Information processing method, program product and electronic equipment
By displaying virtual troop icons and adjusting the map scale in the graphical user interface, the problem of obtaining marching information in strategy games is solved, improving information acquisition efficiency and the accuracy of strategic decision-making, and enriching the gaming experience.
Patent Information
- Application Number
- CN202510741360.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-06-04
- Publication Date
- 2025-10-31
AI Technical Summary
In strategy games, players struggle to quickly obtain detailed information about complex marching routes, and existing information transmission methods are inefficient, impacting team collaboration and the overall gaming experience.
By displaying virtual team icons in response to triggered actions in the graphical user interface, and adjusting the scene map display scale according to the selected action to show the team overview marching line, an intuitive way of obtaining information is provided.
It improves the efficiency of players obtaining battle information, enhances the accuracy of strategic decision-making, enriches the tactical levels of the game, and optimizes the efficiency of information display.
Smart Images

Figure CN120860588A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and in particular to an information processing method, program product, and electronic device. Background Technology
[0002] This section is intended to provide background or context for the embodiments of this disclosure as set forth in the claims. The description herein is not intended to be a prior art simply because it is included in this section.
[0003] In some strategy games, when an alliance attacks a city or engages in battle with an enemy alliance, the number of troops is enormous, resulting in a complex web of marching lines on the interface. These marching lines only indicate that a large number of troops are moving, but players need to check the specific information of each troop, its size, and the composition of its generals, which is very tedious. Furthermore, players need to deduce marching routes based on game experience and the map in order to dispatch troops to intercept them. If there are particularly threatening troops in the marching lines, players can only inform their teammates via private chat or by sending approximate coordinates, a method that is not only time-consuming but also inefficient.
[0004] In existing technologies, players need to manually view and deduce marching routes, which not only requires extensive gaming experience but also increases the complexity and time cost of operations. Furthermore, informing teammates via private chat or sending coordinates is not only unintuitive but also prone to inaccurate information transmission, impacting teamwork efficiency. These shortcomings limit players' information acquisition and decision-making speed in battles, affecting the overall gaming experience. Summary of the Invention
[0005] This disclosure provides an information processing method, program product, and electronic device to at least partially solve the aforementioned problems existing in the related art.
[0006] According to a first aspect of this disclosure, an information processing method is provided, which provides a graphical user interface through a first terminal. The graphical user interface displays a scene map and multiple virtual objects. The method includes: responding to a trigger operation for a target virtual object among the multiple virtual objects, displaying the team identifiers of multiple virtual teams currently launching an expedition against the target virtual object; and responding to a selection operation for a first target virtual team identifier among the multiple virtual team identifiers, adjusting the scene map display scale to display the team overview march line corresponding to the first target virtual team.
[0007] According to a second aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and its possible implementations.
[0008] According to a third aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of the first aspect and possible implementations thereof by executing the executable instructions.
[0009] In at least one embodiment of this disclosure, an information processing method provides a graphical user interface (GUI) via a first terminal. The GUI displays a scene map and multiple virtual objects. The method includes: responding to a trigger operation targeting a target virtual object among the multiple virtual objects, displaying the team identifiers of multiple virtual teams currently launching an attack on the target virtual object; and responding to a selection operation targeting a first target virtual team identifier among the multiple virtual team identifiers, adjusting the scene map display scale to display the team overview march line corresponding to the first target virtual team. This allows for more convenient viewing of troop march details and improves the efficiency of players obtaining combat information.
[0010] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0011] The above and other objects, features, and advantages of this disclosure will become readily apparent from the following detailed description of exemplary embodiments, taken in conjunction with the accompanying drawings. Several embodiments of this disclosure are illustrated in the drawings by way of example and not limitation, in which:
[0012] Figure 1 A schematic diagram of a system architecture according to an embodiment of the present disclosure is shown.
[0013] Figure 2 A flowchart illustrating an information processing method according to an embodiment of the present disclosure is shown schematically.
[0014] Figure 3 schematically illustrates the interface diagram of the first terminal in an embodiment of this disclosure.
[0015] Figure 4 schematically illustrates the interface diagram of the second terminal in an embodiment of this disclosure.
[0016] Figure 5 The schematic diagram illustrates the structure of an electronic device provided in an embodiment of the present disclosure.
[0017] In the accompanying drawings, the same or corresponding reference numerals indicate the same or corresponding parts. Detailed Implementation
[0018] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0019] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.
[0020] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0021] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0022] Figure 1A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, etc., and has a display function capable of displaying a graphical user interface, which may include the operating system interface or the application interface. An application, such as a game program, is installed on the terminal device 110. The server 120 generally refers to the backend system providing the game service in this exemplary embodiment; it may be a single server or a cluster of multiple servers. For example, a game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in one exemplary embodiment of this disclosure can be executed by any one or more of the terminal device 110 and the server 120.
[0023] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications can run under the cloud interaction system, such as cloud gaming. Taking cloud gaming as an example, cloud gaming can be a game mode based on cloud computing. In the cloud gaming operation mode, the game program's execution entity and the game screen presentation entity are separated. The storage and execution of the game's control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0024] In one implementation, the method described above can be implemented by the terminal device 110 alone. For example, without deploying the server 120, the terminal device 110 can run the application in a standalone environment to implement the game function and execute the method described above.
[0025] According to one embodiment of this disclosure, an information processing method for a game is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0026] According to one embodiment of this disclosure, a method for processing information in a game, such as... Figure 2 As shown, the method may include the following steps:
[0027] Step S1: Respond to the trigger operation for the target virtual object among multiple virtual objects, and display the team identifiers of the multiple virtual teams that have launched an expedition against the target virtual object.
[0028] Step S2: In response to the selection operation of the first target virtual team identifier among multiple virtual team identifiers, adjust the scene map display scale to display the team overview march line corresponding to the first target virtual team.
[0029] The method provided in this implementation allows players to intuitively and quickly view and filter marching information in complex scenarios, offering a smoother and more efficient way to acquire information and greatly enhancing the game's interactive experience. By dynamically adjusting the display ratio of the scene map to show the marching lines, players can more clearly understand the battlefield situation, improving the accuracy of strategic decisions and enriching the game's tactical layers. Simultaneously, this method effectively solves the computer interaction problem in traditional games where players need to view marching lines one by one, making it difficult to quickly obtain marching information, thus optimizing information display efficiency.
[0030] Virtual objects are interactive objects within the game scene, such as various characters, buildings, or resources. Target virtual objects are specific virtual objects selected by the user for interaction.
[0031] In an alternative implementation, the virtual object can be a fixed building on the game map, serving as an important entity for in-game resource production or strategic points. For example, in response to a player's trigger action targeting a city on the map, the system identifies the city as the target virtual object and then displays the icons of all enemy forces marching towards that city, allowing the player to quickly understand the threat facing the city.
[0032] In an alternative implementation, the virtual object can be a resource point or strategic stronghold in the game, existing as a target for players to compete for. For example, when a player triggers an action on a mine on the map, the system identifies the mine as a target virtual object and displays the icons of all teams heading towards the mine, helping the player assess whether to send additional troops to protect or contest the resource point.
[0033] A trigger operation is an interactive command issued by the user to a target virtual object via an input device. It is an action performed by the user on the graphical user interface to activate a specific function. Trigger operations can be implemented through click operations, swipe operations, long press operations, and / or other operations. Taking a click operation as an example, in response to a click operation on a target virtual object among multiple virtual objects, the team identifiers of the multiple virtual teams currently launching an attack on the target virtual object are displayed.
[0034] In an alternative implementation, the triggering action could be a long press on a target virtual object on the screen, activating the relevant function by applying continuous pressure. For example, if a player long presses on a city icon on the map, the system recognizes this triggering action and immediately displays a list of icons for all enemy forces advancing towards that city, allowing the player to obtain a global threat situation without having to track each marching line individually.
[0035] In an optional implementation, the triggering operation can be a multi-finger collaborative operation, activating the function through a specific combination of gestures. For example, such as Figure 3a As shown, the player's graphical user interface 300 displays a target virtual object 301, along with the marching line 303 of the troops advancing towards the target virtual object. In the game, the player uses their right-hand finger to hold down the target virtual object 301 while simultaneously sliding their left-hand finger from the left edge of the screen towards the center. The system recognizes this combined action as a trigger operation and displays the identifiers 305 of all marching troops targeting that city, providing a more efficient way to query information.
[0036] In an optional implementation, the triggering operation can be activated by a function button to select a specific query mode. For example, if a player first clicks on the target city and then clicks the "View Marching" button in the pop-up menu, the system will recognize this series of actions as a triggering operation and display the identifiers of all troops marching towards that city, providing the player with a clear entry point and operation process.
[0037] Among them, the first target virtual team identifier is the identifier of the specific team currently selected by the user. It is a specific identifier that the user has designated as the current focus of attention from multiple team identifiers, and is used to clarify the specific object of the current interaction and information display.
[0038] In an optional implementation, the first target virtual force identifier can be a powerful force identifier with special strategic significance, representing a military unit that has a significant impact on the situation. For example, an elite force identifier with particularly high combat power can be selected from multiple force identifiers as the first target virtual force identifier. The system adjusts the map display scale accordingly to highlight the marching line and surrounding terrain of this elite force, helping players assess potential threats and formulate targeted strategies.
[0039] In an optional implementation, the first target virtual team identifier can be a team identifier with high time urgency, representing a military unit that is about to arrive at the target. For example, the player selects an enemy team identifier from the team list that is expected to arrive at the target city within 5 minutes as the first target virtual team identifier. The system adjusts the map display scale to highlight the team's marching line, allowing the player to prioritize dealing with this imminent threat.
[0040] In an optional implementation, the first target virtual team identifier can be a team identifier composed of special troop types, representing specialized military units with specific tactical significance. For example, if a player selects an enemy team identifier mainly composed of siege weapons as the first target virtual team identifier, the system adjusts the map scale to display the team's marching route and highlights possible interception points along the way, helping the player to formulate corresponding defense plans against this special threat.
[0041] The selection action is an interactive behavior in which a user selects a specific target from multiple options. It is an action performed by the user on the interface to specify the object of current interest, used to filter out specific items that need detailed information from multiple options. The selection action can be implemented through click, swipe, long press, and / or other actions.
[0042] In an optional implementation, the selection action can be clicking on a specific team icon to specify the target of interest through direct contact. For example, a player clicks on the icon of a particularly powerful enemy unit from a list of multiple team icons displayed. The system recognizes this selection action and immediately adjusts the map view and scale to clearly display the team's complete marching route from its starting point to the target virtual object.
[0043] In an optional implementation, the selection operation can be dragging a team icon to a specific area, expressing the selection intention through positional changes. For example, a player can drag the team icon of interest from the side list to the center of the map. The system recognizes this selection operation and adjusts the map display scale to ensure that the team's marching line is fully displayed in the field of view, while keeping the team icon in the center of the field of view for easy observation by the player.
[0044] The scene map has multiple display scale levels, each with corresponding map elements. Zooming in and out adjusts the display scale level to show the corresponding map elements. Adjusting the scene map display scale is a system behavior that changes the size of the map's visible area according to current needs. It's an automatic processing procedure executed by a computer program to change the map's zoom level and display range, highlighting key map elements.
[0045] In an optional implementation, adjusting the scene map display scale can be an intelligent adjustment process that automatically calculates the optimal zoom level to ensure the complete presentation of key information. For example, the system analyzes the starting point of the first target virtual team and the position of the target virtual objects, intelligently calculates the most suitable zoom level that can fully display the entire marching route on the screen, and automatically adjusts the map to that scale, ensuring that players can obtain the best view of the marching information without manually zooming. Figure 3b As shown, after the player selects the first target virtual team icon 307 in the list, the screen adjusts the scene map display scale to fully display the overview marching route 309.
[0046] In an optional implementation, adjusting the scene map display scale can be a dynamic perspective control process based on the length of the marching route, balancing the overall field of view and the display of details. For example, for troops marching over long distances, the system shrinks the map to a larger scale to display the complete route; while for troops marching over short distances, the system uses a smaller scale to display more surrounding details and terrain features, providing more targeted tactical reference information.
[0047] Among them, the troop overview marching line is a visual element that displays the movement path of the virtual troop. It is a graphic line drawn on the map by the system to represent the movement trajectory of military units from the starting point to the target, and is used to intuitively show the troop's direction of movement, route and progress.
[0048] In an alternative implementation, the troop overview march line can be a dynamic path line with color and thickness coding, conveying troop attribute information through visual features.
[0049] In an optional implementation, the troop overview march line can be a progress indicator line that includes time node markers, visually reflecting the troop's marching status.
[0050] In an alternative implementation, the marching line in the troop overview can be an intelligent path indicator that interacts with the terrain, reflecting the relationship between marching speed and terrain. For example, the marching line in the troop overview may change its color intensity or style as it traverses different terrains (e.g., the line is smooth in plains areas and jagged in mountainous areas), while also displaying changes in marching speed caused by the terrain, helping players understand the impact of terrain on marching.
[0051] In an optional implementation, the triggering operation includes a combination of a first operation and a second operation, wherein the first operation is a contact-and-hold operation on the target virtual object, and the second operation is a swipe operation initiated from the edge of the graphical user interface of the first terminal. In this way, by combining the triggering operations, the list of expeditionary forces of the target virtual object can be displayed more intuitively and conveniently, improving the user experience.
[0052] Among them, the combined triggering method refers to multi-finger collaborative operation, that is, activating functions through specific gesture combinations. This combined triggering can include various specific implementation methods. For example, the first operation could be pressing and holding the target virtual object with one finger, and the second operation could be swiping in from the edge of the screen with another finger. This combined triggering method can not only effectively avoid accidental operations, but also improve the accuracy and convenience of operation.
[0053] Optionally, the first operation is a contact-hold operation on the target virtual object, which ensures that the position of the target virtual object does not change when the user performs the triggering operation, thus guaranteeing the accuracy of the operation. For example, when the user presses and holds the target virtual object with their right finger, it ensures that the target virtual object's position on the screen remains fixed and will not shift due to hand movement. In this way, when the user performs the second operation, they can more accurately swipe in from the edge of the screen to trigger the display of the target virtual object's troop list.
[0054] Optionally, the second operation is a swipe operation initiated from the edge of the graphical user interface of the first terminal, which can provide an intuitive and convenient operation method. For example, a user can use their left-hand finger to swipe from the left edge of the screen to trigger the display of the list of expeditionary forces of the target virtual object. This swipe operation not only conforms to the user's natural operating habits but also effectively avoids accidental operation. In addition, the swipe operation can be combined with other gestures. For example, users can use two-finger swipes, three-finger swipes, etc., to trigger the display of the list of expeditionary forces of the target virtual object, thereby providing more operation methods to meet the needs of different users. In this way, through multiple swipe operation methods, the flexibility of operation and user experience can be improved.
[0055] In an optional implementation, the selection operation and the second operation are sequential in operation, and the selection operation is a swipe operation from the edge of the graphical user interface of the first terminal to the first target virtual team icon. This allows players to more conveniently select a specific virtual team, improving the smoothness of operation and user experience.
[0056] Optionally, the selection and second actions can be sequential, meaning that players can immediately perform the selection action after the second action (a swipe initiated from the edge of the graphical user interface) without interrupting the flow of gameplay. This continuous operation reduces the number of steps required, improving the fluidity and efficiency of gameplay. For example, a player can quickly select a team by swiping their left-hand finger from the edge of the screen to the target virtual team icon. This design not only simplifies the workflow but also allows players to focus more on game strategy development without being distracted by cumbersome operations.
[0057] In an optional implementation, adjusting the scene map display scale to show the marching line of the first target virtual team includes: calculating a display scale parameter based on the distance between the first target virtual team and the target virtual object; and adjusting the map scaling scale according to the display scale parameter so that the first target virtual team model and the target virtual object model are displayed completely simultaneously. This ensures that when players view the marching line of a specific team, the map display scale is appropriate, allowing them to see both detailed team information and the overall view of the city, thus improving the user experience.
[0058] Optionally, the calculation of the display scale parameter can be based on the distance between the first target virtual team and the target virtual object. Specifically, the system can calculate a suitable display scale parameter based on this distance, ensuring that the map, after adjusting the zoom level, can simultaneously and completely display both the first target virtual team and the target virtual object. For example, if the first target virtual team is close to the target virtual object, the display scale parameter can be set larger, resulting in a more detailed map; if the distance is greater, the display scale parameter can be set smaller, resulting in a wider map. This allows players to more intuitively understand the team's specific location and marching path when viewing the marching line.
[0059] Optionally, the first target virtual team model and the target virtual object model can be displayed simultaneously and completely. This can be done by displaying the main city model, the first target virtual team model, and the target virtual object model simultaneously, or by displaying only the first target virtual team model and the target virtual object model simultaneously.
[0060] Optionally, the map zoom level can be adjusted automatically by the system. When a player selects a specific virtual team icon, the system calculates an appropriate display ratio based on a preset algorithm and automatically adjusts the map zoom level. This eliminates the need for manual map adjustments, as the system automatically provides the optimal viewing angle, improving ease of use. For example, the system can use a linear interpolation algorithm to calculate a suitable zoom level based on the distance between the team and the city, allowing the map to display detailed information about both the team and the city simultaneously after adjustment.
[0061] Optionally, the process of adjusting the map zoom level can be smooth to avoid sudden jumps that might cause discomfort to the player. For example, the system can use a smooth transition animation when adjusting the map zoom level, allowing the map to gradually adjust from the current scale to the target scale. This makes the map display more natural when players view marching lines, improving the smoothness of operation. In addition, smooth transition animations can help players better understand the map's changes, improving the intuitiveness of operation.
[0062] Optionally, the system can automatically mark the locations of the first target virtual team and target virtual objects after adjusting the map zoom level, allowing players to quickly locate them. For example, the system can mark the locations of the first target virtual team and target virtual objects on the map with prominent icons or colors, enabling players to quickly find these key locations when viewing the marching line. This allows players to obtain the information they need more efficiently and improves the ease of operation.
[0063] Optionally, the system can also provide a historical path recording function, recording the historical marching paths of the virtual force targeting the enemy and displaying them on the map. This allows players to view the force's historical marching paths, understand its marching habits and strategic intentions, and provide a reference for future battles. Furthermore, the system can offer path analysis functionality, analyzing the force's marching characteristics and tactical style based on historical path data, helping players better understand the enemy's marching patterns and improve their chances of victory. Thus, the system provides not only current marching path information but also historical path information, offering players more comprehensive battlefield information.
[0064] In an optional implementation, the method further includes: responding to a path drawing operation to generate a predicted marching path corresponding to the first target virtual team; and sending a prompt message containing the predicted marching path to a friendly game account. This allows players to more easily communicate with teammates about the enemy's marching path, improving teamwork efficiency.
[0065] Optionally, path drawing refers to the path drawn by the player through swiping on the screen. This path can be a prediction made by the player based on the current map and game experience, indicating the possible adjustment the marching route of the initial target virtual team might take. The generated predicted marching route can be a dynamic path marker displayed on the map, allowing players and teammates to visually see the enemy's possible marching route. In this way, players can communicate the enemy's movements more efficiently with their teammates, improving the team's reaction speed and response capabilities.
[0066] Optionally, the specific process of generating the predicted marching path corresponding to the virtual team of the first target may include: first, detecting the player's path drawing operation to determine the starting and ending points of the drawn trajectory; second, generating path markers with directional indications based on the characteristics of the drawn trajectory. The path marker can be a dynamic arrow or line displayed on the map so that players and teammates can intuitively see the enemy's possible marching route. In this way, players can communicate the enemy's movements more intuitively with their teammates, improving team collaboration efficiency.
[0067] Optionally, the friendly game account can be the game account of a player's allies in the game. Sending a message to friendly game accounts can be done simultaneously to all allied game accounts, or it can be sent to a subset of designated friendly game accounts. For example, the game interface displays the avatars of multiple friendly game accounts, and the player can select a subset of these avatars as the designated friendly game accounts to send the message to.
[0068] Optionally, the process of sending a notification message containing the predicted marching path to a friendly game account can include: First, generating a notification message containing the predicted marching path, which may include enemy team information such as team strength and remaining marching time; second, sending the notification message to the friendly game account via the in-game messaging system. After receiving the notification message, players on the friendly game account can click the notification control to jump to the corresponding map location and view the enemy's marching path and related information. In this way, players can communicate enemy movements more efficiently with teammates, improving the team's reaction speed and response capabilities.
[0069] Optionally, the process of sending a hint containing a predicted marching route to a friendly game account may include:
[0070] In response to the completion of the path drawing operation, a prompt message containing the predicted marching path will be sent to the friendly game account. For example, when the system detects that the player's finger has left the screen, determining that the path drawing operation is complete, a path marker can be sent to the friendly player.
[0071] Optionally, the process of sending a hint containing a predicted marching route to a friendly game account may include:
[0072] In response to a triggering action of the message sending control, a prompt containing a predicted marching route will be sent to the friendly game account. For example, when a player generates a path marker, a message sending control will appear on the interface. Clicking the message sending control will send the path marker to a friendly player. After receiving the path marker, the friendly player can see it on their own interface and take appropriate action based on the information provided by the path marker.
[0073] Optionally, the generated predicted marching path can be displayed in multiple ways to adapt to different game scenarios and player needs. For example, the path marker can be a dynamic arrow, whose direction and speed can be dynamically adjusted according to the enemy's actual marching speed and direction, allowing players and teammates to more intuitively understand the enemy's movements. Furthermore, the path marker can also be a color-coded line, with different colors representing different enemy types or threat levels, enabling players and teammates to more intuitively identify the type and threat level of the enemy. In this way, players can communicate enemy movements more efficiently with teammates, improving the team's reaction speed and response capabilities.
[0074] In an optional implementation, generating the hypothetical marching path includes: detecting a first relative positional relationship between the starting point of the drawn trajectory and the current position of the first target virtual team; and generating path markers with directional indications based on the first relative positional relationship and the trajectory features of the drawn trajectory. In this way, by generating path markers with directional indications, the hypothetical marching path can be displayed more intuitively, helping players better understand and communicate marching route information.
[0075] Optionally, the process of generating the predicted marching path requires detecting the first relative positional relationship between the starting point of the drawn trajectory and the current position of the first target virtual team. Here, "first relative positional relationship" refers to the relative position of the starting point of the drawn trajectory with respect to the current position of the first target virtual team. For example, if the starting point of the drawn trajectory is directly above the current position of the first target virtual team, the system will record this relative positional relationship. This process can be implemented in various ways; for example, the system can use a coordinate system to determine the relative position between the starting point and the current position, or use distance and angle to describe the relative position.
[0076] Optionally, detecting the relative positional relationship between the starting point of the drawn trajectory and the current position of the first target virtual team can employ various techniques. For example, the system can use a coordinate system to determine the relative position between the starting point and the current position, calculating the coordinate difference between the two to determine the relative positional relationship. Alternatively, the system can use distance and angle to describe the relative positional relationship; for example, calculating the distance and angle between the starting point and the current position. In this way, the system can more accurately understand the player's intentions, thereby generating a predicted path that more closely matches the actual marching route.
[0077] Optionally, another crucial step in generating the predicted marching path is to generate path markers with directional indications based on the initial relative positional relationship and the trajectory features of the drawn trajectory. These "trajectory features" include the shape, direction, and length of the drawn trajectory. For example, if the player draws a straight line, the generated path marker might represent a straight path; if the player draws a curve, the generated path marker might represent a curved path. By combining the initial relative positional relationship and trajectory features, path markers that better reflect the player's intentions can be generated. Figure 3c As shown, when a player slides their finger from the target team's marker to a location on the map, the system generates a path marker 313 with directional indication based on the relative positional relationship and the trajectory characteristics of the drawn path. In this way, by combining the relative positional relationship and trajectory characteristics, more accurate and intuitive path markers can be generated.
[0078] Optionally, path markers with directional indications can be generated in various ways. For example, path markers can be arrows, lines, icons, etc. Arrows can clearly indicate direction, lines can show the shape of the path, and icons can represent specific actions (such as attack, retreat, etc.).
[0079] Optionally, the generated path markers can not only be displayed on the current player's interface but also sent to friendly game accounts for viewing by other players. For example, after a player generates a path marker, a message sending control appears on the interface. Clicking this control sends the path marker to a friendly player. Upon receiving the path marker, the friendly player can see it on their own interface and take appropriate action based on the information provided. In this way, generating and sending path markers enables efficient communication between players and improves team collaboration efficiency.
[0080] In an optional implementation, the path drawing operation and the selection operation are sequential, with the path drawing operation being a sliding operation initiated from the target team identifier. This allows players to draw predicted marching paths more intuitively and conveniently, improving communication efficiency with teammates.
[0081] Optionally, the path drawing and selection operations are sequential, meaning that after selecting the target team icon, players can directly perform the path drawing operation without needing to switch or confirm. This continuous operation reduces the player's workload and improves the smoothness and convenience of the operation.
[0082] Optionally, the path drawing operation is a swipe operation initiated from the target team's marker. Specifically, players can swipe their finger to start from the target team's marker and draw along the intended marching path. For example, a player can use their left-hand finger to swipe from the target team's marker to a location on the map to draw a projected marching path. This allows players to more accurately convey the enemy's possible marching routes, helping teammates to better defend or intercept them.
[0083] Optionally, the path drawing operation and the selection operation are sequential in operation. This design can improve the player's operational efficiency. In traditional games, players need to first select the target team, then enter the path drawing mode through other means (such as clicking a button), and then draw the path. In this implementation, however, players can directly transition from the selection operation to the path drawing operation without additional steps. For example, after selecting the target team's identifier, the player can quickly select the team and draw the predicted marching path, promptly notifying teammates to respond, reducing the complexity of the operation and improving the continuity and smoothness of the operation.
[0084] Optionally, the path drawing operation is a swipe action initiated from the target team's identifier. This design can also support gesture recognition. For example, players can use specific gestures (such as drawing a circle or an X) to represent different strategic intentions. Gesture recognition can diversify player actions, increasing the game's fun and interactivity. For instance, a player can draw a circle to indicate that the enemy might attack from a different route, and draw an X to indicate that the enemy might attack directly. This gesture recognition not only enriches the player's operation methods but also allows players to convey strategic intentions more intuitively, improving communication efficiency between teammates.
[0085] In an optional implementation, the prompt message may also include team information of the first target virtual team, including the target team's attribute information and / or strategic instructions. This allows players to gain a more comprehensive understanding of the enemy team's details through the prompt message, enabling them to communicate more effectively with teammates and formulate strategies.
[0086] Optionally, the team information in the prompt may include, but is not limited to, team combat strength, remaining march time, and general combination indicators. This information helps players quickly assess the threat level of the enemy team, thus making more informed decisions. For example, team combat strength reflects the overall strength of the enemy team, remaining march time shows the time it will take for the enemy team to reach its objective, and general combination indicators show the enemy team's general composition. This comprehensive display of information allows players to gain a more complete understanding of the enemy team's details, enabling better communication with teammates and strategic planning.
[0087] Optionally, strategic instructions can be manually marked by players based on the current battlefield situation, indicating enemy marching paths, potential targets, and points of attention. Alternatively, they can be automatically marked by the system based on user-drawn predicted marching paths, indicating information to be shared with friendly forces. These markings can take the form of text, icons, arrows, etc., allowing players to communicate their strategic intentions more intuitively to teammates. For example, a player can mark a red arrow on an enemy marching path to indicate a possible attack direction; or mark text on the enemy marching path to indicate a need for special attention. The addition of these markings makes communication between players more efficient and intuitive.
[0088] Optionally, the team information and strategic instructions in the prompts can be displayed in different formats. For example, team information can be displayed as a list above the prompt, while strategic instructions can be displayed as icons below. This allows players to quickly view team information and intuitively see strategic instructions. Furthermore, the prompts can be clicked; clicking on an information item allows players to view a more detailed description. For example, clicking on a team's combat power value shows the team's specific combat strength composition, and clicking on a strategic instruction displays a detailed explanation of that indicator.
[0089] Optionally, the team information and strategic instructions in the prompts can be updated in real time. For example, when the enemy team's combat power changes, the team's combat power in the prompts can be updated in real time; when the player adds or modifies strategic instructions, the strategic instructions in the prompts can also be updated in real time. This allows players to obtain the latest information at any time, enabling them to make more timely decisions. Furthermore, the prompts can also support a history function, allowing players to view previous historical information for reviewing and analyzing battlefield situations.
[0090] In an optional implementation, a graphical user interface is provided via a second terminal, which is the terminal corresponding to the friendly game account. Sending the notification information includes: generating a notification control in the graphical user interface of the second terminal; and adjusting the display scale of the scene map displayed in the graphical user interface of the second terminal to match the display range of the predicted marching path in response to a trigger operation on the notification control. This allows friendly players to more easily view the marching path information sent by their teammates, improving teamwork efficiency.
[0091] Optionally, providing a graphical user interface via a second terminal can ensure that friendly players can receive marching path information sent by their teammates in a timely manner. For example... Figure 4aAs shown, after a player completes path drawing and sends a prompt message on the first terminal, the graphical user interface 400 of the second terminal generates a notification prompt control 401. When a friendly player clicks this control, the graphical user interface of the second terminal automatically adjusts its display scale to match the display range of the predicted marching path. Figure 4b As shown, the graphical user interface 400 displays the predicted marching route, the attribute information of the primary target unit, and strategic instructions 403. This allows friendly players to quickly view detailed marching route information without manually adjusting the map scale, improving the efficiency and accuracy of information transmission.
[0092] Optionally, generating a notification control aims to ensure that friendly players promptly notice marching path information sent by their teammates. The notification control can appear on the graphical user interface of the second terminal in the form of a pop-up window or icon. After a friendly player clicks the control, the system automatically adjusts the map display scale so that the friendly player can clearly see the marching path. This allows friendly players to quickly understand the enemy's movements, make corresponding tactical adjustments, and improve the team's collaborative combat capabilities.
[0093] Optionally, the display scale of the scene map shown in the second terminal's graphical user interface can be adjusted to match the display range of the predicted marching path. This ensures that friendly players can see the entire marching path. Specifically, the system calculates an appropriate display scale based on the start and end points of the predicted marching path, and then automatically adjusts the map's zoom level to ensure the marching path is fully displayed on the screen. This allows friendly players to more intuitively understand the enemy's marching route, enabling them to make more accurate tactical decisions.
[0094] Optionally, a graphical user interface (GUI) can be provided through a second terminal to enable information synchronization between multiple terminals. When a player completes path drawing and sends a prompt on the first terminal, the second terminal immediately receives the information and generates a notification control. When a friendly player clicks this control, the second terminal's GUI automatically adjusts its display scale to match the predicted marching path. This allows friendly players to view the latest marching path information in real time, improving the timeliness and accuracy of information transmission.
[0095] After generating the predicted marching path, the deviation between the actual movement path of the first target virtual team and the predicted marching path is detected. When the deviation exceeds a preset threshold, the path marker data in the prompt message is updated. This ensures that the marching path information received by friendly players is always accurate, improving the efficiency and accuracy of communication.
[0096] Optionally, after generating the predicted marching path, the system continuously monitors the actual movement path of the first target virtual team. The actual movement path refers to the path the team actually travels on the game map. The system calculates the deviation between the actual movement path and the predicted marching path using an algorithm. The deviation value is the maximum distance between the actual path and the predicted path. When the deviation value exceeds a preset threshold, the system automatically updates the path marker data in the prompt message to ensure that the marching path information received by friendly players is always up-to-date. The preset threshold can be adjusted according to the actual situation of the game; for example, it can be set to 10 units. This ensures that friendly players can adjust their tactics in a timely manner when receiving marching path information, thereby improving combat efficiency.
[0097] Optionally, the process of detecting the deviation between the actual movement path and the predicted marching path can be performed in real time. The system can perform this detection at regular intervals (e.g., every 5 seconds) to ensure the real-time nature of the data. When a deviation exceeding a preset threshold is detected, the system immediately updates the path marker data and sends the updated information to friendly players. This allows friendly players to promptly understand the enemy team's actual marching path, enabling them to make more accurate tactical decisions. For example, if the enemy team's actual marching path deviates significantly from the predicted path, friendly players can quickly adjust their interception positions to increase the success rate of interception.
[0098] Optionally, updating path marker data can include regenerating path markers, adjusting their direction and position, etc. Regenerating path markers means redrawing them based on the actual movement path to ensure consistency. Adjusting the direction and position of path markers means adjusting their orientation and position according to changes in the actual movement path to ensure they always point in the correct direction. This allows friendly players to clearly understand the enemy's actual marching path when viewing path markers, enabling them to make more accurate tactical decisions.
[0099] Optionally, the preset threshold can be adjusted based on the actual game conditions. For example, for large maps, the preset threshold can be set higher to reduce the frequency of path marker data updates; for small maps, the preset threshold can be set lower to ensure the accuracy of the path marker data. Furthermore, the preset threshold can be dynamically adjusted based on player feedback to improve the system's adaptability and flexibility. This ensures that the system provides accurate marching path information on different maps and under different circumstances, enhancing the player's combat experience.
[0100] Optionally, after updating the path marker data, the system will send the updated information to friendly players. Friendly players can view the updated marching path information by clicking the notification control. This allows friendly players to promptly understand the enemy's actual marching path, enabling them to make more accurate tactical decisions. For example, if the enemy's actual marching path changes, friendly players can quickly adjust their interception positions to increase the success rate. Furthermore, the system can also send other relevant information about the enemy (such as team strength and remaining marching time) to friendly players when updating the path marker data, allowing them to have a comprehensive understanding of the enemy's situation.
[0101] In an optional implementation, the system displays the team identifiers of multiple virtual teams currently launching an attack on the target virtual object, including: displaying a virtual team list, where the team identifiers of the multiple virtual teams currently launching an attack on the target virtual object are shown. This allows users to more intuitively view all virtual teams launching attacks on the target virtual object, facilitating a quick understanding of enemy movements.
[0102] Optionally, the virtual team list can be displayed as icons, with each icon representing a virtual team. These icons can include brief information about the team, such as its name, combat strength, and general composition. This allows users to quickly identify the basic information of each team through the icons, improving information acquisition efficiency. Furthermore, the virtual team list can support scrolling, so that when there are many teams, users can easily view information for all teams. This provides users with a more comprehensive understanding of enemy movements, supporting subsequent tactical decisions.
[0103] Optionally, the team icons in the virtual team list can contain various information, such as the team's combat strength, general combination, and marching speed. This information can be displayed using different icons or text for quick user identification. For example, combat strength can be represented by a numerical value or a star-rating icon, and general combination can be represented by general portraits or names. This allows users to quickly understand the detailed information of each team, improving information acquisition efficiency. Furthermore, the virtual team list also supports click operations. Clicking on a team icon allows users to view the team's detailed information, such as the specific general combination and equipment. This provides users with a deeper understanding of the enemy's situation, offering more comprehensive information support for tactical decision-making.
[0104] Optionally, the virtual team list can support dynamic updates, automatically updating whenever a new team joins or leaves. This allows users to stay informed about the latest enemy movements, ensuring timely information. Furthermore, the virtual team list can support a marking function, allowing users to mark teams of particular interest for quick access in subsequent operations. For example, users can mark higher-threat teams in red and friendly teams in green. This allows users to more intuitively identify different types of teams, improving information processing efficiency.
[0105] In an optional implementation, the method further includes: sorting and displaying the multiple virtual team identifiers according to their team threat level, wherein the team threat level includes a combination of parameters such as team combat power threshold, general restraint relationship weight, and countdown of remaining march time. This allows for a more intuitive display of the teams posing the greatest threat to the target virtual object, helping players make quick decisions.
[0106] Optionally, the virtual team list can support sorting, allowing users to rank teams based on various criteria. The team threat level calculation can consider multiple factors, such as the team's combat power, the strengths and weaknesses of generals, and the remaining march time. Specifically, the team's combat power threshold reflects its overall strength, the general strengths and weaknesses weight reflects the degree to which enemy generals counter friendly generals, and the remaining march time countdown reflects the urgency of the enemy team reaching the target virtual object. By combining these parameters, a comprehensive threat score is calculated, allowing for the ranking and display of multiple virtual team identifiers. This enables players to more intuitively understand which teams pose the greatest threat to the target virtual object, allowing them to prioritize these teams and improve decision-making efficiency.
[0107] Optionally, the team combat power threshold can be a preset value used to evaluate the team's overall combat strength. For example, it can be calculated by weighting the attribute values of each unit in the team (such as attack power, defense power, health points, etc.) to arrive at a comprehensive combat power value. The weight of general counter-relationships can be calculated based on the attributes and skills of generals in the game. For example, certain generals have a counter-effect against specific types of generals and can be given higher weights. The countdown of remaining march time reflects the urgency of the enemy team's arrival at the target virtual object; the shorter the time, the higher the weight. Through the combination of these parameters, a comprehensive threat score can be obtained, allowing for the ranking and display of multiple virtual team identifiers. This allows players to more intuitively understand which teams pose the greatest threat to the target virtual object, thus prioritizing these teams and improving decision-making efficiency.
[0108] Optionally, various algorithms can be used to calculate team threat levels, such as weighted average and linear regression. The weighted average method sums the weights of each parameter to arrive at a comprehensive threat score. Linear regression can train a model using historical data to predict the threat level of each team. Regardless of the method used, the ultimate goal is to more accurately assess the threat level of teams, thereby helping players make more informed decisions. This allows players to more intuitively understand which teams pose the greatest threat to virtual targets, enabling them to prioritize these teams and improve decision-making efficiency.
[0109] Optionally, the parameters for calculating team threat level can be dynamically adjusted to adapt to different game scenarios. For example, in some situations, the team's combat power threshold may be more important, while in others, the weight of general counter-relationships or the remaining march time countdown may be more crucial. By dynamically adjusting the weights of these parameters, different game scenarios can be addressed more flexibly, improving players' decision-making efficiency. This allows players to more intuitively understand which teams pose the greatest threat to the target virtual object, thus prioritizing those teams and improving decision-making efficiency.
[0110] Optionally, the team threat level can be displayed in various ways, such as in a list or icon format. A list format displays each team's threat level score numerically for quick player viewing. An icon format uses different colors or icon sizes to display each team's threat level for a more intuitive look. Regardless of the method used, the ultimate goal is to clearly show the teams that pose the greatest threat to the target virtual object, helping players make quick decisions. This allows players to more intuitively understand which teams pose the greatest threat to the target virtual object, enabling them to prioritize those teams and improve decision-making efficiency.
[0111] In an optional implementation, in addition to adjusting the scene map display scale to show the marching line of the first target virtual team, the method also includes: displaying the attribute information of the first target virtual team, including at least one of the following: team combat power, remaining marching time, and general combination identifier. This allows players to more intuitively understand the specific situation of the enemy team, thereby making more reasonable strategic decisions.
[0112] Optional, such as Figure 3cAs shown, attribute information 311 can be displayed as a pop-up window at a designated location on the screen, such as the bottom of the screen. This allows players to quickly obtain detailed information about the army while viewing the marching line, improving information gathering efficiency. The displayed attribute information may include, but is not limited to, army combat power, remaining march time, and general combination indicators. This information helps players assess the enemy army's combat strength and marching speed, thus enabling them to better formulate countermeasures. For example, army combat power can be displayed as a numerical value, remaining march time as a countdown, and general combination indicators as general portraits or names. The combined display of this information provides a more comprehensive enemy situation analysis, helping players make more accurate judgments.
[0113] Optionally, attribute information can be displayed using different colors or icons to distinguish different information types. For example, team combat power can be represented in red, remaining march time in yellow, and general combination indicators in blue. This allows players to quickly identify different information types through color, improving readability and intuitiveness. Furthermore, the display of attribute information can be customized according to player preferences. For instance, players can choose which information to display, as well as its display location and format. This allows players to customize their viewing of enemy team attribute information according to their needs and habits, enhancing the user experience.
[0114] Optionally, the display of attribute information can be synchronized with the display of the marching lines in the team overview. For example, when a player selects an enemy team's icon, the system will automatically adjust the map display scale to show the team's marching lines and simultaneously display the team's attribute information at a designated location on the screen. This allows players to view both the marching lines and attribute information on the same interface, avoiding the hassle of frequently switching between screens. Furthermore, the display of attribute information can be dynamically updated. For instance, when an enemy team's combat power changes, the system will update the displayed combat power value in real time, ensuring the accuracy and timeliness of the information. This allows players to stay informed about the latest situation of enemy teams, improving the timeliness of information.
[0115] Optionally, the displayed attribute information can include a detailed analysis of the enemy team's combat strength. For example, the system can display detailed information such as the combat power, skill effects, and equipment status of each general in the enemy team. This allows players to gain a deeper understanding of the enemy team's composition and characteristics, enabling them to formulate more targeted countermeasures. Furthermore, the system can provide combat strength assessment reports for the enemy team, such as evaluating their overall combat power, strengths, and weaknesses. This allows players to gain a more comprehensive understanding of the enemy team's situation, improving the scientific nature and accuracy of strategic decision-making.
[0116] Optionally, the displayed attribute information can include predictions of the enemy's marching path. For example, the system can predict the enemy's marching path and arrival time based on their current position, marching speed, and target location. This allows players to prepare for interception or defense in advance, improving the efficiency of responding to enemy attacks. Furthermore, the system can provide suggestions on the enemy's marching path, such as recommending locations for setting up interception points or fortifications. This allows players to respond to enemy attacks more effectively, enhancing the game's strategic depth and enjoyment.
[0117] In an optional implementation, in response to the team identifier switching operation, a second target virtual team identifier is determined, and the scene map display scale is adjusted to display the team overview marching line corresponding to the second target virtual team. This allows users to quickly view the marching status of different teams by switching between different team identifiers, improving the efficiency of information acquisition.
[0118] Optionally, the team identifier switching operation can be performed by the user through finger swiping, tapping, or other touch operations to select different team identifiers. For example, a user can swipe their finger across the virtual team list to select different team identifiers, thereby switching to different target virtual teams. This allows users to quickly switch and view the marching status of different teams without having to repeatedly trigger the operation, improving the convenience and efficiency of the operation.
[0119] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the methods described above.
[0120] In one embodiment, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing the computer program, such as read-only memory, NAND flash memory, etc.
[0121] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.
[0122] Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).
[0123] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic radiation, and infrared radiation. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various exemplary embodiments of this disclosure, such as: an information processing method that provides a graphical user interface through a first terminal, the graphical user interface displaying a scene map and multiple virtual objects, the method including: in response to a trigger operation for a target virtual object among the multiple virtual objects, displaying the team identifiers of multiple virtual teams currently launching an expedition against the target virtual object; in response to a selection operation for a first target virtual team identifier among the multiple virtual team identifiers, adjusting the scene map display scale to display the team overview march line corresponding to the first target virtual team.
[0124] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as a computer program. The processor executes the executable instructions to perform the method steps of various exemplary embodiments of this disclosure. Furthermore, the electronic device may also include a display for displaying a graphical user interface.
[0125] The following is for reference. Figure 5 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 5 The electronic device 600 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[0126] like Figure 5 As shown, the electronic device 600 may include: a processor 610, a memory 620, a bus 630, an I / O (input / output) interface 640, a network adapter 650, and a display 660.
[0127] Memory 620 may include volatile memory, such as RAM 621 and cache unit 622, and may also include non-volatile memory, such as ROM 623. Memory 620 may also include one or more program modules 624, such program modules 624 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 624 may include the modules in the above-described device.
[0128] The processor 610 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0129] The processor 610 can be used to execute executable instructions stored in the memory 620 to perform the methods described above in this disclosure, such as the following method steps: an information processing method that provides a graphical user interface through a first terminal, the graphical user interface displaying a scene map and multiple virtual objects, the method comprising: responding to a trigger operation for a target virtual object among the multiple virtual objects, displaying the team identifiers of multiple virtual teams currently launching an expedition against the target virtual object; responding to a selection operation for a first target virtual team identifier among the multiple virtual team identifiers, adjusting the scene map display scale to display the team overview march line corresponding to the first target virtual team.
[0130] Bus 630 is used to connect different components of electronic device 600 and may include a data bus, an address bus and a control bus.
[0131] Electronic device 600 can communicate with one or more external devices 700 (such as keyboard, mouse, external controller, etc.) through I / O interface 640.
[0132] Electronic device 600 can communicate with one or more networks via network adapter 650. For example, network adapter 650 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 650 can communicate with other modules of electronic device 600 via bus 630.
[0133] Electronic device 600 can display a graphical user interface, such as virtual scenes or virtual characters, through display 660.
[0134] although Figure 5 Not shown, other hardware and / or software modules may also be configured in electronic device 600, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, and RAID (Redundant Arrays of...) Independent Disks (disk arrays), tape drives, and data backup storage systems, etc.
[0135] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or a combination of hardware and software implementations, which may be referred to as "circuit," "module," or "system," respectively.
[0136] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.
Claims
1. An information processing method, characterized in that, The method includes providing a graphical user interface (GUI) via a first terminal, the GUI displaying a scene map and multiple virtual objects, and the method comprising: In response to a trigger operation targeting a target virtual object among multiple virtual objects, the team identifiers of the multiple virtual teams currently launching an attack on the target virtual object are displayed; In response to the selection operation of the first target virtual team identifier among multiple virtual team identifiers, the scene map display scale is adjusted to display the team overview march line corresponding to the first target virtual team.
2. The method according to claim 1, characterized in that, The triggering operation includes: The first operation is triggered by a combination of the first operation and the second operation, wherein the first operation is a contact-holding operation on the target virtual object, and the second operation is a swipe operation initiated from the edge of the graphical user interface of the first terminal.
3. The method according to claim 2, characterized in that, The selection operation is sequential with the second operation, and the selection operation is a sliding operation from the edge of the graphical user interface of the first terminal to the first target virtual team icon.
4. The method according to claim 1, characterized in that, The adjustment of the scene map display scale to display the marching line of the first target virtual team includes: Calculate the display ratio parameter based on the distance between the first target virtual team and the target virtual object; Adjust the map zoom ratio according to the display ratio parameter so that the first target virtual team model and the target virtual object model are displayed completely at the same time.
5. The method according to any one of claims 1-3, characterized in that, The method further includes: The response path drawing operation generates a predicted marching path corresponding to the first target virtual team. Send a message containing the predicted marching route to the friendly game account.
6. The method according to claim 5, characterized in that, The generated predicted marching path includes: The first relative positional relationship between the starting point of the drawn trajectory and the current position of the first target virtual team is detected; Path markers with directional indications are generated based on the first relative positional relationship and the trajectory features of the drawn trajectory.
7. The method according to claim 5, characterized in that, The path drawing operation and the selection operation are sequential in operation, and the path drawing operation is a sliding operation initiated from the target team identifier.
8. The method according to claim 5, characterized in that, The prompt information also includes team information of the first target virtual team, which includes attribute information of the first target team and / or strategic instruction information.
9. The method according to claim 5, characterized in that, A graphical user interface is provided through a second terminal, which is the terminal corresponding to the friendly game account. The sent notification information includes: Generate a notification prompt control in the graphical user interface of the second terminal; In response to the trigger operation of the notification prompt control, the display scale of the scene map displayed in the image user interface of the second terminal is adjusted to match the display range of the inferred marching path.
10. The method according to claim 5, characterized in that, The method further includes: After generating the predicted marching path, the deviation between the actual movement path of the first target virtual team and the predicted marching path is detected. When the deviation value exceeds a preset threshold, the path marker data in the prompt message is updated.
11. The method according to claim 1, characterized in that, The display of team identifiers for multiple virtual teams currently launching an attack on the target virtual object includes: Display a list of virtual teams, which shows the team identifiers of multiple virtual teams that are currently launching an attack on the target virtual object.
12. The method according to claim 11, characterized in that, The method further includes: The multiple virtual team identifiers are sorted and displayed according to the team threat level, which includes a combination of team combat power threshold, general restraint relationship weight, and countdown of remaining march time.
13. The method according to claim 1, characterized in that, In addition to adjusting the scene map display scale to show the marching line of the first target virtual team, the method also includes: Display the attribute information of the first target virtual team, including at least one of the following: team combat power value, remaining march time, and general combination identifier.
14. The method according to claim 1, characterized in that, In response to the team identifier switching operation, the second target virtual team identifier is determined, and the scene map display scale is adjusted to display the team overview march line corresponding to the second target virtual team.
15. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method described in any one of claims 1-14.
16. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 14 by executing the executable instructions.