Game display control method, device, electronic device and medium

By automatically judging the difference in the attributes of virtual characters in the game and displaying the surrender prompt control, the problem of hostile virtual characters consuming resources in tactical competitive games is solved, and the effect of rapid surrender and resource saving is achieved, improving the game experience.

CN114247146BActive Publication Date: 2025-03-28NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202111629254.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-28
Publication Date
2025-03-28
Estimated Expiration
2041-12-28

AI Technical Summary

Technical Problem

In existing tactical competitive games, the battle between hostile virtual characters consumes a lot of server resources and terminal power, and the surrender mechanism has problems of waste of resources and impact on game experience.

Method used

It provides a game display control method, which automatically displays the surrender prompt control by judging whether the attribute difference between virtual characters meets the preset surrender conditions, and allows players to quickly initiate surrender requests through command operations, terminate the material ownership relationship, and stop attack interaction.

Benefits of technology

It saves the server's computing resources, simplifies the surrender process, reduces the player's time consumption, and improves the game experience, avoiding the risk of still attacking after the surrender is completed.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN114247146B_ABST
    Figure CN114247146B_ABST
Patent Text Reader

Abstract

The present application provides a display control method, device, electronic device and medium for a game, wherein the display control method comprises the following steps: in response to a first virtual character controlled by a first terminal and a second virtual character controlled by a second terminal satisfying a preset game interaction behavior, determining whether the attribute difference between the hostile first virtual character and the second virtual character satisfies a preset surrender condition; if so, displaying a surrender prompt control on the first terminal; in response to a first designated operation on the surrender prompt control, initiating a surrender request; in response to an acceptance instruction for the surrender request sent by the second terminal, releasing the ownership relationship between the first virtual character and the target virtual material currently owned by the first virtual character, and controlling the first virtual character and the second virtual character to stop attacking and interacting within a preset time, thereby saving computing resources when the second virtual character collects the virtual materials owned by the first virtual character.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present application relates to the technical field of electronic games, and in particular to a game display control method, device, electronic device and medium. Background Art

[0002] In existing tactical competitive games, there is usually a hostile relationship between the virtual characters corresponding to different users. Players can only collect the opponent's supplies by killing the hostile virtual characters. This process takes a long time and greatly consumes server resources and terminal power. Although some games provide a surrender mechanism, the game ends after the player initiates the surrender, and the server needs to re-match multiple players, which consumes a lot of resources and affects the game experience. Summary of the invention

[0003] In view of this, the purpose of the present application is to provide a game display control method, device, electronic device and medium, which can quickly release the ownership relationship between the first virtual character and the target material currently owned by it, thereby saving computing resources when the second virtual character collects the virtual materials owned by the first virtual character.

[0004] An embodiment of the present application provides a game display control method, the display control method comprising the following steps:

[0005] In response to a first virtual character controlled by a first terminal and a second virtual character controlled by a second terminal satisfying a preset game interaction behavior, determining whether a property difference between the first virtual character and the second virtual character satisfies a preset surrender condition; wherein the second virtual character and the first virtual character are in a hostile relationship;

[0006] If the conditions are met, displaying a surrender prompt control in the graphical user interface of the first terminal;

[0007] In response to a first designated operation on the surrender prompt control triggered on the first terminal, controlling the first terminal to initiate a surrender request to the second terminal;

[0008] In response to the acceptance instruction for the surrender request sent by the second terminal, the ownership relationship between the first virtual character and the target virtual material is released, and the first virtual character and the second virtual character are controlled to stop attacking and interacting within a preset time, wherein the target virtual material is the virtual material currently owned by the first virtual character.

[0009] In some embodiments, the preset game interaction behavior of the game display control method includes:

[0010] The second virtual character appears within a preset surrender distance of the first virtual character, or a virtual battle occurs between the first virtual character and the second virtual character.

[0011] In some embodiments, the method of controlling the first virtual character and the second virtual character to stop attacking each other in the game display control method includes:

[0012] The mapping relationship between the first virtual character identifier and the second virtual character identifier is deleted in a preset attack relationship table, wherein the preset attack relationship table is configured with mapping relationships between various virtual characters, and the mapping relationships between various virtual characters are used to indicate that attack interactions between corresponding virtual characters are allowed.

[0013] In some embodiments, the game display control method further includes: responding to a first operation instruction for controlling the first virtual character to attack the second virtual character, or responding to a second operation instruction for controlling the second virtual character to attack the first virtual character, determining whether the preset attack relationship table stores a mapping relationship between the first virtual character identifier and the second virtual character identifier;

[0014] If so, executing an attack interaction between the first virtual character and the second virtual character;

[0015] If not, the attack interaction between the first virtual character and the second virtual character is prohibited or not responded to.

[0016] In some embodiments, in the game display control method, not responding to the attack interaction between the first virtual character and the second virtual character includes:

[0017] The attack animation corresponding to the first operation instruction or the second operation instruction is displayed, and the calculation of the attack data corresponding to the first operation instruction or the second operation instruction is stopped.

[0018] In some embodiments, in the game display control method, displaying a surrender prompt control in a graphical user interface of the first terminal includes:

[0019] Displaying a first type of surrender prompt control in a graphical user interface of the first terminal, and displaying a surrender mark within a preset range of each second virtual character that meets a preset surrender condition;

[0020] Alternatively, a plurality of second-type surrender prompt controls are displayed in the graphical user interface of the first terminal, and each second-type surrender prompt control corresponds to a different second virtual character that meets the preset surrender condition.

[0021] In some embodiments, in the game display control method, before responding to the acceptance instruction sent by the second terminal for the surrender request, the display control method further includes:

[0022] In response to a selection operation of a second virtual character showing a surrender mark triggered on the first terminal, at least one second virtual character is selected;

[0023] In response to a first designated operation for the surrender prompt control triggered on the first terminal, controlling the first terminal to initiate a surrender request to the second terminal is specifically:

[0024] In response to a first designated operation for the first type of surrender prompt control triggered on the first terminal, the first terminal is controlled to initiate a surrender request to the second terminal controlling the selected second virtual character.

[0025] In some embodiments, in the game display control method, in response to a first designated operation for the surrender prompt control triggered on the first terminal, controlling the first terminal to initiate a surrender request to the second terminal is specifically:

[0026] In response to a first designated operation for a second type of surrender prompt control triggered on the first terminal, the first terminal is controlled to initiate a surrender request to a second terminal that controls a second virtual character corresponding to the second type of surrender prompt control.

[0027] In some embodiments, in the game display control method, the releasing of the ownership relationship between the first virtual character and the target virtual material includes:

[0028] Calculate the target materials of the first virtual character according to preset rules;

[0029] The target material in the equipment space of the first virtual character is cleared, the target material is displayed in the game scene, and a material interaction object for picking up the target material is provided.

[0030] In some embodiments, the preset surrender condition of the game display control method is: the attribute difference between the first virtual character and the second virtual character is greater than or equal to a preset attribute threshold, and the attribute value of the first virtual character is less than the attribute value of the second virtual character.

[0031] In some embodiments, in the game display control method, determining whether the attribute difference between the first virtual character and the second virtual character satisfies a preset surrender condition specifically includes:

[0032] Setting a preset surrender condition corresponding to each type of attribute of the first virtual character and the second virtual character;

[0033] Determining whether there is at least one type of attribute, the attribute difference between the first virtual character and the second virtual character of the attribute satisfies a preset surrender condition corresponding to the attribute;

[0034] If so, it is determined that the attribute difference between the first virtual character and the second virtual character meets a preset surrender condition.

[0035] In some embodiments, in the game display control method, after responding to the acceptance instruction for the surrender request sent by the second terminal, the display control method further includes:

[0036] A reward mark is marked for the second virtual character controlled by the second terminal, and when the number of the reward marks meets a preset condition, preset materials are distributed to the second virtual character.

[0037] In some embodiments, in the game display control method, after responding to a first designated operation for the surrender prompt control triggered on the first terminal and controlling the first terminal to initiate a surrender request to the second terminal, the display control method further includes:

[0038] displaying an accept surrender control in a graphical user interface of the second terminal;

[0039] In response to a second designated operation on the accept-surrender control, an acceptance instruction for the surrender request is generated.

[0040] In some embodiments, a display control device for a game is further provided, the display control device comprising:

[0041] A first response module, configured to respond to a first virtual character controlled by a first terminal and a second virtual character controlled by a second terminal satisfying a preset game interaction behavior, and to determine whether a property difference between the first virtual character and the second virtual character satisfies a preset surrender condition; wherein the second virtual character and the first virtual character are in a hostile relationship;

[0042] A first display module, configured to display a surrender prompt control in a graphical user interface of the first user when the attribute difference between the first virtual character and the second virtual character meets a preset surrender condition;

[0043] A second response module, configured to respond to a first designated operation on the surrender prompt control triggered on the first terminal, and control the first terminal to initiate a surrender request to the second terminal;

[0044] The third response module is used to respond to the acceptance instruction sent by the second terminal for the surrender request, release the ownership relationship between the first virtual character and the target virtual material, and control the first virtual character and the second virtual character to stop attacking and interacting within a preset time, wherein the target virtual material is the virtual material currently owned by the first virtual character.

[0045] In some embodiments, an electronic device is also provided, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to perform the steps of the game display control method.

[0046] In some embodiments, a computer-readable storage medium is also provided, wherein the computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the steps of the display control method of the display control method game.

[0047] In the display control method of the game described in the present application, for players whose purpose is to collect supplies, the first virtual character and the second virtual character with a hostile relationship do not need to attack each other for a period of time until the first virtual character dies. Both parties surrender quickly through the surrender display control, and the material ownership relationship between the first virtual character and the target virtual character is released, saving the computing resources of the server; compared with the "surrender" achieved by communicating with each other through the communication control of the game and reaching a consensus on the meaning, the present application automatically displays the surrender prompt control when the attribute difference between the first virtual character and the second virtual character meets the preset surrender condition, reducing the server resources and player time consumed in the process of communicating with each other through the communication control; for the player's game experience, in the present application, the first virtual character who initiates the surrender request stops the attack interaction with the second virtual character in advance to ensure the reliability and authority of the surrender, and avoids the two parties who are still playing the game in the game scene operating their respective virtual characters to attack each other after the surrender is completed. BRIEF DESCRIPTION OF THE DRAWINGS

[0048] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0049] Figure 1 A schematic diagram showing an implementation environment described in an embodiment of the present invention is shown;

[0050] Figure 2 A flowchart of a game display control method according to an embodiment of the present invention is shown;

[0051] Figure 3 A schematic diagram showing a graphical user interface of a first terminal according to an embodiment of the present invention is shown;

[0052] Figure 4 A schematic diagram showing another graphical user interface of a first terminal according to an embodiment of the present invention is shown;

[0053] Figure 5 A schematic diagram showing another graphical user interface of a first terminal according to an embodiment of the present invention is shown;

[0054] Figure 6 A schematic diagram showing another graphical user interface of a first terminal according to an embodiment of the present invention is shown;

[0055] Figure 7 A flow chart of a method for releasing the ownership relationship between the first virtual character and the target virtual material according to an embodiment of the present invention is shown;

[0056] Figure 8 A flowchart of a method for displaying the target material in a game scene and providing a material interaction object for picking up the target material according to an embodiment of the present invention is shown;

[0057] Fig. 9 A flowchart of another game display control method according to an embodiment of the present invention is shown;

[0058] Fig.10 A schematic diagram showing a graphical user interface of a second terminal according to an embodiment of the present invention is shown;

[0059] Fig.11 A schematic diagram showing the structure of a game display control device provided by an embodiment of the present invention is shown;

[0060] Fig.12 A schematic diagram showing the structure of another game display control device provided by an embodiment of the present invention is shown;

[0061] Fig.13 A schematic diagram showing the structure of a third response module in the game display control device provided by an embodiment of the present invention is shown;

[0062] Fig.14 A schematic diagram showing the structure of a first response module in the display control device provided in an embodiment of the present invention is shown;

[0063] Fig.15 A schematic diagram showing the structure of another game display control device provided by an embodiment of the present invention is shown;

[0064] Fig.16 A schematic diagram showing the structure of another game display control device provided by an embodiment of the present invention is shown;

[0065] Fig.17 A schematic diagram of the structure of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0066] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart under the guidance of the content of the present application, or remove one or more operations from the flowchart.

[0067] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0068] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.

[0069] At present, in existing tactical competitive games, there is usually a hostile relationship between the virtual characters corresponding to different users. Players can only collect the opponent's supplies and win points by killing the hostile virtual characters; this process usually includes the following process: the hostile virtual characters attack each other multiple times until the health of one side is reduced to zero and the other side wins; the losing side explodes virtual supplies for the winning side to pick up; the winning side picks up supplies and wins points. For the server, in this process, it is necessary to frequently respond to the attacks of both sides and calculate the attack data of both sides within a period of time until one side fails, and then perform calculations such as releasing virtual supplies, picking up virtual supplies, and counting points, which greatly consumes server resources and terminal power. And although some games provide a surrender mechanism, the player ends the game after initiating surrender, and the server needs to re-match multiple players, which still consumes server resources.

[0070] In addition, when the power gap between the two hostile parties is too large, for the weaker user, the user will usually still be killed after several mutual attacks, and the virtual character will die. For the user, the gaming experience is low, especially for the user whose virtual character is killed shortly after the battle royale game begins. The gaming experience is too low.

[0071] The following is an explanation of some terms in this application:

[0072] (1) Graphical User Interface: refers to the user interface of the game interface that is displayed in a graphical manner. It is convenient to operate through windows, menus, buttons, etc.

[0073] (2) A virtual character refers to a dynamic object that can be controlled by a user in a game interface. Optionally, the dynamic object may be a virtual person, a virtual animal, etc. Among them, the virtual person includes anime characters, game characters, etc. The virtual character is a character controlled by an operation instruction input by a player into a terminal device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual character is a virtual character that competes in a game interface. Optionally, the number of virtual characters in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the embodiments of the present application do not limit this. In a possible implementation, the user can control the virtual character to move in the virtual scene, for example, control the virtual character to run, jump, crawl, etc., can pick up supplies, and can also control the virtual character to use the skills and virtual props provided by the application to fight with other virtual characters.

[0074] (3) Game interface

[0075] The game interface refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface (User Interface) and a game screen for players to interact. In an optional embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, role indicators, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual characters such as game characters, NPC characters (Non-Player Characters), and AI (Artificial Intelligence) characters that execute game logic in the virtual scene.

[0076] (4) Game scenes

[0077] The game system can provide a virtual game scene that is displayed (or provided) when the application is running on a terminal device or server. Optionally, the game scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene of complete game logic of virtual characters such as user control.

[0078] Sometimes, in order to extend the game time and improve the gaming experience, users will surrender to hostile virtual characters to avoid being killed by them; sometimes, users will surrender to the enemy in order to quickly end the game and avoid wasting time in a game with a high probability of failure.

[0079] In the related technologies, there are mainly the following modes of surrender that can be directly and quickly initiated by users:

[0080] During a match or battle, you can click the "Initiate Surrender" button in the next level menu corresponding to the setting button through the setting button in the graphical user interface to initiate surrender; after initiating surrender, users on the game interface can perform a surrender vote, and when the number of people who agree to surrender reaches a preset number, the system determines that the party of the user who initiated the surrender has surrendered as a whole, the match or battle ends, and the user's game character dies.

[0081] In some games, you can initiate surrender by directly entering commands in the chat box; or press a shortcut key in the game, such as the Esc key, to call up a menu and display it in the graphical user interface, and then initiate surrender by touching the menu option in the menu. Similarly, after initiating surrender, users on the game interface can vote to surrender. When the number of people who agree to surrender reaches a preset number, the system determines that the party of the user who initiated the surrender has surrendered as a whole, the game or battle ends, and the user's game character dies.

[0082] It can be seen that in the related art, the surrender initiated by the user is the surrender in the battle between the two parties, which is the overall surrender of one party to the other party. The purpose of surrender is mainly to quickly end the game process.

[0083] If the user wants his or her virtual character to surrender to the hostile virtual character alone, he or she needs to initiate a dialogue with the user controlling the hostile virtual character through the communication control in the game. For example: First user: "I want to surrender and play for a while longer. Can you let me go?"; Second user: "Surrender? Then give me a prop and I won't attack you"; First user: "I can give you the prop, but you have to promise not to attack me"; Second user: "I will definitely not attack you"; The first user completes the prop transaction with the second user through the prop transaction control in the game.

[0084] It can be seen that in the related art, the surrender of a single virtual character to another single virtual character needs to be carried out through a communication control, the communication process is cumbersome, and the operation is not simple enough.

[0085] Based on this, an embodiment of the present invention provides a game display control method, device, electronic device and medium. The technology can be applied to devices such as terminal devices and servers that can realize human-computer interaction, and is particularly suitable for mobile games and online games. The terminal in this application can be a desktop computer, a laptop, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III, Dynamic Image Experts Compression Standard Audio Layer 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, Dynamic Image Experts Compression Standard Audio Layer 4) player, etc. An application that supports a virtual environment is installed and run in the terminal, such as an application that supports a three-dimensional virtual environment. The application can be any one of a virtual reality application, a three-dimensional map program, a military simulation program, a TPS game, an FPS game, and a MOBA game. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0086] To facilitate understanding of this embodiment, a game display control method disclosed in an embodiment of the present invention is first introduced in detail.

[0087] The display control method of a game in an embodiment described in the present application can be run on a terminal device, a server, or an interactive system including a terminal device and a server. The terminal device can be a local terminal device. When the display control method of the game is run on a server, the method can be implemented and executed based on a cloud interactive system.

[0088] In an optional embodiment, various cloud applications, such as cloud games, can be run under the interactive system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running body of the game program and the game screen presentation body are separated. The storage and operation of the display control method of the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the 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, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0089] In an optional 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 to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0090] In a possible implementation, an embodiment of the present invention provides a display control method for a game, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above. A graphical user interface is provided through the terminal device, and the graphical user interface includes at least a portion of a game scene, a first virtual character controlled by a first user, and a second virtual character controlled by a second user in the same game; as in the above embodiment, the user can control the actions of the virtual character, search and collect supplies, and attack hostile virtual characters.

[0091] See also Figure 1 A schematic diagram of an implementation environment shown. The implementation environment may include: a first terminal, a host, and a second terminal. The first terminal and the second terminal communicate with the server respectively to achieve data communication. In this embodiment, the first terminal and the second terminal are respectively installed with a client for executing the display control method in the game provided by the present application, and the host is a server for executing the display control method of the game provided by the present application. Through the client, the first terminal and the second terminal can communicate with the host respectively.

[0092] Taking the first terminal as an example, the first terminal establishes communication with the host by running the client. In an optional embodiment, the server establishes a game match according to the game request of the client. Among them, the parameters of the game match can be determined according to the parameters in the received game request, for example, the parameters of the game match may include the number of people participating in the game match, the level of the characters participating in the game match, etc. When the first terminal receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal. In an optional embodiment, the server determines a target game match for the client from multiple established game matches according to the game request of the client, and when the first terminal receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal. The first terminal is a device controlled by the first user, and the first virtual character displayed in the graphical user interface of the first terminal is the player character controlled by the first user. The first user inputs an operation instruction through the graphical user interface to control the first virtual character to perform a corresponding operation in the virtual scene.

[0093] Taking the second terminal as an example, the second terminal establishes communication with the host by running the client. In an optional embodiment, the server establishes a game match according to the game request of the client. Among them, the parameters of the game match can be determined according to the parameters in the received game request, for example, the parameters of the game match may include the number of people participating in the game match, the level of the characters participating in the game match, etc. When the second terminal receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the second terminal. In an optional embodiment, the server determines a target game match for the client from multiple established game matches according to the game request of the client, and when the second terminal receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the second terminal. The second terminal is a device controlled by the second user, and the second virtual character displayed in the graphical user interface of the second terminal is the player character controlled by the second user. The second user inputs an operation instruction through the graphical user interface to control the second virtual character to perform corresponding operations in the virtual scene.

[0094] The server performs data calculation based on the game data reported by the first terminal and the second terminal, and synchronizes the calculated game data to the first terminal and the second terminal, so that the first terminal and the second terminal control the rendering of corresponding virtual scenes and / or virtual characters in the graphical user interface according to the synchronization data sent by the server.

[0095] In this embodiment, the virtual character controlled by the first terminal and the virtual character controlled by the second terminal are virtual characters in the same game, wherein the virtual character controlled by the first terminal and the virtual character controlled by the second terminal may have the same character attributes or different character attributes.

[0096] It should be noted that the virtual characters in the current game may include two or more virtual characters, and different virtual characters may correspond to different terminal devices. That is to say, in the current game, there are more than two terminal devices that send and synchronize game data with the host respectively.

[0097] If the game is a first-person game, the content displayed by the graphical user interface may include virtual characters or may not include virtual characters (for example, the graphical user interface of a first-person game does not display the virtual character controlled by the player, and the graphical user interface does not display any virtual characters before the player encounters virtual characters controlled by other players); if the game is a third-person game, the content displayed by the graphical user interface at least includes the virtual character controlled by the player (the graphical user interface of a first-person game at least displays the virtual character controlled by the player), and may also include virtual characters controlled by other players.

[0098] Based on the above description, see Figure 2 The flowchart of a game display control method shown in FIG. 1 includes the following steps:

[0099] S201, in response to a first virtual character controlled by a first terminal and a second virtual character controlled by a second terminal satisfying a preset game interaction behavior, determining whether a property difference between the first virtual character and the second virtual character satisfies a preset surrender condition; wherein the second virtual character and the first virtual character are in a hostile relationship;

[0100] S202: If the conditions are met, displaying a surrender prompt control in a graphical user interface of the first terminal;

[0101] S203: In response to a first designated operation on the surrender prompt control triggered on the first terminal, control the first terminal to initiate a surrender request to the second terminal;

[0102] S204, responding to the acceptance instruction for the surrender request sent by the second terminal, releasing the ownership relationship between the first virtual character and the target virtual material, and controlling the first virtual character and the second virtual character to stop attacking and interacting within a preset time, wherein the target virtual material is the virtual material currently owned by the first virtual character.

[0103] In step S201, at least part of the game scene is displayed in the first terminal, and the first terminal can be a device with communication and interaction functions such as a mobile phone, a computer, a game console, etc. Correspondingly, the game in this embodiment can be a mobile phone game, a computer game, a console game, etc. The game in this embodiment is a multiplayer game, which can be a two-party battle game, a multi-party battle game, or a battle game in a battle royale mode.

[0104] In the embodiment of the present application, the preset game interaction behavior includes: the second virtual character appears within the preset surrender distance of the first virtual character, or the first virtual character and the second virtual character have a virtual battle.

[0105] The preset surrender distance of the second virtual character appears within the preset surrender distance of the first virtual character, and a default preset surrender distance can be pre-set by the server, that is, for the first virtual characters operated by different first terminals, the preset surrender distances are all the default preset surrender distances. The preset surrender distance can also be determined by responding to a distance setting operation for the first virtual character triggered on the first terminal.

[0106] Specifically, the distance setting operation for the first virtual character triggered on the first terminal can be performed by inputting distance data, for example, directly inputting 11m in the first user's graphical user interface; the preset surrender distance can also be set by touching a button in a distance setting menu, for example, calling up the distance setting menu in the settings through a shortcut key or a direct control instruction, and there are 3 buttons in the distance setting menu, namely 5m, 11m, and 20m. The first user clicks the 11m button to determine that the preset surrender distance is 11m.

[0107] The distance setting operation for the first virtual character triggered on the first terminal may be performed before the start of the game or during the game.

[0108] In some embodiments, when determining whether the attribute difference between the first virtual character and the second virtual character meets a preset surrender condition, the preset surrender condition is: the attribute difference between the first virtual character and the second virtual character is greater than or equal to a preset attribute threshold, and the attribute value of the first virtual character is less than the attribute value of the second virtual character.

[0109] In some embodiments, determining whether the attribute difference between the first virtual character and the second virtual character satisfies a preset surrender condition specifically includes:

[0110] Setting a preset surrender condition corresponding to each type of attribute of the first virtual character and the second virtual character;

[0111] Determining whether there is at least one type of attribute, the attribute difference between the first virtual character and the second virtual character of the attribute satisfies a preset surrender condition corresponding to the attribute;

[0112] If so, it is determined that the attribute difference between the first virtual character and the second virtual character meets a preset surrender condition.

[0113] The determination of whether the attribute difference between the first virtual character and the second virtual character satisfies the preset surrender condition is performed by the terminal, the server or the interactive system. Specifically, in order to reduce the amount of calculation of the execution subject, a priority ranking can be set for each type of attribute, and according to the priority order, it is determined one by one whether the attribute difference between the first virtual character and the second virtual character for a certain attribute satisfies the preset surrender condition corresponding to the attribute. If a certain attribute satisfies the preset surrender condition corresponding to the attribute, the determination is terminated to reduce the amount of calculation of the execution subject.

[0114] For example, in a certain game, the attributes include life, attack power, number of props, and economy; the priority order of the four attributes can be set to economy, attack power, number of props, and life; and the preset attribute threshold corresponding to each attribute is set, for example, the preset attribute threshold corresponding to the economy is 11, the preset attribute threshold corresponding to the attack power is 110, the preset attribute threshold corresponding to the number of props is 5, and the preset attribute threshold corresponding to the life is 50.

[0115] When determining whether the attribute difference between the first virtual character and the second virtual character satisfies the preset surrender condition, for the attribute at the first priority in the priority sorting, determining whether the attribute difference between the first virtual character and the second virtual character satisfies the preset condition corresponding to the attribute;

[0116] If the conditions are met, the step S202 is executed to display a surrender prompt control in the graphical user interface of the first terminal;

[0117] If not, it is determined whether the attribute difference between the first virtual character and the second virtual character satisfies the preset condition corresponding to the attribute according to the next attribute in the priority sorting.

[0118] According to the priority sorting, the judgment is performed on the attributes in sequence until it is determined that the attribute difference between the first virtual character and the second virtual character meets the preset surrender condition.

[0119] Specifically, the difference between the preset surrender conditions corresponding to each attribute lies in that the preset attribute thresholds in the preset surrender conditions are different.

[0120] In some embodiments, the priority order of the multiple types of attributes and the preset attribute threshold of each attribute can be preset by a server, or determined by a sorting operation and an attribute threshold setting operation triggered on the first terminal.

[0121] Specifically, the sorting operation can be performed by inputting sorting data, for example, inputting "economy, attack power, number of props, life" in the priority order setting box in the graphical user interface of the first device; the priority order can also be set through the sorting setting menu, for example, calling up the sorting setting menu in the settings by shortcut keys or direct control instructions, and the "economy, attack power, number of props, life" respectively corresponds to a button, and the four types of attributes can be sorted by dragging the four buttons to different positions. For example, from left to right, they are "economy, attack power, number of props, life", and the priority order of the multiple types of attributes is "economy, attack power, number of props, life".

[0122] The attribute threshold setting operation can be performed by inputting attribute threshold data, for example, directly inputting "11" in the economic setting box in the graphical user interface of the first terminal; the preset attribute threshold can also be set by means of buttons in the attribute threshold setting menu, for example, by calling up the economic threshold setting menu under the attribute threshold menu in the settings through shortcut keys or direct control instructions, and there are 3 buttons in the economic threshold setting menu, namely 5, 11, and 20. The first user clicks the 11 button to determine that the preset attribute threshold of the economy is 11.

[0123] When a plurality of second virtual characters are displayed in the game scene, the number of the second virtual characters that satisfy the preset game interaction behavior with the first virtual character may be one or more.

[0124] In the step S202, a surrender prompt control is displayed in the graphical user interface of the first user, and the surrender prompt control has multiple display modes.

[0125] In some embodiments, Figure 3 As shown, the surrender prompt control is displayed in the graphical user interface of the first terminal, wherein the surrender prompt control is located in a preset display area of ​​the graphical user interface.

[0126] Or, if Figure 4 As shown, the surrender prompt control is located within a preset range of the second virtual character controlled by the second terminal to indicate the corresponding relationship between the surrender prompt control and the second virtual character.

[0127] The preset range of the second virtual character specifically refers to that the distance between the surrender prompt control and the second virtual character is less than or equal to a display distance threshold.

[0128] The surrender prompt control may be spaced a certain distance from the second virtual character, for example, displayed above the head of the second virtual character, and moves along with the movement of the second virtual character.

[0129] The surrender prompt control may also be displayed on the second virtual character, such as on the torso or head of the second virtual character, and move with the movement of the second virtual character.

[0130] In the step S202, displaying a surrender prompt control in the graphical user interface of the first terminal includes:

[0131] Displaying a first type of surrender prompt control in a graphical user interface of the first terminal, and displaying a surrender mark within a preset range of each second virtual character that meets a preset surrender condition;

[0132] Alternatively, a plurality of second-type surrender prompt controls are displayed in the graphical user interface of the first terminal, and each second-type surrender prompt control corresponds to a different second virtual character that meets the preset surrender condition.

[0133] like Figure 5 As shown, the number of the first type of surrender prompt controls is one, and surrender marks are displayed at the multiple second virtual characters that meet the preset surrender conditions, so that the first user can distinguish the second virtual characters that meet the preset surrender conditions.

[0134] The surrender mark may move with the movement of the second virtual character. The surrender prompt control may be spaced a certain distance from the second virtual character, for example, displayed above the head of the second virtual character, and move with the movement of the second virtual character.

[0135] The surrender prompt control may also be displayed on the second virtual character, such as on the torso or head of the second virtual character, and move with the movement of the second virtual character.

[0136] Or, if Figure 6 As shown, there are multiple second-type surrender prompt controls, and each second-type surrender prompt control corresponds to a second virtual character that meets the preset surrender conditions, so that the first user can distinguish the second virtual character that meets the preset surrender conditions.

[0137] In the step S203, the first designated operation for the surrender prompt control triggered on the first terminal may be touching the surrender prompt control, clicking the surrender prompt control with a mouse, or inputting an operation instruction through a keyboard.

[0138] In the step S204, stopping the attack interaction includes prohibiting the first virtual character and the second virtual character from attacking each other, or not responding to the attack interaction between the first virtual character and the second virtual character.

[0139] In the embodiment of the present application, controlling the first virtual character and the second virtual character to stop attacking interaction includes:

[0140] The mapping relationship between the first virtual character identifier and the second virtual character identifier is deleted in a preset attack relationship table, wherein the preset attack relationship table is configured with mapping relationships between various virtual characters, and the mapping relationships between various virtual characters are used to indicate that attack interactions between corresponding virtual characters are allowed.

[0141] Specifically, the game display control method further includes: responding to a first operation instruction for controlling the first virtual character to attack the second virtual character, or responding to a second operation instruction for controlling the second virtual character to attack the first virtual character, determining whether the preset attack relationship table stores a mapping relationship between the first virtual character identifier and the second virtual character identifier;

[0142] If so, executing an attack interaction between the first virtual character and the second virtual character;

[0143] If not, the attack interaction between the first virtual character and the second virtual character is prohibited or not responded to.

[0144] The prohibition of attack interaction between the first virtual character and the second virtual character means that the first virtual character and the second virtual character cannot attack each other, and the non-response to attack interaction between the first virtual character and the second virtual character means that the first virtual character and the second virtual character can attack each other, but no attack effect is produced, and the attributes and status of the attacked virtual character do not change.

[0145] When the duration of prohibiting or not responding to the attack interaction between the first virtual character and the second virtual character reaches a preset time, the mapping relationship between the first virtual character identifier and the second virtual character identifier is re-established in the preset attack relationship table to allow the first virtual character identifier and the second virtual character identifier to re-perform the attack interaction.

[0146] In some preferred embodiments, the non-response to the attack interaction between the first virtual character and the second virtual character is achieved by suspending the calculation of the interaction data generated between the target virtual character and the hostile virtual character within a predetermined time, thereby reducing the amount of calculation of the execution subject for the first virtual character and the second virtual character within the predetermined time. Specifically, the non-response to the attack interaction between the first virtual character and the second virtual character includes: displaying the attack animation corresponding to the first operation instruction or the second operation instruction, and suspending the calculation of the attack data corresponding to the first operation instruction or the second operation instruction.

[0147] In some embodiments, the attack data is directly calculated as zero to invalidate the attack.

[0148] In some embodiments, the prohibition of attack interaction between the first virtual character and the second virtual character can be achieved by controlling the first virtual character to be unable to select the second virtual character when attacking, and controlling the second virtual character to be unable to select the first virtual character when attacking. The controlling of the first virtual character and the second virtual character to be unable to select each other is mainly aimed at weapons that require the selection of a target object, such as a zipline in a game.

[0149] In some embodiments, the prohibition of attack interaction between the first virtual character and the second virtual character can be achieved by controlling the first virtual character and the second virtual character to be unable to approach each other. Specifically, whether the distance between the first virtual character and the second virtual character reaches a safety distance threshold is calculated in real time; if so, the first virtual character and the second virtual character are controlled not to approach each other.

[0150] Exemplarily, when the distance between the first virtual character and the second virtual character reaches a safety distance threshold, in response to the second virtual character's movement operation toward the direction of the first virtual character, an animation of the second virtual character running or walking on the spot, or an animation of the virtual character being stationary, is displayed.

[0151] The display control method of the game described in the present application, for players whose purpose is to collect supplies, the first virtual character and the second virtual character with a hostile relationship do not need to attack each other for a period of time until the first virtual character dies. Both parties surrender quickly through the surrender display control, and the material ownership relationship between the first virtual character and the target virtual character is released, which reduces the server's calculation of the mutual attack between the two parties in this case and saves the server's computing resources; compared with the "surrender" achieved by communicating with each other through the communication control of the game and reaching a consensus, the present application automatically displays the surrender prompt control when the attribute difference between the first virtual character and the second virtual character meets the preset surrender condition, and a surrender request can be initiated or an acceptance command can be triggered through an instruction operation to achieve rapid surrender, simplifying the communication during the surrender process, and reducing the computing resources and player time for the communication process in the execution subjects such as the server, terminal equipment, and interactive system; for the game experience, in the present application, the first virtual character that initiates the surrender request stops the attack interaction with the second virtual character in advance to ensure the reliability and authority of the surrender, and avoids the two parties who are still playing the game in the game scene operating their respective virtual characters to attack each other after the surrender is completed.

[0152] It should be noted that this application initiates surrender for a single user, which can extend the user's game time and enhance the user's gaming experience. Especially in the battle royale mode game, this kind of surrender operation for a single player is more needed to increase the game time in a game.

[0153] When there are multiple second virtual characters that meet the preset surrender conditions, the first user controlling the first virtual character can select one or more second virtual characters to surrender only to the selected second virtual characters instead of surrendering to all second virtual characters that meet the preset surrender conditions.

[0154] For example, there are four second virtual characters that meet the preset surrender conditions near the first virtual character, but the first user believes that a certain second virtual character can be killed by an obstacle in the virtual scene of the game. At this time, the first user can select another three second virtual characters to surrender only to these three second virtual characters to reduce the threat of these three second virtual characters.

[0155] According to different display modes of the surrender prompt control when there are multiple second virtual characters that meet the preset surrender condition, there are also different implementation methods for the selection operation of selecting the second virtual character.

[0156] In some embodiments, in the game display control method, before responding to the acceptance instruction sent by the second terminal for the surrender request, the display control method further includes:

[0157] In response to a selection operation of a second virtual character showing a surrender mark triggered on the first terminal, at least one second virtual character is selected;

[0158] In response to a first designated operation for the surrender prompt control triggered on the first terminal, controlling the first terminal to initiate a surrender request to the second terminal is specifically:

[0159] In response to a first designated operation for the first type of surrender prompt control triggered on the first terminal, the first terminal is controlled to initiate a surrender request to the second terminal controlling the selected second virtual character.

[0160] The selection operation triggered on the first terminal for selecting the second virtual character displaying a surrender mark may be clicking on the second virtual character, or clicking on the surrender mark, or sliding and touching the second virtual character, or sliding and touching the surrender mark.

[0161] In some embodiments, in the game display control method, in response to a first designated operation for the surrender prompt control triggered on the first terminal, controlling the first terminal to initiate a surrender request to the second terminal is specifically:

[0162] In response to a first designated operation for a second type of surrender prompt control triggered on the first terminal, the first terminal is controlled to initiate a surrender request to a second terminal that controls a second virtual character corresponding to the second type of surrender prompt control.

[0163] That is, based on the one-to-one correspondence between the second type of surrender prompt control and the second virtual character, the first designated operation for the second type of surrender prompt control triggered on the first terminal is to select the second virtual character corresponding to the second type of surrender prompt control and surrender to the second virtual character.

[0164] When a surrender request for the selected second virtual character is triggered on the first terminal, the surrender mark or surrender prompt control corresponding to the unselected second virtual character is cancelled to avoid affecting the integrity of the game scene.

[0165] In some embodiments, Figure 7 As shown, in step S204, the releasing of the ownership relationship between the first virtual character and the target virtual material includes:

[0166] S2041, calculating the target materials of the first virtual character according to a preset rule;

[0167] S2042: Clear the target material in the equipment space of the first virtual character, display the target material in the game scene, and provide a material interaction object for picking up the target material.

[0168] For example, the equipment space may be a game backpack. The material interaction object may be a material box, and the second virtual character picks up the target material by triggering a picking operation on the material interaction object on the second terminal.

[0169] Preferably, the material interaction object is displayed within the picking range of the second virtual character, so that the second virtual character can conveniently pick up the target material through the material interaction object.

[0170] In some embodiments, the preset rule may be: randomly taking a preset number of supplies of the first virtual character as target supplies; or randomly taking a preset proportion of supplies of the first virtual character as target supplies; or taking all supplies of the first virtual character as target supplies.

[0171] After the material interaction object is displayed within the picking range of the second virtual character, if the second virtual character can automatically pick up the materials around it, it will automatically pick up the target material; if it cannot automatically pick up the materials around it, it will manually pick up the target material, or not pick up the target material.

[0172] Preferably, the game display control method displays the target material in the game scene and provides a material interaction object for picking up the target material, such as Figure 8 As shown, the display control method also includes:

[0173] S801, determining whether there is a first target material in the target material that can be equipped by the equipment space of the second virtual character;

[0174] S802: If so, equip the first target material in the equipment space of the second virtual character, display a second target material among the target materials except the first target material in the game scene, and provide a material interaction object for picking up the second target material.

[0175] The materials corresponding to the dropped materials and capable of being equipped in the equipment space of the second virtual character are directly equipped to the equipment space of the second virtual character. Compared with the drop-pickup process, this is equivalent to reducing a calculation process, reducing the amount of calculation of the execution subject, and being more convenient for the second user who controls the second virtual character, thereby increasing the possibility of the second user accepting surrender.

[0176] In some embodiments, after responding to the acceptance instruction for the surrender request sent by the second terminal, the display control method further includes:

[0177] A reward mark is marked for the second virtual character controlled by the second terminal. When the number of the reward marks meets a preset condition, preset materials are distributed to the second virtual character to increase the enthusiasm of the second virtual character to accept the surrender of the first virtual character.

[0178] The reward mark may be displayed in the graphical user interface of the first terminal or the second terminal, or may not be displayed in the graphical user interface of the first terminal or the second terminal.

[0179] In some embodiments, for the second terminal controlling the second virtual character, the display control method of the game, in response to the first designated operation for the surrender prompt control triggered on the first terminal, controls the first terminal to initiate a surrender request to the second terminal, such as Fig. 9 As shown, the display control method also includes:

[0180] S901, displaying a surrender acceptance control in a graphical user interface of the second terminal;

[0181] S902: In response to a second designated operation on the surrender acceptance control, generate an acceptance instruction for the surrender request.

[0182] In S901, the graphical user interface of the second terminal is as follows: Fig.10 shown.

[0183] The surrender accepting control displays the user information of the first user who controls the first virtual character and the result after receiving the surrender request to prompt the second user.

[0184] Corresponding to the above method embodiment, the embodiment of the present invention provides a display control device for a game, such as Fig.11 A schematic diagram of the structure of a display control device for a game is shown, wherein the display control device comprises:

[0185] The first response module 1101 is used to respond to a first virtual character controlled by the first terminal and a second virtual character controlled by the second terminal satisfying a preset game interaction behavior, and to determine whether the attribute difference between the first virtual character and the second virtual character satisfies a preset surrender condition; wherein the second virtual character and the first virtual character are in a hostile relationship;

[0186] A first display module 1102, configured to display a surrender prompt control in a graphical user interface of the first terminal when the attribute difference between the first virtual character and the second virtual character meets a preset surrender condition;

[0187] A second responding module 1103 is configured to respond to a first designated operation on the surrender prompt control triggered on the first terminal, and control the first terminal to initiate a surrender request to the second terminal;

[0188] The third response module 1104 is used to respond to the acceptance instruction sent by the second terminal for the surrender request, release the ownership relationship between the first virtual character and the target virtual material, and control the first virtual character and the second virtual character to stop attacking and interacting within a preset time, wherein the target virtual material is the virtual material currently owned by the first virtual character.

[0189] In the first response module 1101, the preset game interaction behavior includes: the second virtual character appears within a preset surrender distance of the first virtual character, or the first virtual character and the second virtual character have a virtual battle.

[0190] The preset surrender condition is: the attribute difference between the first virtual character and the second virtual character is greater than or equal to a preset attribute threshold, and the attribute value of the first virtual character is less than the attribute value of the second virtual character.

[0191] The display control device of the game described in the present application, for players whose purpose is to collect supplies, does not require the first virtual character and the second virtual character, which are in a hostile relationship, to attack each other within a period of time until the first virtual character dies. Both parties surrender quickly through the surrender display control, and the material ownership relationship between the first virtual character and the target virtual character is released, saving the computing resources of the server; compared with the "surrender" achieved by communicating with each other through the communication control of the game and reaching a consensus, the present application automatically displays the surrender prompt control when the attribute difference between the first virtual character and the second virtual character meets the preset surrender condition, and a surrender request can be initiated or an acceptance command can be triggered through command operation to achieve rapid surrender, simplifying the communication during the surrender process, and reducing the computing resources and player time for the communication process in the execution subjects such as the server, terminal equipment, and interactive system; for the game experience, in the present application, the first virtual character that initiates the surrender request stops the attack interaction with the second virtual character in advance to ensure the reliability and authority of the surrender, and avoids the two parties who are still playing the game in the game scene operating their respective virtual characters to attack each other after the surrender is completed, thereby improving the game experience. In the embodiment of the present application, the third response module 1104 in the display control device of the game specifically includes:

[0192] A deletion module is used to delete the mapping relationship between the first virtual character identifier and the second virtual character identifier in a preset attack relationship table, wherein the preset attack relationship table is configured with mapping relationships between various virtual characters, and the mapping relationships between various virtual characters are used to indicate that attack interactions are allowed between corresponding virtual characters.

[0193] In the embodiment of the present application, the game display control device further includes:

[0194] a fourth response module, configured to respond to a first operation instruction for controlling the first virtual character to attack the second virtual character, or respond to a second operation instruction for controlling the second virtual character to attack the first virtual character, and determine whether the preset attack relationship table stores a mapping relationship between the first virtual character identifier and the second virtual character identifier;

[0195] an attack interaction execution module, configured to execute an attack interaction between the first virtual character and the second virtual character when the fourth response module determines that the preset attack relationship table stores a mapping relationship between the first virtual character identifier and the second virtual character identifier;

[0196] The attack interaction stopping module is used to prohibit or not respond to the attack interaction between the first virtual character and the second virtual character when the fourth response module determines that the preset attack relationship table does not store the mapping relationship between the first virtual character identifier and the second virtual character identifier.

[0197] In the embodiment of the present application, the stop attack interaction module is specifically used to: when not responding to the attack interaction between the first virtual character and the second virtual character, display the attack animation corresponding to the first operation instruction or the second operation instruction, and stop calculating the attack data corresponding to the first operation instruction or the second operation instruction;

[0198] In the embodiment of the present application, the first display module 1102 is specifically used to: display a first type of surrender prompt control in the graphical user interface of the first terminal, and display a surrender mark in a preset range of each second virtual character that meets the preset surrender condition;

[0199] Alternatively, a plurality of second-type surrender prompt controls are displayed in the graphical user interface of the first terminal, and each second-type surrender prompt control corresponds to a different second virtual character that meets the preset surrender condition.

[0200] In the embodiment of the present application, when the first display module 1102 is specifically used to display a first type of surrender prompt control in the graphical user interface of the first terminal, and to display a surrender mark in a preset range of each second virtual character that meets the preset surrender condition, the embodiment of the present application provides the following Fig.12 Another game display control device shown, the display control device also includes:

[0201] The selection module 1104 is configured to respond to a selection operation on a second virtual character displaying a surrender mark triggered on the first terminal, so as to select at least one second virtual character.

[0202] At this time, the second response module 1103 is specifically used to respond to the touch operation on the surrender prompt control, respond to the first specified operation on the first type of surrender prompt control triggered on the first terminal, and control the first terminal to initiate a surrender request to the second terminal controlling the selected second virtual character.

[0203] In the embodiment of the present application, when the first display module 1102 is specifically used to display multiple second-type surrender prompt controls in the graphical user interface of the first terminal, and each second-type surrender prompt control corresponds to a different second virtual character that meets the preset surrender condition, the second response module 1103 is specifically used to respond to the first specified operation for the second-type surrender prompt control triggered on the first terminal, and control the first terminal to initiate a surrender request to the second terminal that controls the second virtual character corresponding to the second-type surrender prompt control. Fig.13 The third response module 1104 in the display control device of the game shown in the figure specifically includes:

[0204] Calculation module 11041, used to calculate the target materials of the first virtual character according to a preset rule;

[0205] The clearing module 11042 is used to clear the target material in the equipment space of the first virtual character, display the target material in the game scene, and provide a material interaction object for picking up the target material.

[0206] like Fig.14 Another game display control device is shown. In some embodiments, the first response module 1101 in the display control device includes:

[0207] A setting module 11011, used to set a preset surrender condition corresponding to each type of attribute of the first virtual character and the second virtual character;

[0208] A judgment module 11012 is configured to judge whether there is at least one type of attribute, and the attribute difference between the first virtual character and the second virtual character satisfies a preset surrender condition corresponding to the attribute;

[0209] The determination module 11013 is used to determine that the attribute difference between the first virtual character and the second virtual character meets the preset surrender condition when there is at least one type of attribute and the attribute difference between the first virtual character and the second virtual character meets the preset surrender condition corresponding to the attribute.

[0210] like Fig.15 Another game display control device is shown, in some embodiments, the display control device further includes:

[0211] The marking module 1105 is used to mark a reward mark for the second virtual character controlled by the second terminal after responding to the acceptance instruction sent by the second terminal for the surrender request, and when the number of the reward marks meets the preset conditions, the preset supplies are distributed to the second virtual character.

[0212] like Fig.16Another game display control device is shown, in some embodiments, the display control device further includes:

[0213] A second display module 1106 is configured to display a surrender acceptance control in a graphical user interface of the second terminal after controlling the first terminal to initiate a surrender request to the second terminal in response to a first designated operation for the surrender prompt control triggered on the first terminal;

[0214] The generating module 1107 is used to generate the acceptance instruction for the surrender request in response to the second designated operation for the accept surrender control.

[0215] The embodiment of the present invention also provides an electronic device, an electronic device for running the display control method of the above game; see Fig.17 The structural diagram of the electronic device includes a processor 101 and a memory 100, wherein the memory 100 stores computer executable instructions that can be executed by the processor 101, and the processor 101 executes the computer executable instructions to implement the steps of the game display control method.

[0216] Further, Fig.17 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .

[0217] The memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0218] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 101. The above processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and completes the steps of the method of the above embodiment in combination with its hardware.

[0219] An embodiment of the present application also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the steps of the game display control method. The specific implementation can be found in the method embodiment, which will not be repeated here.

[0220] Those skilled in the art can clearly understand that, for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the method embodiment, and will not be repeated in this application. In the several embodiments provided in this application, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the modules is only a logical function division. There may be other division methods in actual implementation. For example, multiple modules or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or modules, which can be electrical, mechanical or other forms.

[0221] The modules described as separate components may or may not be physically separated, and the components shown as modules may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0222] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0223] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a platform server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as USB flash drives, mobile hard drives, ROM, RAM, magnetic disks, or optical disks.

[0224] The above are only specific implementations of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims

1. A game display control method, characterized in that: The display control method comprises the following steps: In response to a first virtual character controlled by a first terminal and a second virtual character controlled by a second terminal satisfying a preset game interaction behavior, determining whether an attribute difference between the first virtual character and the second virtual character satisfies a preset surrender condition; wherein the second virtual character and the first virtual character are in a hostile relationship; the preset game interaction behavior includes: the second virtual character appears within a preset surrender distance of the first virtual character, or the first virtual character and the second virtual character engage in a virtual battle; the preset surrender condition is: the attribute difference between the first virtual character and the second virtual character is greater than or equal to a preset attribute threshold, and the attribute value of the first virtual character is less than the attribute value of the second virtual character; If the conditions are met, displaying a surrender prompt control in the graphical user interface of the first terminal; In response to a first designated operation on the surrender prompt control triggered on the first terminal, controlling the first terminal to initiate a surrender request to the second terminal; In response to the acceptance instruction for the surrender request sent by the second terminal, the ownership relationship between the first virtual character and the target virtual material is cancelled, and the first virtual character and the second virtual character are controlled to stop attacking and interacting within a preset time, wherein the target virtual material is the virtual material currently owned by the first virtual character; The stopping of the attack interaction includes prohibiting the first virtual character and the second virtual character from attacking each other, or not responding to the attack interaction between the first virtual character and the second virtual character.

2. The game display control method according to claim 1, characterized in that: The controlling the first virtual character and the second virtual character to stop attacking interaction includes: The mapping relationship between the first virtual character identifier and the second virtual character identifier is deleted in a preset attack relationship table, wherein the preset attack relationship table is configured with mapping relationships between various virtual characters, and the mapping relationships between various virtual characters are used to indicate that attack interactions between corresponding virtual characters are allowed.

3. The game display control method according to claim 2, characterized in that: The method further includes: in response to a first operation instruction for controlling the first virtual character to attack the second virtual character, or in response to a second operation instruction for controlling the second virtual character to attack the first virtual character, determining whether the preset attack relationship table stores a mapping relationship between the first virtual character identifier and the second virtual character identifier; If so, executing an attack interaction between the first virtual character and the second virtual character; If not, the attack interaction between the first virtual character and the second virtual character is prohibited or not responded to.

4. The game display control method according to claim 3, characterized in that: The not responding to the attack interaction between the first virtual character and the second virtual character comprises: The attack animation corresponding to the first operation instruction or the second operation instruction is displayed, and the calculation of the attack data corresponding to the first operation instruction or the second operation instruction is stopped.

5. The game display control method according to claim 1, characterized in that: The displaying of the surrender prompt control in the graphical user interface of the first terminal includes: Displaying a first type of surrender prompt control in a graphical user interface of the first terminal, and displaying a surrender mark within a preset range of each second virtual character that meets a preset surrender condition; Alternatively, a plurality of second-type surrender prompt controls are displayed in the graphical user interface of the first terminal, and each second-type surrender prompt control corresponds to a different second virtual character that meets the preset surrender condition.

6. The game display control method according to claim 5, characterized in that: Before responding to the acceptance instruction sent by the second terminal for the surrender request, the display control method further includes: In response to a selection operation of a second virtual character showing a surrender mark triggered on the first terminal, at least one second virtual character is selected; In response to a first designated operation for the surrender prompt control triggered on the first terminal, controlling the first terminal to initiate a surrender request to the second terminal is specifically: In response to a first designated operation for the first type of surrender prompt control triggered on the first terminal, the first terminal is controlled to initiate a surrender request to the second terminal controlling the selected second virtual character.

7. The game display control method according to claim 1, characterized in that: In response to a first designated operation for the surrender prompt control triggered on the first terminal, controlling the first terminal to initiate a surrender request to the second terminal is specifically: In response to a first designated operation for a second type of surrender prompt control triggered on the first terminal, the first terminal is controlled to initiate a surrender request to a second terminal that controls a second virtual character corresponding to the second type of surrender prompt control.

8. The game display control method according to claim 1, characterized in that: The releasing of the ownership relationship between the first virtual character and the target virtual material includes: Calculate the target materials of the first virtual character according to preset rules; The target material in the equipment space of the first virtual character is cleared, the target material is displayed in the game scene, and a material interaction object for picking up the target material is provided.

9. The game display control method according to claim 1, characterized in that: Determining whether the attribute difference between the first virtual character and the second virtual character satisfies a preset surrender condition specifically includes: Setting a preset surrender condition corresponding to each type of attribute of the first virtual character and the second virtual character; Determining whether there is at least one type of attribute, the attribute difference between the first virtual character and the second virtual character of the attribute satisfies a preset surrender condition corresponding to the attribute; If so, it is determined that the attribute difference between the first virtual character and the second virtual character meets a preset surrender condition.

10. The game display control method according to claim 1, characterized in that: After responding to the acceptance instruction for the surrender request sent by the second terminal, the display control method further includes: A reward mark is marked for the second virtual character controlled by the second terminal, and when the number of the reward marks meets a preset condition, preset materials are distributed to the second virtual character.

11. The game display control method according to claim 1, characterized in that In response to a first designated operation for the surrender prompt control triggered on the first terminal, after controlling the first terminal to initiate a surrender request to the second terminal, the display control method further includes: displaying an accept surrender control in a graphical user interface of the second terminal; In response to a second designated operation on the accept-surrender control, an acceptance instruction for the surrender request is generated.

12. A display control device for a game, characterized in that: The display control device comprises: A first response module is used to respond to a first virtual character controlled by a first terminal and a second virtual character controlled by a second terminal satisfying a preset game interaction behavior, and to determine whether an attribute difference between the first virtual character and the second virtual character satisfies a preset surrender condition; wherein the second virtual character and the first virtual character are in a hostile relationship; the preset game interaction behavior includes: the second virtual character appears within a preset surrender distance of the first virtual character, or the first virtual character and the second virtual character have a virtual battle; the preset surrender condition is: the attribute difference between the first virtual character and the second virtual character is greater than or equal to a preset attribute threshold, and the attribute value of the first virtual character is less than the attribute value of the second virtual character; A first display module, configured to display a surrender prompt control in a graphical user interface of the first user when the attribute difference between the first virtual character and the second virtual character meets a preset surrender condition; A second response module, configured to respond to a first designated operation on the surrender prompt control triggered on the first terminal, and control the first terminal to initiate a surrender request to the second terminal; a third response module, configured to respond to the acceptance instruction for the surrender request sent by the second terminal, release the ownership relationship between the first virtual character and the target virtual material, and control the first virtual character and the second virtual character to stop attacking and interacting within a preset time, wherein the target virtual material is the virtual material currently owned by the first virtual character; The stopping of the attack interaction includes prohibiting the first virtual character and the second virtual character from attacking each other, or not responding to the attack interaction between the first virtual character and the second virtual character.

13. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the steps of the game display control method according to any one of claims 1-11.

14. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the steps of the game display control method described in any one of claims 1-11.

Citation Information

Patent Citations

  • Picture display method and device, equipment and storage medium

    CN112221135A

  • Method and apparatus for gaming machines with a quasi-competition play bonus feature

    US20030114218A1