, the present embodiment provides an information display function of a virtual object. Displaying a first virtual scene and a first virtual object located in the first virtual scene in a graphical user interface; responding to the movement operation of the first virtual object, controlling the first virtual object to move in the first virtual scene, and controlling the range of the first virtual scene displayed in the graphical user interface to correspondingly change according to the movement of the first virtual object; displaying remark prompt information of at least one second virtual object in a graphical user interface in response to the remark adding operation; and adding remark information to a target virtual object in the displayed at least one second virtual object in response to a trigger operation for the remark prompt information.
In the present embodiment, the description is from the perspective of the first virtual object having the target identity. A first virtual scene is first provided in the graphical user interface, as shown in fig. 4, in which virtual objects may move, may also perform game tasks or perform other interactive operations. The user issues a moving operation for the first virtual object to control the first virtual object to move in the first virtual scene, and in most cases, the first virtual object is located at a position in the relative center of the range of the first virtual scene displayed in the graphical user interface. The virtual camera in the first virtual scene moves along with the movement of the first virtual object, and accordingly the range of the first virtual scene displayed in the graphical user interface changes correspondingly according to the movement of the first virtual object.
The virtual objects participating in the local game are in the same first virtual scene, so that in the moving process of the first virtual object, if the first virtual object is closer to other virtual objects, other virtual objects may enter the range of the first virtual scene displayed in the graphical user interface, and the virtual objects are characters controlled by other players or virtual characters controlled by non-players. As shown in fig. 4, two second virtual objects nearby are displayed in the first virtual scene range. In addition, a movement control for controlling the movement of the first virtual object, a plurality of attack controls and a discussion control are displayed in the graphical user interface, wherein the discussion control can be used for controlling the virtual object to enter the second virtual scene.
When the user controls the first virtual object to move in the first virtual scene, the target virtual object can be determined from at least one second virtual object in the survival state and/or at least one third virtual object in the death state, and the at least one second virtual object in the survival state can be understood as the virtual object in the survival state except the first virtual object in the current game. Specifically, the user may determine the target virtual object according to the position, the behavior, and the like of each second virtual object, for example, select a virtual object that is relatively isolated and not easily discovered by other virtual objects during attack as the target virtual object, or select a virtual object with suspicious identity information inferred based on the position, the behavior, and the like. After the target virtual object is determined, the target virtual object can be controlled to move from the initial position to the position of the target virtual object in the first virtual scene, or the target virtual object is selected to execute the specified operation on the target virtual object, and then the target virtual object enters the target state.
For example, in response to the operation of adding the remarks, remark prompt information of at least one second virtual object can be displayed in the graphical user interface; and adding remark information to a target virtual object in the displayed at least one second virtual object in response to a trigger operation for the remark prompt information. At this time, the remark information may be displayed on the periphery side of the target virtual object in the first virtual scene, that is, when the first virtual object moves in the first virtual scene according to the moving operation and controls the range of the first virtual scene displayed in the graphical user interface to change correspondingly according to the movement of the first virtual object, if the target virtual object appears within the preset range of the first virtual object, the player may see the target virtual object and the remark information of the target virtual object through the first virtual scene presented in the graphical user interface.
And displaying the second virtual scene in the graphical user interface after the preset trigger event is triggered. For example, the trigger event may be a specific trigger operation, and any virtual object in a live state may perform the trigger operation, for example, in fig. 5, by triggering the discussion control, the second virtual scene may be displayed in the graphical user interface, so that the virtual scene is switched from the first virtual scene to the second virtual scene, and all virtual objects in the local game are moved from the first virtual scene to the second virtual scene. The second virtual scene includes at least one second virtual object or a character model and a character icon of the second virtual object in addition to the first virtual object or the character model and the object icon of the first virtual object, where the character icon may be an avatar, a name, etc. of the virtual object.
In the second virtual scene, the virtual object in the survival state has the right to speak discussion and vote, and if the target virtual object enters the target state (as added with remark information), the current player can see the target virtual object and the remark information of the target virtual object through the second virtual scene presented in the graphical user interface. In addition, an interactive mode is also configured in the second virtual scene, wherein the interactive mode may include a speech discussion interaction, a voting interaction, a remark interaction, and the like; the state of being restricted from using may be that a certain interactive mode may not be used, or that a certain interactive mode may not be used within a certain period of time, or that the number of times of a certain interactive mode is restricted to a specified number of times. Illustratively, a virtual character in a death state is restricted from using voting interactions and for a virtual character in a death state and with a known identity, a remark interaction is restricted.
As shown in fig. 5, in the second virtual scene, a plurality of virtual objects in a live state are included, including the first virtual object, the first virtual object can send discussion information through the right click input control and the voice translation control, the discussion information sent by the virtual object can be displayed on the discussion information panel, and the discussion information can include who initiated the discussion, who was attacked, the location of the attacked virtual object, the location of each virtual object when the discussion was initiated, and the like.
The user may vote for a virtual object by clicking a virtual object in the second virtual scene, and displaying a voting button for the virtual object in the vicinity of the virtual object. Or clicking a vote abandoning button to abandon the voting authority of this time. In addition, while the voting button is displayed, a remark control can be displayed, so that remark information can be added to the clicked virtual object based on touch operation of the remark control.
In addition, a remark list can be displayed in the second virtual scene, and remark prompt information is displayed in the remark list, so that the remark information is added to the displayed target virtual object in response to a trigger operation for the remark prompt information. The specific implementation of this process can be seen in the above embodiments.
Thirdly, the embodiment provides a control function of a game process, in the action phase, displaying at least a part of the first virtual scene and the first virtual object in the first virtual scene in the action phase on the graphical user interface; acquiring skill configuration parameters of a first virtual object to determine additional skills of the first virtual object added on the basis of role default skills; the default skill is a skill assigned according to the identity attribute of the first virtual object; when the completion progress of the virtual task in the game stage is determined to reach a progress threshold, controlling the first virtual object to unlock the additional skill, and providing an additional skill control for triggering the additional skill on the basis of providing a default skill control for triggering the default skill in a graphical user interface; responding to a preset trigger event, and controlling a graphical user interface to display a second virtual scene corresponding to the discussion stage; the second virtual scene includes at least one of: the second virtual object, the role icon of the second virtual object, the first virtual object and the role icon of the first virtual object; the discussion phase is configured to determine a game state of the at least one second virtual object or the first virtual object based on the discussion phase result. Specific implementations of this process can be seen in the following examples.
In an embodiment of the present application, a description is made from the perspective of a first virtual object having a first character attribute. A first virtual scene is first provided in the graphical user interface, as shown in fig. 4, in which the first virtual object can move, can also play virtual tasks, or perform other interactive operations. The user issues a moving operation for the target virtual object to control the first virtual object to move in the first virtual scene, and in most cases, the first virtual object is located at a position in the relative center of the range of the first virtual scene displayed in the graphical user interface. The virtual camera in the first virtual scene moves along with the movement of the first virtual object, and accordingly the range of the first virtual scene displayed in the graphical user interface changes correspondingly according to the movement of the first virtual object.
When the user controls the first virtual object to move in the first virtual scene, determining additional skills, which are newly added to the first virtual object on the basis of the character default skills, according to the skill parameters of the first virtual object, wherein the additional skills may include at least one of the following: the method comprises the steps of identity-to-gambling skill, identity verification skill, guidance skill and task doubling skill, simultaneously determining the progress of virtual tasks which are completed together by a plurality of other virtual objects which have the same role attribute (first role attribute) as a first virtual object in the current game-to-game stage, displaying according to a progress bar displayed in fig. 4, controlling the first virtual object to unlock the additional skill when the progress of the virtual task completion in the game-to-game stage reaches a progress threshold, playing a game by using the first virtual object by using the additional skill, for example, determining a virtual object which is in a target state (such as death and the like) within a preset distance threshold from the first virtual object in a first virtual scene by using the guidance skill in the game-to-game stage, controlling the first virtual object to move to the position of the virtual object in the target state, and immediately initiating discussion.
And displaying the second virtual scene in the graphical user interface after the preset trigger event is triggered. For example, the trigger event may be a specific trigger operation, and any virtual object in a live state may perform the trigger operation, for example, as shown in fig. 5, by triggering the discussion control, the second virtual scene may be displayed in the graphical user interface, so that the virtual scene is switched from the first virtual scene to the second virtual scene, and all virtual objects in the local game are moved from the first virtual scene to the second virtual scene. The second virtual scene includes at least one second virtual object or an object icon of the second virtual object in addition to the first virtual object and the object icon of the first virtual object, where the object icon may be a head portrait, a name, etc. of the virtual object.
In the second virtual scenario, the virtual objects in the survival state have the right to speak the discussion and vote, as shown in fig. 5, in the second virtual scenario, a plurality of virtual objects in the survival state are included, including the first virtual object, the first virtual object can send discussion information through the right click input space and the voice translation control, the discussion information sent by the virtual object can be displayed on the discussion information panel, and the discussion information can include the discussion of who initiated, who attacked, the position of the attacked virtual object, the position of each virtual object when initiating the discussion, and the like.
The user can click a certain virtual object in the second virtual scene, and the voting button for the virtual object can be displayed near the virtual object, so as to vote for the virtual object, before voting, the user can control the first virtual object to use the corresponding unlocked additional skills to check the virtual object in question, for example, the first virtual object can use the authentication skills to check the identity of the virtual object in question, and according to the checking result, whether to vote for the virtual object is determined, so as to improve the accuracy of voting, of course, the user can click the vote abandoning button, and the voting authority is abandoned at this time. The specific implementation of this process can be seen in the above embodiments.
Fourth, the present embodiment provides another virtual map display function. Responding to the moving operation, controlling the virtual role to move in the virtual scene, and displaying the virtual scene to which the virtual role is currently moved in the graphical user interface;
in the present embodiment, description is made from the perspective of a virtual object controlled by a player. A virtual scene is provided in the graphical user interface, as shown in fig. 4, in which a virtual character (e.g., the first virtual scene shown in fig. 4) controlled by a player (e.g., the first virtual character and/or the second virtual character shown in fig. 4) can move in the virtual scene, and can also perform game tasks or perform other interactive operations. In response to a movement operation issued by a player, a virtual object is controlled to move in a virtual scene, and in most cases, the virtual object is located at a position relatively at the center of a range of the virtual scene displayed in the graphical user interface. The virtual camera in the virtual scene moves along with the movement of the virtual object, so that the virtual scene displayed in the graphical user interface correspondingly changes along with the movement of the virtual object, and the virtual scene to which the virtual character currently moves is displayed in the graphical user interface.
The virtual objects participating in the local game are in the same virtual scene, so that in the moving process of the virtual objects, if the virtual objects are closer to other virtual objects, other virtual objects may enter the range of the virtual scene displayed in the graphical user interface, and the virtual objects are characters controlled by other players. As shown in fig. 4, a plurality of virtual objects are displayed in the virtual scene range. In addition, a movement control for controlling the movement of the virtual object, a plurality of attack controls, and a discussion control, which can be used to control the virtual object to enter the second virtual scene as shown in fig. 5, are displayed in the graphical user interface.
And responding to the map display operation sent by the user, and overlaying and displaying the first virtual map on the virtual scene displayed on the graphical user interface. For example, a player performs a touch operation with respect to a scene thumbnail (a scene map as shown in fig. 4), and displays a first virtual map superimposed on a virtual scene; for another example, in response to a control operation of controlling the virtual character to perform the second specific action, a first virtual map is displayed superimposed over the virtual scene; here, the first virtual map includes at least a position where the first virtual character is currently located, positions of the respective first virtual areas in the virtual scene, positions of the connected areas, and the like.
When the map switching condition is triggered, switching a first virtual map which is displayed in an overlaying mode on a virtual scene in the graphical user interface into a second virtual map corresponding to the virtual scene, wherein the transparency of at least part of a map area of the second virtual map is higher than that of the map area corresponding to the first virtual map, so that the shielding degree of the switched virtual map on information in the virtual scene is lower than that before switching. For example, the map switching condition may be a specific trigger operation, which may be performed by the virtual object in the alive state, for example, after the control operation for controlling the virtual object to perform the first specific action, the first virtual map displayed in an overlaid manner on the virtual scene is switched to the second virtual map corresponding to the virtual scene; for another example, by triggering the map switching key, the first virtual map displayed superimposed on the virtual scene may be switched to the second virtual map corresponding to the virtual scene.
When the map switching condition is triggered, the first virtual map can be switched to a second virtual map through a specific switching mode, for example, the first virtual map displayed in a superposition manner on a virtual scene is replaced by the second virtual map corresponding to the virtual scene; or adjusting the first virtual map to an invisible state in the current virtual scene according to the transparency first change threshold, and replacing the first virtual map which is superposed and displayed on the virtual scene with a second virtual map corresponding to the virtual scene; or clearing the first virtual map superposed and displayed on the virtual scene, and superposing and displaying a second virtual map on the virtual scene according to a second change threshold of the transparency; and then, or, according to a third change threshold of the transparency, the transparency of the first virtual map is adjusted, and simultaneously, according to a fourth change threshold of the transparency, a second virtual map is displayed in a virtual scene in an overlapping mode until the first virtual map is in an invisible state in the current virtual scene. The specific implementation of this process can be seen in the above embodiments.
Fifth, the present embodiment provides a target attack function in a game. Responding to the movement operation of the first virtual object, controlling the first virtual object to move in the first virtual scene, and controlling the range of the first virtual scene displayed in the graphical user interface to correspondingly change according to the movement of the first virtual object; the method comprises the steps of controlling a temporary virtual object to move from an initial position to a position where a target virtual object is located in a first virtual scene and executing a specified operation on the target virtual object so as to enable the target virtual object to enter a target state, wherein the temporary virtual object is a virtual object controlled by the first virtual object with a target identity, the target identity is an identity attribute distributed at the beginning of game matching, the target virtual object is a virtual object determined from second virtual objects in a plurality of survival states, the target state is a state that at least part of interaction modes configured in the second virtual scene by the target virtual object are limited to be used, the second virtual scene is a virtual scene displayed in a graphical user interface in response to a preset trigger event, and the second virtual scene comprises at least one second virtual object or an object icon of the second virtual object.
In the present embodiment, the description is from the perspective of the first virtual object having the target identity. A first virtual scene is first provided in the graphical user interface, as shown in fig. 4, in which virtual objects may move, may also perform game tasks or perform other interactive operations. The user issues a moving operation for the first virtual object to control the first virtual object to move in the first virtual scene, and in most cases, the first virtual object is located at a position in the relative center of the range of the first virtual scene displayed in the graphical user interface. The virtual camera in the first virtual scene moves along with the movement of the first virtual object, and accordingly the range of the first virtual scene displayed in the graphical user interface changes correspondingly according to the movement of the first virtual object.
The virtual objects participating in the local game are in the same first virtual scene, so that in the moving process of the first virtual object, if the first virtual object is closer to other virtual objects, other virtual objects may enter the range of the first virtual scene displayed in the graphical user interface, and the virtual objects are characters controlled by other players. As shown in fig. 4, two second virtual objects nearby are displayed in the first virtual scene range. In addition, a movement control for controlling the movement of the first virtual object, a plurality of attack controls and a discussion control are displayed in the graphical user interface, wherein the discussion control can be used for controlling the virtual object to enter the second virtual scene.
The temporary virtual object is a virtual object controlled by a first virtual object with a target identity, the target identity is an identity attribute allocated at the beginning of game pairing, the target virtual object is a virtual object determined from a plurality of second virtual objects in a survival state, the target state is a state in which at least part of interaction modes configured in a second virtual scene by the target virtual object are limited to be used, the second virtual scene is a virtual scene displayed in a graphical user interface in response to a preset trigger event, and the second virtual scene comprises at least one second virtual object or a role icon of the second virtual object.
In an initial state, the temporary virtual object is not controlled by the user, but under certain specific conditions, the first virtual object with the target identity or the user corresponding to the first virtual object with the target identity has the right to control the temporary virtual object. Specifically, the temporary virtual object may be controlled to move from the initial position to the position of the target virtual object in the first virtual scene, and the target virtual object may be subjected to a specified operation. The initial position may be a position where the temporary virtual object is not controlled, and the specifying operation may be an attack operation, and after the specifying operation is performed on the target virtual object, a specific influence is exerted on the target virtual object, that is, the target virtual object is brought into the target state.
When the user controls the first virtual object to move in the first virtual scene, the target virtual object can be determined from the second virtual objects in multiple survival states, and the second virtual objects in multiple survival states can be understood as virtual objects in other survival states except the first virtual object in the current game. Specifically, the user may determine the target virtual object according to the position, behavior, and the like of each second virtual object, for example, select a virtual object that is relatively isolated and is not easily discovered by other virtual objects during attack as the target virtual object. After the target virtual object is determined, the target virtual object can be controlled to move from the initial position to the position of the target virtual object in the first virtual scene, the target virtual object is subjected to specified operation, and then the target virtual object enters a target state.
And displaying the second virtual scene in the graphical user interface after the preset trigger event is triggered. For example, the trigger event may be a specific trigger operation, and any virtual object in a live state may perform the trigger operation, for example, in fig. 4, by triggering the discussion control, the second virtual scene may be displayed in the graphical user interface, so that the virtual scene is switched from the first virtual scene to the second virtual scene, and all virtual objects in the local game are moved from the first virtual scene to the second virtual scene. The second virtual scene includes at least one second virtual object or an object icon of the second virtual object in addition to the first virtual object or the object icon of the first virtual object, where the object icon may be a head portrait, a name, etc. of the virtual object.
In the second virtual scene, the virtual object in the survival state has the right to speak, discuss and vote, but the target virtual object enters the target state, so that at least part of the interaction modes configured in the second virtual scene by the target virtual object are in the state of being limited to be used; the interaction mode can comprise speech discussion interaction, voting interaction and the like; the state of being restricted from use may be that a certain interactive mode may not be used, or that a certain interactive mode may not be used within a certain period of time, or that the number of times of a certain interactive mode is restricted to a specified number of times.
As shown in fig. 5, in the second virtual scene, a plurality of virtual objects in a live state are included, including the first virtual object, the first virtual object can send discussion information through the right click input space and the voice translation control, the discussion information sent by the virtual object can be displayed on the discussion information panel, and the discussion information can include who initiated the discussion, who was attacked, the position of the attacked virtual object, the position of each virtual object when the discussion was initiated, and the like.
The user may vote for a virtual object by clicking a virtual object in the second virtual scene, and displaying a voting button for the virtual object in the vicinity of the virtual object. Or clicking a vote abandoning button to abandon the voting authority of this time.
In the target attack method in the game, in the first virtual scene, the first virtual object with the target identity can control the temporary virtual object to execute the specified operation on the target virtual object, and the first virtual object does not need to be controlled to directly execute the specified operation on the target virtual object.
Sixthly, the embodiment provides an interactive data processing function in a game, which controls a first virtual object to move in a virtual scene in response to a touch operation for a movement control area, and controls a virtual scene range displayed on a graphical user interface to change according to the movement of the first virtual object; determining a response area of a target virtual object moved to a virtual scene, wherein the target virtual object is a virtual object which is arranged in the virtual scene and can interact with the virtual object; and responding to a control instruction triggered by touch operation, controlling to switch the display state of the first virtual object into a stealth state, and displaying a mark for indicating the first virtual object in the area of the target virtual object.
The movement control area is used for controlling the movement of the virtual object in the virtual scene, and the movement control area can be a virtual rocker, and the movement direction of the virtual object and the movement speed of the virtual object can be controlled through the virtual rocker.
The virtual scene displayed in the graphical user interface is mainly obtained by shooting an image of a virtual scene range corresponding to the position of the virtual object by the virtual camera, the virtual camera can be generally set to move along with the virtual object in the moving process of the virtual object, and at the moment, the virtual scene range shot by the virtual camera can also move along with the virtual object.
Some virtual objects with interaction functions can be arranged in the virtual scene, the virtual objects can interact with the virtual objects, and the virtual objects can trigger the interaction when being positioned in the response area of the virtual objects. At least one virtual object with an interactive function can be included in the virtual scene, and the target virtual object is any one of the at least one virtual object with an interactive function.
The range of the response area of the virtual object may be preset, for example, the range of the response area may be set according to the size of the virtual object, the range of the response area may also be set according to the type of the virtual object, and the range may be specifically set according to actual needs. For example, the range of the response area of the virtual object to the carrier class may be set to be larger than the area where the virtual object is located, and the range of the response area of the virtual object to the mischief class item may be set to be equal to the area where the virtual object is located.
The control instruction triggered by the touch operation may be a specific operation for a designated area or a specific operation for a designated object, for example, the control instruction may be triggered by a double-click operation for a target virtual object, for example, an interaction control may be provided in the graphical user interface, and the control instruction may be triggered by a click operation for the interaction control. The interactive control may be provided after determining that the first virtual object moves to the response region of the target virtual object in the virtual scene. Based on this, the method may further comprise: controlling a graphical user interface to display an interactive control of a target virtual object; the control instruction triggered by the touch operation comprises a control instruction triggered by a touch interaction control.
By the embodiment of the invention, the display state of the virtual object can be controlled to be converted into the invisible display after the player triggers the interaction with the virtual object, the switching of the display state and the operation switching do not influence the game process, the interaction with the player is increased, the interestingness is improved, and the user experience is improved.
In some embodiments, the target virtual object may be a virtual vehicle, and the virtual vehicle may be preset with a preset threshold value, where the preset threshold value is used to indicate a maximum carrying number of the virtual vehicle, that is, a maximum number of virtual objects hidden on the virtual vehicle. Based on this, when it is determined that the virtual vehicle is fully loaded, a subsequent player who performs a stealth switch may be indicated as a stealth failure.
In some embodiments, in inference-based games, two segments can be included, which can be divided into action segments and voting segments. All the virtual objects in the live state (players in the game) in the link can act, such as tasks can be done, and the game can be confused. The link in which players can aggregate to discuss and vote for reasoning results, for example, reasoning out the identity of each virtual object, wherein tasks corresponding to the identities of different virtual objects may be different. In this type of game, skills may also be released in the area of the target virtual object to perform tasks, or to shuffle, etc. Based thereon, after determining that the first virtual object moves to the response region of the target virtual object in the virtual scene, the method may further comprise: responding to a skill release instruction triggered by touch operation, and taking at least one virtual object hidden in the area of the target virtual object as a candidate virtual object; and randomly determining an acting object as a skill release instruction in at least one alternative virtual object.
The virtual object of the skill release instruction triggered by the touch operation may be a stealth role or a non-stealth virtual object.
Seventh, the present embodiment provides a scene recording function in a game. Displaying a game interface on the graphical user interface, wherein the game interface comprises at least a part of a first virtual scene in a first game task stage and a first virtual object positioned in the first virtual scene; responding to the movement operation aiming at the first virtual object, and controlling the range of the virtual scene displayed in the game interface to change according to the movement operation; responding to a recording instruction triggered at a first game task stage, and acquiring an image in a preset range of a current game interface; storing the image; and displaying the image in response to a viewing instruction triggered in a second game task stage, wherein the second game task stage and the first game task stage are different task stages in the game in which the first virtual object is currently positioned.
In the present embodiment, the description is from the perspective of the first virtual object having the target identity. A first virtual scene is first provided in the graphical user interface, as shown in fig. 6-7, in which virtual objects can move, can also perform game tasks or perform other interactive operations. The user issues a moving operation for the first virtual object to control the first virtual object to move in the first virtual scene, and in most cases, the first virtual object is located at a position in the relative center of the range of the first virtual scene displayed in the graphical user interface. The virtual camera in the first virtual scene moves along with the movement of the first virtual object, and accordingly the range of the first virtual scene displayed in the graphical user interface changes correspondingly according to the movement of the first virtual object.
The virtual objects participating in the local game are in the same first virtual scene, so that in the moving process of the first virtual object, if the first virtual object is closer to other virtual objects, other virtual objects may enter the range of the first virtual scene displayed in the graphical user interface, and the virtual objects are characters controlled by other players. As shown in fig. 6 to 7, two second virtual objects nearby are displayed in the first virtual scene range. In addition, a movement control for controlling the movement of the first virtual object, a plurality of attack controls and a discussion control are displayed in the graphical user interface, wherein the discussion control can be used for controlling the virtual object to enter the second virtual scene.
When the user controls the first virtual object to move in the first virtual scene, the target virtual object can be determined from the second virtual objects in multiple survival states, and the second virtual objects in multiple survival states can be understood as virtual objects in other survival states except the first virtual object in the current game. Specifically, the user may determine the target virtual object according to the position, behavior, and the like of each second virtual object, for example, select a virtual object that is relatively isolated and is not easily discovered by other virtual objects during attack as the target virtual object. After the target virtual object is determined, the target virtual object can be controlled to move from the initial position to the position of the target virtual object in the first virtual scene, the target virtual object is subjected to specified operation, and then the target virtual object enters a target state.
And displaying the second virtual scene in the graphical user interface after the preset trigger event is triggered. For example, the trigger event may be a specific trigger operation, and any virtual object in a live state may perform the trigger operation, for example, in fig. 6 to 7, by triggering the discussion control, the second virtual scene may be displayed in the graphical user interface, so that the virtual scene is switched from the first virtual scene to the second virtual scene, and all virtual objects in the local game are moved from the first virtual scene to the second virtual scene. The second virtual scene includes at least one second virtual object or an object icon of the second virtual object in addition to the first virtual object or the object icon of the first virtual object, where the object icon may be a head portrait, a name, etc. of the virtual object.
In the second virtual scene, the virtual object in the survival state has the right to speak, discuss and vote, but the target virtual object enters the target state, so that at least part of the interaction modes configured in the second virtual scene by the target virtual object are in the state of being limited to be used; the interaction mode can comprise speech discussion interaction, voting interaction and the like; the state of being restricted from use may be that a certain interactive mode may not be used, or that a certain interactive mode may not be used within a certain period of time, or that the number of times of a certain interactive mode is restricted to a specified number of times.
As shown in fig. 8, in the second virtual scene, a plurality of virtual objects in a live state are included, including the first virtual object, the first virtual object can send discussion information through the right click input space and the voice translation control, the discussion information sent by the virtual object can be displayed on the discussion information panel, and the discussion information can include who initiated the discussion, who was attacked, the position of the attacked virtual object, the position of each virtual object when the discussion was initiated, and the like.
The user may vote for a virtual object by clicking a virtual object in the second virtual scene, and displaying a voting button for the virtual object in the vicinity of the virtual object. Or clicking a vote abandoning button to abandon the voting authority of this time.
And responding to the touch operation aiming at the function control, displaying a position marking interface in the graphical user interface, and displaying the role identification of at least one second virtual object and/or the first virtual object in the position marking interface according to the position marking information reported by the at least one second virtual object and/or the first virtual object.
Eighth, the present embodiment provides a game operation function. Providing a graphic user interface through a terminal, wherein the graphic user interface comprises a virtual scene and a virtual object, the virtual scene comprises a plurality of transmission areas, and the plurality of transmission areas comprise a first transmission area and at least one second transmission area with different scene positions corresponding to the first transmission area. Responding to touch operation aiming at the mobile control area, and controlling the virtual object to move in the virtual scene; determining that the virtual object moves to the first transfer area, and displaying a first group of direction controls corresponding to at least one second transfer area in the movement control area; and responding to a trigger instruction aiming at a target direction control in the first group of direction controls, and controlling to change the virtual scene which is displayed in the graphic user interface and comprises the first transmission area into the virtual scene which comprises a second transmission area corresponding to the target direction control.
Responding to touch operation aiming at the mobile control area, and controlling the virtual object to move in the virtual scene; determining that the virtual object moves to the first transfer area, and displaying a first group of direction controls corresponding to at least one second transfer area in the movement control area; and responding to a trigger instruction aiming at a target direction control in the first group of direction controls, and controlling to change the virtual scene range including the first transmission area displayed in the graphical user interface into the virtual scene range including the second transmission area corresponding to the target direction control.
In this embodiment, the graphical user interface includes at least a partial virtual scene and a virtual object, the virtual scene includes a plurality of transmission areas, and the plurality of transmission areas include a first transmission area and at least one second transmission area with a different scene position corresponding to the first transmission area, where the first transmission area may be an entrance area of a hidden area (for example, a tunnel, etc., in this application, the tunnel is taken as an example), and the second transmission area may be an exit area of the hidden area.
The graphical user interface can comprise a mobile control area, wherein the position of the mobile control area on the graphical user interface can be set in a customized manner according to actual requirements, for example, the mobile control area can be set in a player thumb touch area at the lower left, lower right and the like of the graphical user interface.
As shown in fig. 9, a user inputs a touch operation for a movement control area to control a virtual object to move in a virtual scene, and if it is determined that the virtual object moves to a first transfer area, a first set of direction controls (direction control 1 and direction control 2) corresponding to at least one second transfer area are displayed in the movement control area, where the first set of direction controls is used to indicate a direction of a corresponding tunnel exit.
When a user inputs a trigger instruction for a target direction control (direction control 1) in the first group of direction controls, the virtual scene range including the first transmission region displayed in the graphical user interface can be controlled to be changed into a virtual scene range including the second transmission region corresponding to the target direction control, that is, the virtual scene range of the second transmission region corresponding to the direction control 1 is currently displayed in the graphical user interface through the trigger instruction for the target direction control. The specific implementation of this process can be seen in the above embodiments.
Referring to fig. 10 and 11, fig. 10 is a first schematic structural diagram of a display device of a virtual map according to an embodiment of the present application, and fig. 11 is a second schematic structural diagram of the display device of the virtual map according to the embodiment of the present application. As shown in fig. 10, the display device 1000 includes:
the control module 1010 is used for responding to the moving operation issued by the user in the virtual object interaction stage, controlling the virtual object to move in the virtual game scene according to the moving operation, and displaying the virtual game scene to which the virtual object moves currently in the graphical user interface;
a map display module 1020, which displays a first virtual map related to a current virtual game scene on a current graphical user interface in response to a map display operation in a virtual object interaction phase;
the map switching module 1030, in response to the map switching condition being triggered, displays a second virtual map related to the current virtual game scene on the current graphical user interface; the degree to which the first virtual map occludes information in the current virtual game scene is different from the degree to which the second virtual map occludes information in the current virtual game scene.
Further, as shown in fig. 11, the display apparatus 1000 further includes a map adjusting module 1040, where the map adjusting module 1040 is configured to:
adjusting the first virtual map or the second virtual map according to the parameter information of the virtual scene; the parameter information of the virtual scene includes at least one of: texture of the virtual scene, filling color of the virtual scene, brightness of the virtual scene, scene classification of the virtual scene.
Further, as shown in fig. 11, the first virtual map and/or the second virtual map further includes an identifier representing position information of the first virtual area; the display device 1000 further includes a hiding module 1050, where the hiding module 1050 is configured to hide the identifier according to a game duration.
Further, when the map switching module 1030 is configured to switch the first virtual map displayed in an overlaid manner on the virtual scene to a second virtual map corresponding to the virtual scene in response to a map switching condition being triggered, the map switching module 1030 performs at least one of the following:
responding to a control operation of controlling a virtual object to execute a first specific action, and switching the first virtual map displayed in an overlaying mode on the virtual scene into a second virtual map corresponding to the virtual scene;
responding to touch operation of a map switching key displayed on a graphical user interface, and switching the first virtual map which is displayed in an overlapped mode on the virtual scene into a second virtual map corresponding to the virtual scene;
responding to touch operation of a map switching shortcut key in a keyboard key associated with terminal equipment, and switching the first virtual map which is superposed and displayed on the virtual scene into a second virtual map corresponding to the virtual scene;
and responding to a received voice control instruction for switching the map, and switching the first virtual map which is superposed and displayed on the virtual scene into a second virtual map corresponding to the virtual scene.
Further, when the map switching module 1030 is configured to switch the first virtual map displayed in an overlaid manner on the virtual scene to a second virtual map corresponding to the virtual scene, the map switching module 1030 is configured to:
replacing the first virtual map which is displayed in an overlapping mode on the virtual scene with a second virtual map corresponding to the virtual scene;
or adjusting the transparency of the first virtual map according to a first change threshold of the transparency until the first virtual map is in an invisible state in the current virtual scene, and replacing the first virtual map displayed in a superposed manner on the virtual scene with a second virtual map corresponding to the virtual scene;
or clearing the first virtual map displayed in an overlapping mode on the virtual scene, and displaying a second virtual map in the overlapping mode on the virtual scene according to a second change threshold of transparency;
or adjusting the transparency of the first virtual map according to a third transparency change threshold, and simultaneously displaying a second virtual map by overlapping the virtual scene according to a fourth transparency change threshold, wherein the first virtual map is removed when the current virtual scene is in an invisible state.
Further, at least one of the following items is adjusted as the moving speed of the virtual object changes: a transparency first change threshold, a transparency second change threshold, a transparency third change threshold, and a transparency fourth change threshold.
Further, the virtual scene comprises an active scene area of a virtual object and an inactive scene area of the virtual object, and the virtual map comprises a scene layout plan of the active scene area in the virtual scene.
Further, the activity scene area included in the virtual map includes a plurality of first virtual areas and communication areas among the first virtual areas;
the first virtual map comprises a first color patch representing the first virtual area, a first border element representing a border of the first virtual area, and a second color patch representing the connected area;
the second virtual map includes a second boundary element representing a boundary of the first virtual area and a third color tile representing the connected component; the transparency of the third color block is higher than that of the second color block.
Further, the second virtual map further includes a fourth color block representing the first virtual area; the transparency of the fourth color block is higher than that of the first color block.
Further, the first virtual map further comprises a third boundary element representing the boundary of the connected region; the third border element is displayed differently from the first border element;
the second virtual map further comprises a fourth boundary element representing the connected region boundary; the fourth border element is displayed differently from the second border element.
Further, when the map display module 1020 is configured to superimpose the first virtual map corresponding to the virtual scene on the virtual scene in response to a map display operation, the map display module 1020 performs at least one of the following:
responding to a specific touch operation aiming at a scene thumbnail, and overlaying and displaying a first virtual map on the virtual scene; the scene thumbnail is displayed in a preset area of the graphical user interface, and the scene thumbnail displays part or all of the virtual scene;
responding to touch operation of a map display key displayed on a graphical user interface, and overlaying and displaying a first virtual map on the virtual scene;
in response to a control operation for controlling a virtual object to execute a second specific action, displaying a first virtual map superimposed on the virtual scene;
responding to touch operation of map display shortcut keys in keyboard keys associated with the terminal equipment, and overlaying and displaying a first virtual map on the virtual scene;
and responding to the received voice control instruction for map display, and overlaying and displaying a first virtual map on the virtual scene.
Further, when the hiding module 1050 is configured to hide the identifier according to the game duration, the hiding module 1050 is configured to:
when the game duration meets a specific condition, controlling the identifier to be hidden;
the specific condition includes at least one of the following conditions: the game duration of the game exceeds a first threshold value, the accumulated duration of the games including the game exceeds a second threshold value, and the accumulated duration of the games before the game exceeds a third threshold value.
The display device of the virtual map provided by the embodiment of the application provides a graphical user interface through terminal equipment, the graphical user interface at least comprises a virtual object and a virtual scene, and the display method comprises the following steps: responding to the moving operation, controlling the virtual object to move in the virtual scene, and displaying the virtual scene to which the virtual object moves currently in the graphical user interface; responding to the map display operation, and overlaying and displaying a first virtual map corresponding to the virtual scene on the virtual scene; and switching a first virtual map which is superposed and displayed on the virtual scene into a second virtual map corresponding to the virtual scene in response to the triggering of the map switching condition, wherein the shielding degree of the switched virtual map on the information in the virtual scene is lower than that before switching. Therefore, the player can change the transparency of the virtual map displayed to the player in the process of controlling the virtual object to move by the player, so that the virtual map can not obstruct the moving route of the virtual object controlled by the player, and the complexity of game operation is reduced.
Referring to fig. 12, fig. 12 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure. As shown in fig. 12, the electronic device 1200 includes a processor 1210, a memory 1220, and a bus 1230.
The memory 1220 stores machine-readable instructions executable by the processor 1210, when the electronic device 1200 runs, the processor 1210 communicates with the memory 1220 through the bus 1230, and when the machine-readable instructions are executed by the processor 1210, the steps of the method for displaying a virtual map in the method embodiment shown in fig. 1 may be performed.
An embodiment of the present application further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, the step of the method for displaying a virtual map in the method embodiment shown in fig. 1 may be executed.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the above-described systems, apparatuses and units may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the several embodiments provided in the present application, it should be understood that the disclosed system, apparatus and method may be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions when actually implemented, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the exemplary embodiments of the present application, and are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (15)

1. A display method of a virtual map is characterized in that a graphical user interface is provided through a terminal device, the graphical user interface at least comprises a virtual object and a virtual scene, and the display method comprises the following steps:
responding to the moving operation, controlling the virtual object to move in the virtual scene, and displaying the virtual scene to which the virtual object moves currently in the graphical user interface;
responding to map display operation, and overlaying a first virtual map corresponding to the virtual scene on the virtual scene;
responding to a map switching condition to be triggered, and switching the first virtual map which is displayed in an overlaying mode on the virtual scene into a second virtual map corresponding to the virtual scene; the transparency of at least part of the map area of the second virtual map is higher than that of the map area corresponding to the first virtual map, so that the occlusion degree of the switched virtual map on the information in the virtual scene is lower than that before switching.
2. The display method according to claim 1, wherein the switching the first virtual map displayed superimposed on the virtual scene to the second virtual map corresponding to the virtual scene in response to the map switching condition being triggered comprises at least one of:
responding to a control operation of controlling a virtual object to execute a first specific action, and switching the first virtual map displayed in an overlaying mode on the virtual scene into a second virtual map corresponding to the virtual scene;
responding to touch operation of a map switching key displayed on a graphical user interface, and switching the first virtual map which is displayed in an overlapped mode on the virtual scene into a second virtual map corresponding to the virtual scene;
responding to touch operation of a map switching shortcut key in a keyboard key associated with terminal equipment, and switching the first virtual map which is superposed and displayed on the virtual scene into a second virtual map corresponding to the virtual scene;
and responding to a received voice control instruction for switching the map, and switching the first virtual map which is superposed and displayed on the virtual scene into a second virtual map corresponding to the virtual scene.
3. The display method according to claim 2, wherein the step of switching the first virtual map displayed superimposed on the virtual scene to a second virtual map corresponding to the virtual scene includes:
replacing the first virtual map which is displayed in an overlapping mode on the virtual scene with a second virtual map corresponding to the virtual scene;
or adjusting the transparency of the first virtual map according to a first change threshold of the transparency until the first virtual map is in an invisible state in the current virtual scene, and replacing the first virtual map displayed in a superposed manner on the virtual scene with a second virtual map corresponding to the virtual scene;
or clearing the first virtual map displayed in an overlapping mode on the virtual scene, and displaying a second virtual map in the overlapping mode on the virtual scene according to a second change threshold of transparency;
or adjusting the transparency of the first virtual map according to a third transparency change threshold, and simultaneously displaying a second virtual map by overlapping the virtual scene according to a fourth transparency change threshold, wherein the first virtual map is removed when the current virtual scene is in an invisible state.
4. The display method according to claim 3, wherein at least one of the following items is adjusted as the moving speed of the virtual object changes: a transparency first change threshold, a transparency second change threshold, a transparency third change threshold, and a transparency fourth change threshold.
5. The display method according to claim 1, wherein the virtual scene includes an active scene area of a virtual object and an inactive scene area of a virtual object, and the virtual map includes a scene layout plan view of the active scene area in the virtual scene.
6. The display method according to claim 5, wherein the active scene area included in the virtual map includes a plurality of first virtual areas and connected areas between the first virtual areas;
the first virtual map comprises a first color patch representing the first virtual area, a first border element representing a border of the first virtual area, and a second color patch representing the connected area;
the second virtual map includes a second boundary element representing a boundary of the first virtual area and a third color tile representing the connected component; the transparency of the third color block is higher than that of the second color block.
7. The display method of claim 6, wherein the second virtual map further comprises a fourth color tile representing the first virtual area; the transparency of the fourth color block is higher than that of the first color block.
8. The display method of claim 6, wherein the first virtual map further comprises a third boundary element representing the boundary of the connected region; the third border element is displayed differently from the first border element;
the second virtual map further comprises a fourth boundary element representing the connected region boundary; the fourth border element is displayed differently from the second border element.
9. The display method according to claim 1, wherein the superimposing, in response to the map display operation, the first virtual map corresponding to the virtual scene on the virtual scene includes at least one of:
responding to touch operation aiming at a scene thumbnail, and overlaying and displaying a first virtual map on the virtual scene; the scene thumbnail is displayed in a preset area of the graphical user interface, and the scene thumbnail displays part or all of the virtual scene;
responding to touch operation of a map display key displayed on a graphical user interface, and overlaying and displaying a first virtual map on the virtual scene;
in response to a control operation for controlling a virtual object to execute a second specific action, displaying a first virtual map superimposed on the virtual scene;
responding to touch operation of map display shortcut keys in keyboard keys associated with the terminal equipment, and overlaying and displaying a first virtual map on the virtual scene;
and responding to the received voice control instruction for map display, and overlaying and displaying a first virtual map on the virtual scene.
10. The display method according to claim 6, further comprising:
adjusting the first virtual map or the second virtual map according to the parameter information of the virtual scene; the parameter information of the virtual scene includes at least one of: texture of the virtual scene, filling color of the virtual scene, brightness of the virtual scene, scene classification of the virtual scene.
11. The display method of claim 6, wherein the first virtual map and/or the second virtual map further comprises an identification of location information characterizing the first virtual area;
the display method further comprises the following steps: and hiding the identification according to the game duration.
12. The display method according to claim 11, wherein the step of hiding the logo according to the game duration comprises:
when the game duration meets a specific condition, controlling the identifier to be hidden;
the specific condition includes at least one of the following conditions: the game duration of the game exceeds a first threshold value, the accumulated duration of the games including the game exceeds a second threshold value, and the accumulated duration of the games before the game exceeds a third threshold value.
13. A display apparatus for a virtual map, wherein a graphical user interface is provided through a terminal device, the graphical user interface at least including a virtual object, the display apparatus comprising:
the control module responds to the moving operation given by the user in the virtual object interaction stage, controls the virtual object to move in the virtual game scene according to the moving operation, and displays the virtual game scene to which the virtual object moves currently in the graphical user interface;
the map display module responds to map display operation in a virtual object interaction stage and displays a first virtual map related to a current virtual game scene on a current graphical user interface;
the map switching module responds to the triggering of the map switching condition and displays a second virtual map related to the current virtual game scene on the current graphical user interface; the degree to which the first virtual map occludes information in the current virtual game scene is different from the degree to which the second virtual map occludes information in the current virtual game scene.
14. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the electronic device is operating, the processor executing the machine-readable instructions to perform the steps of the method according to any one of claims 1 to 12.
15. A computer-readable storage medium, having stored thereon a computer program which, when being executed by a processor, is adapted to carry out the steps of the method according to any one of claims 1 to 12.
CN202110420286.9A 2021-04-19 2021-04-19 Virtual map display method and device, electronic equipment and readable storage medium Pending CN113101635A (en)

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