Information display method and device in game, storage medium and electronic equipment
Patent Information
- Application Number
- CN202310848805.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-07-11
- Publication Date
- 2026-10-09
- Estimated Expiration
- 2043-07-11
AI Technical Summary
[0004]本公开的目的在于提供一种游戏中的信息显示方法、游戏中的信息显示装置、计算机可读存储介质以及电子设备,进而至少在一定程度上克服由于相关技术的限制和缺陷而导致的无法了解据点的当前状态的问题
[0009] This disclosure provides a method for displaying information in a game. On one hand, it involves determining a target virtual stronghold and obtaining the current virtual character within that stronghold; then, based on the current virtual character, determining the current stronghold status of the target virtual stronghold; finally, determining the stronghold display method based on the current stronghold status, and displaying the target virtual stronghold based on that stronghold display method. Since the current stronghold status can be determined based on the current virtual character within the target virtual stronghold, and thus the stronghold display method can be determined and displayed based on that stronghold display method, the problem in the prior art where the stronghold's current status cannot be understood due to incomplete information display can be solved. On the other hand, since the information can be determined based on the current virtual character within the target virtual stronghold, the method can solve the problem of incomplete information display in the prior art, thus preventing the understanding of the stronghold's current status. The system determines the current status of the target virtual stronghold based on the current virtual character within the target virtual stronghold, then determines the stronghold display method and displays the target virtual stronghold according to this method. This allows players to directly understand the current status of the target virtual stronghold based on the display method, and then configure corresponding stronghold capture strategies based on this status, thereby improving the user's gaming experience. Furthermore, since players can intuitively configure corresponding stronghold capture strategies based on the current status of the target virtual stronghold without needing to interact to view the current status, the response frequency of hardware devices (terminal devices) can be reduced, thereby saving the computing resources of the terminal devices.
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Figure CN116850582B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and more specifically, to a method for displaying information in a game, a device for displaying information in a game, a computer-readable storage medium, and an electronic device. Background Technology
[0002] Existing information display methods show information such as the name of the stronghold, the progress of its capture, and the party that controls it. However, this method has the following drawbacks: the information displayed about the stronghold is incomplete, and it is impossible to know the current status of the stronghold.
[0003] It should be noted that the information in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0004] The purpose of this disclosure is to provide a method for displaying information in a game, a device for displaying information in a game, a computer-readable storage medium, and an electronic device, thereby overcoming, at least to some extent, the problem of not being able to know the current status of a base due to limitations and defects in related technologies.
[0005] According to one aspect of this disclosure, a method for displaying information in a game is provided, wherein a graphical user interface is provided through a terminal device, the graphical user interface displaying a game scene, the game scene including one or more virtual strongholds, and the method for displaying information in the game includes: Identify a target virtual stronghold and obtain the current virtual character located in the target virtual stronghold; wherein, the target virtual stronghold represents a designated area in the virtual scene that the current virtual character in the game wishes to occupy; Based on the current virtual character, determine the current status of the target virtual stronghold; The display method of the target virtual base is determined based on the current base status, and the target virtual base is displayed based on the display method.
[0006] According to one aspect of this disclosure, a game information display device is provided, which provides a graphical user interface via a terminal device. The graphical user interface displays a game scene, which includes one or more virtual strongholds. The game information display device includes: The current virtual character acquisition module is used to determine the target virtual stronghold and acquire the current virtual character in the target virtual stronghold; wherein, the target virtual stronghold represents a designated area in the virtual scene that the current virtual character in the game wants to occupy; The current stronghold status determination module is used to determine the current stronghold status of the target virtual stronghold based on the current virtual character. The first target virtual stronghold display module is used to determine the stronghold display mode of the target virtual stronghold according to the current stronghold status, and to display the target virtual stronghold based on the stronghold display mode.
[0007] According to one aspect of this disclosure, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the information display method in a game as described in any of the preceding claims.
[0008] According to one aspect of this disclosure, an electronic device is provided, comprising: Processor; and Memory for storing the executable instructions of the processor; The processor is configured to execute any of the above-described information display methods in the game by executing the executable instructions.
[0009] This disclosure provides a method for displaying information in a game. On one hand, it involves determining a target virtual stronghold and obtaining the current virtual character within that stronghold; then, based on the current virtual character, determining the current stronghold status of the target virtual stronghold; finally, determining the stronghold display method based on the current stronghold status, and displaying the target virtual stronghold based on that stronghold display method. Since the current stronghold status can be determined based on the current virtual character within the target virtual stronghold, and thus the stronghold display method can be determined and displayed based on that stronghold display method, the problem in the prior art where the stronghold's current status cannot be understood due to incomplete information display can be solved. On the other hand, since the information can be determined based on the current virtual character within the target virtual stronghold, the method can solve the problem of incomplete information display in the prior art, thus preventing the understanding of the stronghold's current status. The system determines the current status of the target virtual stronghold based on the current virtual character within the target virtual stronghold, then determines the stronghold display method and displays the target virtual stronghold according to this method. This allows players to directly understand the current status of the target virtual stronghold based on the display method, and then configure corresponding stronghold capture strategies based on this status, thereby improving the user's gaming experience. Furthermore, since players can intuitively configure corresponding stronghold capture strategies based on the current status of the target virtual stronghold without needing to interact to view the current status, the response frequency of hardware devices (terminal devices) can be reduced, thereby saving the computing resources of the terminal devices.
[0010] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0011] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0012] Figure 1 This diagram illustrates an example of a base display in a game.
[0013] Figure 2 This illustration shows an example of a stronghold display in another game.
[0014] Figure 3 The flowchart illustrates an information display method in a game according to an example embodiment of the present disclosure.
[0015] Figure 4 The diagram schematically illustrates an interface of a game scene according to an example embodiment of the present disclosure.
[0016] Figure 5 The illustration shows an example scenario of a target virtual stronghold being occupied according to an example embodiment of the present disclosure.
[0017] Figure 6 This diagram schematically illustrates a scenario example of the capture progress of a target virtual stronghold according to an exemplary embodiment of the present disclosure.
[0018] Figure 7 The illustration schematically depicts a scenario of contesting a target virtual stronghold according to an example embodiment of the present disclosure.
[0019] Figure 8 This illustration schematically depicts an example diagram of a target virtual stronghold in a stronghold capture state according to an example embodiment of the present disclosure.
[0020] Figure 9 This illustration schematically depicts an example diagram of a target virtual stronghold in a stronghold occupation state according to an example embodiment of the present disclosure.
[0021] Figure 10 This diagram schematically illustrates an example of a target virtual stronghold in a stronghold-consolidated state according to an example embodiment of the present disclosure.
[0022] Figure 11 This illustration schematically depicts an example diagram of a target virtual stronghold in a state of stronghold struggle according to an example embodiment of this disclosure.
[0023] Figure 12This diagram illustrates an example of a display result obtained by displaying a target virtual base according to an example embodiment of the present disclosure based on a base display method.
[0024] Figure 13 The flowchart illustrates a method for displaying strongholds on a minimap within a battleground, according to an exemplary embodiment of this disclosure.
[0025] Figure 14 The illustration schematically shows an example display of a target battle thumbnail map according to an exemplary embodiment of the present disclosure.
[0026] Figure 15 This diagram schematically illustrates an example display of a target battle deployment map according to an exemplary embodiment of the present disclosure.
[0027] Figure 16 The schematic diagram illustrates a method for reviving a deceased character according to an exemplary embodiment of the present disclosure.
[0028] Figure 17 An example diagram schematically illustrates a resurrection display interface according to an exemplary embodiment of the present disclosure.
[0029] Figure 18 This schematically illustrates a cross-sectional view showing the classification results of a surviving virtual character according to an example embodiment of the present disclosure.
[0030] Figure 19 This schematically illustrates a block diagram of an information display device in a game according to an exemplary embodiment of the present disclosure.
[0031] Figure 20 An electronic device for implementing the above-described method for displaying information in a game, according to an example embodiment of this disclosure, is illustrated schematically. Detailed Implementation
[0032] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of the specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.
[0033] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.
[0034] Domination is a game mode where players gain points, buffs, and other advantages by capturing and seizing control of points to achieve victory objectives. These objectives can include holding a point for N minutes, gaining N points, or capturing N points. While some games include a resurrection mechanism after player death, current games with dominant gameplay features relatively few instances combining dominant gameplay with a resurrection mechanism.
[0035] Meanwhile, regarding current technology outposts, there are two implementation methods: The first implementation method is as follows: (refer to...) Figure 1 As shown, taking a certain mobile game as an example, its stronghold display interface can be as follows: Figure 1 The diagram shows stronghold 1, stronghold 2, and stronghold 3. Taking stronghold 2 as an example, it displays information such as stronghold name, stronghold capture progress, and stronghold occupying party. The second implementation method is as follows: (Refer to...) Figure 2 As shown, taking another mobile game as an example, its stronghold display interface can be as follows: Figure 2 The image shows strongholds 4, 5, and 6. Taking stronghold 5 as an example, it zooms in on the player's stronghold and displays information such as the stronghold name, the progress of the stronghold capture, and the stronghold occupier.
[0036] However, the above solution has the following drawbacks: On the one hand, due to the lack of information displayed at strongholds (i.e., incomplete information display), players cannot intuitively understand the detailed status of strongholds and make decisions. For example, most strongholds currently only display the stronghold name, stronghold progress, stronghold occupying party, and the player's stronghold information. Players cannot quickly understand the specific combat status within the stronghold, including the number of friendly and enemy personnel within the stronghold, the current combat status of the stronghold, and other information, and therefore cannot configure corresponding attack strategies based on the specific combat status. On the other hand, in the current solution for the integration of stronghold battles and resurrection mechanisms, players cannot obtain real-time information on strongholds, tanks, etc. in the resurrection interface, resulting in poor data interoperability and making it difficult for players to make a resurrection decision.
[0037] Based on this, this exemplary embodiment first provides a method for information interaction in a game, which can run on a terminal device, server, server cluster, or cloud server, etc. Of course, those skilled in the art can also run the method disclosed herein on other platforms as needed, and this exemplary embodiment does not impose any special limitations on this. The terminal device can be a local terminal device. When the method for information interaction in a game runs on a server, it can be a cloud game.
[0038] In one optional implementation, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program and the game screen are separate entities. The storage and execution of information interaction methods within the game are completed on the cloud gaming server. The terminal device is used for data reception, transmission, and game screen display. For example, the terminal device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device processing game data is the cloud gaming server in the cloud. During gameplay, the target player's terminal device sends operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the terminal device via the network, and finally, the terminal device decodes and outputs the game screen.
[0039] In an optional implementation, the terminal device can be a local terminal device. The terminal device is an electronic device with touch functionality, such as a smartphone. The local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal device's display screen or providing it to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to display the GUI, which includes a portion of the virtual game space. The processor is used to run the game, generate the GUI, and control the display of the GUI on the display screen. The content displayed in the GUI includes game screens, which can be game screens of a portion of the virtual game scene. The terminal device can respond to touch operations applied to the operating area of the GUI, controlling the player-controlled character to perform virtual actions in the virtual game scene, such as moving within the virtual game scene or releasing skills. The virtual game scene can include any one or more of the following game elements: terrain, rocks, flowers, rivers, buildings, virtual objects, game items, etc.
[0040] Generally, virtual game scenes are equipped with virtual cameras, and the game screen displayed on the graphical user interface is a portion of the virtual game scene captured by the virtual camera. For example, in a first-person game, the virtual camera can be positioned above the player-controlled character's head (e.g., at eye level). The virtual camera moves with the player-controlled character, and its orientation follows the rotation of the player-controlled character's head. Therefore, the game screen displayed on the graphical user interface is a portion of the virtual game scene within a preset area in front of the player-controlled character. Similarly, in a third-person game, the virtual camera can be positioned directly above or slightly above and behind the player-controlled character. Therefore, the game screen displayed on the graphical user interface includes a portion of the virtual game scene, including the player-controlled character. If an account associated with the player-controlled game character is logged into the terminal device, then the player-controlled game character is controlled by the terminal device.
[0041] The games involved in the exemplary embodiments of this disclosure may include same-fighting and opposite-fighting factions. Each faction may include one or more virtual characters. The virtual character on the same side and / or the first opposing virtual character in the same faction is in a competitive relationship with the second opposing virtual character in the opposite faction. Virtual characters may have preset health points. Virtual characters may be player-controlled or player-independent. Player-controlled characters are created when the player sends control commands to the character via a terminal device, and the character performs corresponding actions according to these commands. Player-independent characters are created by training artificial intelligence (AI) in the virtual environment or by using non-player characters (NPCs) in the virtual scene. During gameplay, the terminal device or server generates control commands for the player-independent characters based on changes in the virtual game scene, causing the player-independent characters to perform corresponding actions.
[0042] Furthermore, the information display method in the game described in the exemplary embodiments of this disclosure can be applied to any game that includes a GVG (Group vs Group) mode; wherein the game may include any of the following: virtual reality applications, 3D map applications, military simulation applications, first-person shooter (FPS) games, multiplayer online battle arena (MOBA) games, massively multiplayer online games (MMOG), massively multiplayer online role-playing games (MMORPG), etc. Additionally, the information display method in the game described in the exemplary embodiments of this disclosure can be applied to real-time combat modes, where players control virtual characters to move or attack in a virtual game scene through real-time commands.
[0043] For details, please refer to Figure 3 As shown, the information display method in this game may include the following steps: Step S310. Determine the target virtual stronghold and obtain the current virtual character in the target virtual stronghold; wherein, the target virtual stronghold represents a designated area in the virtual scene that the current virtual character in the game wants to occupy; Step S320. Determine the current status of the target virtual stronghold based on the current virtual character; Step S330. Determine the display mode of the target virtual base based on the current base status, and display the target virtual base based on the display mode.
[0044] In the aforementioned information display method in the game, on the one hand, by determining the target virtual stronghold and obtaining the current virtual character within the target virtual stronghold; then, based on the current virtual character, determining the current stronghold status of the target virtual stronghold; finally, determining the stronghold display method of the target virtual stronghold based on the current stronghold status, and displaying the target virtual stronghold based on the stronghold display method, the problem of not being able to understand the current status of the stronghold due to incomplete stronghold information display in the prior art can be solved. On the other hand, because the current stronghold status can be determined based on the current virtual character within the target virtual stronghold, and the stronghold display method can be determined and the target virtual stronghold is displayed according to that stronghold display method, the problem of not being able to understand the current status of the stronghold due to incomplete stronghold information display in the prior art can be solved. The current virtual character in the target stronghold determines the current stronghold status, and then determines the stronghold display method and displays the target virtual stronghold in that method. This allows players to directly understand the current status of the target virtual stronghold based on its display method, and then configure corresponding stronghold capture strategies based on this status, thereby improving the user's gaming experience. Furthermore, since players can intuitively configure corresponding stronghold capture strategies based on the current status of the target virtual stronghold without needing to interact to view the current status, the response frequency of hardware devices (terminal devices) can be reduced, thus saving the computing resources of the terminal devices.
[0045] The following will further explain and illustrate the information display method in the game described in the example embodiments of this disclosure, with reference to the accompanying drawings.
[0046] First, the technical problem to be solved by the exemplary embodiments of this disclosure will be explained and described. Specifically, the information display method in the game provided by the exemplary embodiments of this disclosure can, on the one hand, obtain information such as the number of enemy and friendly players and the position of tanks within a stronghold, judge the information within the stronghold through various rules, and then determine and display the state of the stronghold according to the set rules, thereby allowing players to obtain detailed information about the stronghold and facilitate decision-making; on the other hand, the detailed information about the strongholds and the position of tanks on the battlefield are statistically analyzed in real time in the resurrection interface, and presented to the player through information display processing, realizing the interconnection between real-time battlefield information and resurrection interface data, and assisting players in making resurrection operation decisions.
[0047] Secondly, the application scenarios of the exemplary embodiments of this disclosure will be explained and described. Specifically, the information display method in the game described in the exemplary embodiments of this disclosure can be applied to games similar to Tank Battle. In practical applications, firstly, a graphical user interface can be provided through a terminal device, which displays a game scene, including one or more virtual strongholds. That is, during the player's gameplay, the graphical user interface corresponding to the game can be displayed through the terminal device's display interface. This graphical user interface includes one or more skill controls, and the player can control the virtual character on the terminal to perform different operations in the game scene by touching the skill controls. At the same time, the virtual strongholds described here can be used to represent specific virtual areas or designated virtual areas in the game. Virtual strongholds can be pre-set or randomly generated according to the actual situation, and this example does not impose any special restrictions on this.
[0048] Secondly, for Figure 3 The method of displaying information in the game shown will be further explained and illustrated. Specifically: In step S310, a target virtual stronghold is determined, and the current virtual character in the target virtual stronghold is obtained; wherein, the target virtual stronghold represents a designated area in the virtual scene that the current virtual character in the game wants to occupy.
[0049] In this example embodiment, firstly, a target virtual stronghold can be determined from one or more virtual strongholds included in the game scene; wherein, the target virtual stronghold can serve as a stronghold to be captured; simultaneously, the virtual scene described herein can be used to represent the virtual scene during the game battle process; wherein, referring to Figure 4 As shown, the virtual scene can include multiple different display areas; for example, the first display area 401 can be used to display the target virtual stronghold, and the second display area 402 can be used to display the target battle thumbnail map; other display areas in the display interface can be used to display specific battle situations; at the same time, the current virtual scene can also include multiple skill operation controls, which players can use to control the virtual character to move and / or release skills in the current virtual scene. It should be noted here that... Figure 4 The skill operation controls shown may include, but are not limited to, the attack button 403, the center aiming circle 404, the small eye icon 405, and the ATGM (Astegmen, anti-tank guide) button 406.
[0050] Secondly, obtain the current virtual character in the target virtual stronghold; wherein, the current virtual character in the target virtual stronghold may include the local virtual character corresponding to the terminal device, the first opposing virtual character in the same battle camp as the local virtual character, and the second opposing virtual character in the opposite battle camp as the local virtual character, etc.; that is, the current virtual character in the target virtual stronghold may be a character in the same team or a character in a different team.
[0051] Step S320: Determine the current status of the target virtual stronghold based on the current virtual character.
[0052] Specifically, the current stronghold status recorded here can include stronghold capture status, stronghold occupation status, stronghold consolidation status, and stronghold fighting status, etc.; among which, the definitions of the various states of the target virtual stronghold recorded above are as follows: On the one hand, the state of capturing a stronghold refers to a situation where the stronghold occupies a target virtual stronghold and the occupier is a friendly party (e.g., the first battle faction, or the second battle faction, which is not specifically restricted in this example), and there are only enemy players inside the target virtual stronghold. In other words, if the first battle faction occupies the target virtual stronghold, but there is a second virtual character belonging to the second battle faction inside the target virtual stronghold, then the target virtual stronghold is in a state of capturing a stronghold. On the other hand, the state of a stronghold being occupied means that the party occupying the target virtual stronghold is in a neutral state, that is, no opposing faction has occupied the target virtual stronghold; and the target virtual stronghold contains only a single player, then the target virtual stronghold is in a state of being occupied; that is, if the target virtual stronghold is in a neutral state, and the target virtual stronghold contains only the first virtual character of the first opposing faction, or the target virtual stronghold contains only the second virtual character of the second opposing faction, then the target virtual stronghold is in a state of being occupied. On the other hand, the "stronghold consolidation state" refers to a situation where the target virtual stronghold is occupied by a friendly force, the stronghold capture progress is less than 100% (a preset progress threshold), and the virtual characters included in the target virtual stronghold are all friendly characters. In other words, if the target virtual stronghold is occupied by the first opposing faction, and the first opposing faction's capture progress is less than 100%, and the target virtual stronghold only includes the first virtual character, then the target virtual stronghold is in a consolidated state. Alternatively, if the target virtual stronghold is occupied by the second opposing faction, and the second opposing faction's capture progress is less than 100%, and the target virtual stronghold only includes the second virtual character, then the target virtual stronghold is in a consolidated state. Another aspect is that the state of battle for control of a target virtual base refers to the presence of both friendly and enemy players within the target virtual base. In other words, if both the first virtual player and the second virtual player are present in the target virtual base, then the target virtual base is in a state of battle for control of a target virtual base.
[0053] It should be noted that in actual application, the target virtual stronghold will also have a neutral state; the neutral state is specifically defined as: the target virtual stronghold is not occupied by any player of any opposing faction, and the target virtual stronghold does not contain any player of any opposing faction; that is, the target virtual stronghold is in a "vacant and undisturbed" state.
[0054] In one example embodiment, during practical application, when a combat faction's capture progress of a target virtual stronghold reaches 100%, it is considered that the combat faction has captured the target virtual stronghold. Simultaneously, when indicating that a combat faction has captured a target virtual stronghold, the inner background color (the area comprising the second stronghold) corresponding to that target virtual stronghold can be displayed. A specific display example diagram can be found in [reference needed]. Figure 5 As shown; for example, in Figure 5 In the current virtual locations shown, target virtual location A can be a location occupied by the first opposing faction, target virtual location B can be a location occupied by the second opposing faction, and target virtual location C can be a location in a neutral state (i.e., not occupied by any opposing faction).
[0055] In one example embodiment, the current occupation progress of each target virtual stronghold can also be represented by an outer ring (the area comprising the first stronghold) corresponding to the target virtual stronghold; a specific display example diagram can be found here. Figure 6 As shown; for example, in Figure 6The target virtual stronghold A shown may include an inner circle (the area comprising the second stronghold) 601 and an outer ring (the area comprising the first stronghold) 602. The inner circle 601 can represent the occupying party of the target virtual stronghold, and the outer ring can represent the current occupation progress of the target virtual stronghold. It should be noted that the inner circle and outer ring described in this example embodiment are merely one form of representing the target virtual stronghold. In actual applications, the corresponding representation can be selected according to actual needs, and this example does not impose any special restrictions on this.
[0056] In one example embodiment, for instance, when one side's capture progress reaches 100%, the capturing side is considered the corresponding occupier; that is, if the capture progress of the target virtual stronghold A by the user's virtual character and / or the first opposing virtual character in the same combat faction as the user's virtual character reaches 100%, then the stronghold occupier of the target virtual stronghold A can be considered as the user's virtual character and / or the first opposing virtual character in the same combat faction as the user's virtual character; as another example, if the user is in the opposite combat faction... When the second opposing virtual character in a combat faction reaches 100% of the capture progress of the target virtual stronghold B from 0%, the stronghold occupant of the target virtual stronghold B can be considered the second opposing virtual character. At the same time, in actual application, if the enemy wants to seize an occupied stronghold, they need to occupy the corresponding stronghold, reduce the stronghold capture progress from 100% to 0% to restore the stronghold to a neutral state, and then occupy it. Meanwhile, while the enemy is seizing a stronghold, the friendly side can occupy the stronghold to consolidate the progress and restore the progress to 100%. In other words, in practical application, if the user's virtual character and / or the first opposing virtual character need to seize a target virtual stronghold B occupied by a second opposing virtual character, the user must first reduce the stronghold occupation progress of the target virtual stronghold B from 100% to 0%, thus placing the stronghold's occupant in a neutral state. Then, the user must increase the stronghold occupation progress of the target virtual stronghold B from 0% to 100%, thereby completing the occupation of the target virtual stronghold B. Simultaneously, during the capture of the target virtual stronghold B by the user's virtual character and / or the first opposing virtual character, the opposing faction can also add a second opposing virtual character to consolidate the stronghold (also known as stronghold defense), ensuring that the stronghold occupation progress of the target virtual stronghold B remains at 100%, preventing it from being seized by the same opposing faction that is allied with the user's virtual character. Specific battle scenarios can be found in [reference needed]. Figure 7As shown; furthermore, in the actual battle, the game system will read the number of players on one side inside the stronghold, thereby determining the stronghold occupation rate. The two are directly proportional. The player rate affects the upper limit of the number of players, which is tentatively set to N. The specific value of N can be determined according to the actual situation, such as 5 or 8, etc. This example does not impose any special restrictions on this.
[0057] In one example embodiment, determining the current status of the target virtual base based on the current virtual role can be achieved as follows: First, determine the number of first roles based on the local virtual role and / or the first peer virtual role in the target virtual base, and determine the number of second roles based on the second peer virtual role; second, determine the current status of the target virtual base based on the number of first roles and the number of second roles. That is, in practical applications, the current status of the target virtual base can be determined based on the number of first roles and the number of second roles in the target virtual base; more specifically, it can be considered as determining the current status of the base by judging whether the number of first roles and / or the number of second roles in the target virtual base is zero.
[0058] In one example embodiment, determining the current stronghold state of the target virtual stronghold based on the number of first roles and the number of second roles can be considered from the following aspects: On the one hand, if the number of first roles is greater than zero and the number of second roles is greater than zero, then the current stronghold state of the target virtual stronghold is determined to be a stronghold struggle state; that is, if both the number of first roles and the number of second roles in a target virtual stronghold are greater than zero (simultaneously there are local virtual roles and / or first opposing virtual roles and second opposing virtual roles), then the target virtual stronghold can be determined to be in a stronghold struggle state; on the other hand, if the number of first roles is zero, If the number of second characters is greater than zero, and the target virtual stronghold belongs to the same combat faction as the player's virtual character (who is a teammate), then the current stronghold status of the target virtual stronghold is determined to be a stronghold capture state. That is, if the occupying party of target virtual stronghold A is the same combat faction as the player's virtual character (who is a teammate), the number of first virtual characters in target virtual stronghold A is zero, and the number of second virtual characters is not zero, then target virtual stronghold A is in a stronghold capture state. Alternatively, if the occupying party of target virtual stronghold B is the opposite combat faction as the player's virtual character (who is an adversary), the number of second virtual characters in target virtual stronghold B is zero, and the number of first virtual characters is not zero... If the number of characters is not zero, then the target virtual stronghold B is in a stronghold capture state; furthermore, if the number of the first character is greater than zero, the number of the second character is zero, and the current stronghold occupation state of the target virtual stronghold is neutral, then the current stronghold state of the target virtual stronghold is a stronghold occupation state; that is, if the target virtual stronghold C is in a neutral state, and the number of the first character in the target virtual stronghold C is not zero, and the number of the second character is zero, then the target virtual stronghold C is in a state occupied by the same combat faction that is teammates with the current virtual character; or, if the number of the first character is zero, the number of the second character is greater than zero, and the current stronghold occupation state of the target virtual stronghold is neutral, then the target virtual stronghold is in a stronghold occupation state. If the stronghold occupation status is neutral, then the current stronghold status of the target virtual stronghold is a stronghold occupation status; that is, if the target virtual stronghold C is in a neutral state, and the number of second characters in the target virtual stronghold C is not zero, and the number of first characters is zero, then the target virtual stronghold C is occupied by the opposing faction that is in an adversarial relationship with the user's virtual character; on the other hand, if the number of first characters is greater than zero, the number of second characters is zero, and the current stronghold occupation status of the target virtual stronghold is occupied by the same faction that is in a teammate relationship with the user's virtual character, then the current stronghold status of the target virtual stronghold is a stronghold consolidation status.That is, if the number of first characters in target virtual base A is not zero, the number of second characters is zero, and target virtual base A is occupied by the same combat faction that is teammates with the current virtual character, then target virtual base A is in a state of being consolidated by the same combat faction that is teammates with the current virtual character; or, if the number of first characters in target virtual base B is zero, the number of second characters is not zero, and target virtual base B is occupied by the opposite combat faction that is in a confrontational relationship with the current virtual character, then target virtual base B is in a state of being consolidated by the opposite combat faction that is in a confrontational relationship with the current virtual character.
[0059] In one example embodiment, determining the current status of the target virtual stronghold based on the current virtual role can also be achieved as follows: First, determine the first original number of roles based on the local virtual role and / or the first peer virtual role in the target virtual stronghold, and determine the second original number of roles based on the second peer virtual role in the target virtual stronghold; second, determine the first role type of the local virtual role and / or the first peer virtual role and the second role type of the second peer virtual role, and determine the first role weight of the local virtual role and / or the first peer virtual role and the second role weight of the second peer virtual role based on the first role type and the second role type; then, perform a weighted summation of the first original number of roles and the first role weight to obtain the first target number of roles, and perform a weighted summation of the second original number of roles and the second role weight to obtain the second target number of roles; finally, determine the current status of the target virtual stronghold based on the first target number of roles and the second target number of roles. In other words, in practical applications, when determining the number of roles included in a target virtual stronghold, the role type of each virtual role can also be considered, and then the corresponding role weight can be configured according to the role type of each virtual role to obtain the corresponding number of roles.
[0060] In step S330, the display mode of the target virtual base is determined according to the current base status, and the target virtual base is displayed based on the display mode.
[0061] In this example embodiment, firstly, the display method of the target virtual stronghold is determined based on the current stronghold status. Specifically, the stronghold display methods described here may include a first stronghold display method corresponding to the stronghold capture state, a second stronghold display method corresponding to the stronghold occupation state, a third stronghold display method corresponding to the stronghold consolidation state, and a fourth stronghold display method corresponding to the stronghold struggle state; that is, in actual application, different stronghold states can correspond to different display methods; at the same time, the mapping relationship between the current stronghold status and the stronghold display method is preset, and after obtaining the current stronghold status, the corresponding stronghold display method can be determined according to the mapping relationship between the current stronghold status and the stronghold display method.
[0062] Furthermore, determining the display method of the target virtual stronghold based on the current stronghold status can be achieved in the following ways: determining the display method of the first stronghold component area and / or the second stronghold component area of the target virtual stronghold based on the current stronghold status; and / or determining the display method of the first character quantity display area corresponding to the first number of virtual characters and / or the second character quantity display area corresponding to the second number of virtual characters in the target virtual stronghold based on the current stronghold status. That is, the display method of the target virtual stronghold can consider two aspects: the display method of the stronghold itself, and the display method of the number of virtual characters included in the stronghold.
[0063] In one example embodiment, determining the display method of the first and second constituent areas of the target virtual stronghold based on the current stronghold status can be achieved as follows: if the current stronghold status is a stronghold capture state, the first constituent area is displayed with a first preset identifier, and the stronghold occupation progress displayed in the first constituent area is displayed in descending order; if the current stronghold status is a stronghold occupation state, the stronghold occupation progress displayed in the first constituent area is displayed in ascending order; if the current stronghold status is a stronghold consolidation state, the stronghold occupation progress displayed in the first constituent area is adjusted to a preset progress threshold; if the current stronghold status is a stronghold struggle state, the first constituent area is displayed with a second preset identifier, and the second constituent area is displayed with a third preset identifier, while keeping the stronghold occupation progress displayed in the first constituent area unchanged.
[0064] In another example embodiment, the display method of the first character quantity display area corresponding to the first virtual character quantity and / or the second character quantity display area corresponding to the second virtual character quantity in the target virtual stronghold, based on the current stronghold status, can be implemented as follows: If the current stronghold status is a stronghold capture state, then the second character quantity is displayed in the second character quantity display area corresponding to the second virtual character quantity in the target virtual stronghold; if the current stronghold status is a stronghold occupation state, then the first character quantity is displayed in the first character quantity display area corresponding to the first virtual character quantity in the target virtual stronghold; if the current stronghold status is a stronghold consolidation state, then the first character quantity is displayed in the first character quantity display area corresponding to the first virtual character quantity in the target virtual stronghold; if the current stronghold status is a stronghold struggle state, then the first character quantity is displayed in the first character quantity display area corresponding to the first virtual character quantity in the target virtual stronghold, and the second character quantity is displayed in the second character quantity display area corresponding to the second virtual character quantity in the target virtual stronghold.
[0065] The following will further explain and illustrate the specific display method of the target virtual stronghold with specific example images. On one hand, if the current stronghold status is a stronghold capture state, then the stronghold display method of the target virtual stronghold is determined to be the first stronghold display method; wherein, the first stronghold display method includes: displaying the outer ring of the target virtual stronghold with a first preset identifier, displaying the number of second characters included in the target virtual stronghold in the stronghold display area corresponding to the target virtual stronghold, and displaying the stronghold capture progress of the target virtual stronghold in a decreasing manner; wherein, a specific display interface diagram can be found in [reference needed]. Figure 8 As shown; in Figure 8 The example interface shown could depict the second battle faction capturing the target virtual stronghold A of the first battle faction; alternatively, it could depict the first battle faction capturing the target virtual stronghold B of the second battle faction. Furthermore, if the current stronghold status is a stronghold captured state, then the display method for the target virtual stronghold is determined to be the second stronghold display method. This second stronghold display method includes: displaying the number of first characters included in the target virtual stronghold in the stronghold display area corresponding to the target virtual stronghold, and incrementally displaying the stronghold capture progress of the target virtual stronghold. A specific display interface diagram can be found by referring to... Figure 9 As shown; in Figure 9The example interface shown can depict either the second combat faction occupying a neutral virtual stronghold C, or the first combat faction occupying a neutral virtual stronghold C. Furthermore, if the current stronghold status is a stronghold consolidation state, then the target virtual stronghold's display method is determined to be a third stronghold display method. This third stronghold display method includes: displaying the number of first characters included in the target virtual stronghold in the stronghold display area corresponding to the target virtual stronghold, and adjusting the stronghold occupation progress of the target virtual stronghold to a preset progress threshold. A specific display interface diagram can be found by referring to... Figure 10 As shown; in Figure 10 The example interface shown could represent either the first combat faction consolidating target virtual stronghold A or the second combat faction targeting target virtual stronghold B. Furthermore, if the current stronghold status is a stronghold struggle state, then the target virtual stronghold's display method is determined to be the fourth stronghold display method. This fourth stronghold display method includes: displaying the number of first and second characters included in the target virtual stronghold in the stronghold display area corresponding to the target virtual stronghold; displaying the outer ring of the target virtual stronghold with a second preset identifier; displaying the inner ring of the target virtual stronghold with a third preset identifier; and maintaining the stronghold occupation progress of the target virtual stronghold unchanged. A specific display interface diagram can be found by referring to... Figure 11 As shown; in Figure 11 The example interface shown can depict the first and second battle factions fighting at the target virtual stronghold A, or it can depict the first and second battle factions fighting at the target virtual stronghold B. This example does not impose any special restrictions on this.
[0066] Furthermore, after obtaining the display method of the target virtual stronghold, the target virtual stronghold can be targeted based on this display method. Specifically, taking the current stronghold status as a stronghold struggle state and the stronghold display method as the first stronghold display method as an example, the resulting display results can be referenced. Figure 12 As shown; in Figure 12 The displayed target virtual stronghold may include information such as the number of first characters of the local virtual character and / or the first opposing virtual character in the same combat faction as the local virtual character, the current status of the stronghold, and the number of second characters of the second opposing virtual character in the opposite combat faction of the local virtual character; then, the corresponding combat faction can configure the stronghold capture strategy corresponding to the target virtual stronghold according to the stronghold display method.
[0067] In one example embodiment, the information display method in the game may further include: configuring a stronghold capture strategy corresponding to the target virtual stronghold based on the stronghold display method. That is, in practical applications, when a target virtual stronghold is displayed using a specific display method, players can directly determine the current state of the target virtual stronghold, the faction of the current virtual character within the stronghold, and the number of characters based on the pre-set display rules and the current display method of the target virtual stronghold. Based on these display results, players can then match the corresponding stronghold capture strategy without having to click on each target virtual stronghold individually to view its specific status and the number of characters within it. This reduces the response frequency of hardware devices (terminal devices), thereby saving computing resources. Simultaneously, it can improve the efficiency of data collection and processing. The configuration efficiency of point capture strategies is considered. The specific configuration of point capture strategies can include, but is not limited to, the following methods: First, users can directly click on specific interactive controls on the graphical user interface; for example, clicking the attack interactive control initiates an attack command; similarly, clicking the defense interactive control initiates a defense command. Second, users can directly control their virtual character to travel to the target virtual stronghold's location to initiate an attack or defense. Third, commands can be issued via voice, such as saying, "Guys, the enemy is seizing our territory, quickly proceed to the battlefield to defend," or "Guys, the stronghold is about to fall, please come to our aid immediately," etc. In practical applications, the appropriate method can be determined according to actual needs; this example does not impose any special restrictions.
[0068] In one example embodiment, during practical application, configuring a stronghold capture strategy corresponding to the target virtual stronghold based on the stronghold display method can be achieved in the following way: On one hand, if the stronghold display method is a first stronghold display method corresponding to the stronghold capture state, then the first combat faction determines a first stronghold defense strategy configured in response to the first stronghold display method; wherein, the first stronghold defense strategy described herein may include, but is not limited to: the same combat faction that is teammates with the local virtual character increases the number and type of first combat virtual characters of the corresponding type to defend based on the number and type of second characters of the second combat virtual characters included in the target virtual stronghold; On the other hand, if the stronghold display method is a second stronghold display method corresponding to the stronghold occupation state, then the first combat faction determines a first stronghold occupation strategy configured in response to the second stronghold display method, or the second combat faction determines a second stronghold occupation strategy configured in response to the second stronghold display method; wherein, the stronghold occupation described herein The strategies may include, but are not limited to: increasing or decreasing the number of virtual characters based on the progress of capturing strongholds; furthermore, if the stronghold display method is a third stronghold display method corresponding to the stronghold consolidation state, then the first combat faction determines the first stronghold defense strategy configured in response to the third stronghold display method, or the second combat faction determines the second stronghold defense strategy configured in response to the third stronghold display method; wherein, the defense strategy described here may include, but is not limited to, increasing the number of virtual characters to defend, preventing enemy teammates from contesting the target virtual stronghold; furthermore, if the stronghold display method is a fourth stronghold display method corresponding to the stronghold struggle state, then the first combat faction determines the first stronghold attack strategy configured in response to the fourth stronghold display method, or the second combat faction determines the second stronghold attack strategy configured in response to the fourth stronghold display method; wherein, the attack strategy described here may include, but is not limited to: increasing the number and type of friendly characters based on the number and type of enemy characters.
[0069] It should be noted that the stronghold capture strategies described above can be configured by the player according to actual needs during actual application. This example is only illustrative and has no other restrictive effect. At the same time, the focus of this application is to emphasize that target virtual strongholds can be displayed through corresponding stronghold display methods, so as to facilitate players to determine the current stronghold status according to the corresponding stronghold display methods, thereby configuring corresponding strategies to achieve the goal of winning more strongholds for their side. As for how to configure the capture strategy and what kind of capture strategy to configure, this is not the main purpose of this application.
[0070] This disclosure also provides an example embodiment of a method for displaying strongholds on a minimap within a battle situation. Specifically, refer to... Figure 13As shown, the information display method in this game may also include the following steps: Step S1310: Determine the current battle zone based on the current location of the target virtual stronghold, and display the target battle thumbnail map corresponding to the current battle zone in the graphical user interface; Step S1320: Display the target virtual stronghold in the target battle thumbnail map based on the stronghold display method.
[0071] The following will explain and describe steps S1310 and S1320. Specifically, the minimap (i.e., the target battle thumbnail map) recorded here can be used during stronghold capture, allowing both sides to configure their stronghold capture strategies in real time based on this minimap. Simultaneously, information on each target virtual stronghold can be synchronized within the target battle thumbnail map. Furthermore, when the minimap (target battle thumbnail map) is not expanded, only the stronghold location and the stronghold capturing party's information are displayed concisely. Additionally, if a virtual stronghold is located outside the minimap's display area, its corresponding direction will be indicated. For a detailed view of the display interface, please refer to [link / reference needed]. Figure 14 As shown; at the same time, in Figure 14 The display interface shown may also include a center aiming circle 404 and an ATGM (Astegmen, anti-tank guidance) button 406, etc.
[0072] In one example embodiment, the information display method in the game may further include: in response to a selection operation on the target battle thumbnail map, expanding the target battle thumbnail to obtain a target battle expanded map, and displaying the target battle expanded map in the graphical user interface; displaying the base attribute information of the target virtual base in the target battle expanded map; wherein the base attribute information includes at least one of the following: current base location, base occupant, base capture progress, and base status information. That is, in actual application, after clicking to expand the minimap, detailed base information such as base location, base occupant, base progress, and base status information will be displayed; the specific interface display diagram can be found in [reference needed]. Figure 15 As shown.
[0073] This disclosure also provides an example embodiment of a method for resurrecting a deceased character. Specifically, refer to... Figure 16 As shown, the information display method in the game may also include the following steps: Step S1610. In response to the virtual character being in a dead state, a character resurrection interface is displayed on the graphical user interface of the terminal device; wherein, the character resurrection interface includes interactive resurrection controls; Step S1620. In response to a touch operation on the resurrectable interactive control, determine the resurrectable character and resurrectable coordinate point corresponding to the local virtual character, and resurrect the resurrectable character corresponding to the local virtual character at the resurrectable coordinate point.
[0074] The following will explain and describe steps S1610 and S1620. Specifically, after a player's tank is destroyed during the battle (e.g., a virtual character on the local machine), the player corresponding to that destroyed character can access the resurrection interface to view real-time battlefield information, thus assisting in the player's resurrection decision. Simultaneously, during the resurrection process, players can choose to resurrect their vehicle or outpost location to return to the battle and continue fighting. The specific resurrection display interface can be found in [reference needed]. Figure 17 As shown; furthermore, in the specific resurrection process, it can be implemented in the following way: First, select the resurrection vehicle (determine the resurrectable character corresponding to the virtual character on this end), select the corresponding vehicle in the selected state, and confirm the vehicle to continue fighting; of course, if the vehicle is under repair, it cannot be selected; for a specific selection interface example, please refer to the following image. Figure 17 As shown; next, select the respawn point (confirm the respawn coordinates), the corresponding select button and the battlefield map on the left will be selected, confirming the spawn location of the respawned vehicle; for a detailed display screenshot, please refer to [link / reference needed]. Figure 17 As shown; finally, after confirming the selection, wait for the resurrection countdown to reach 0, and then resurrect according to the player's choice and return to the battlefield.
[0075] In one example embodiment, the information display method in the game further includes: determining the number of surviving first-end virtual characters and the number of surviving second-end virtual characters in the game scene; determining the first-end virtual character category and the second-end virtual character category of the surviving first-end virtual characters; classifying the surviving first-end virtual characters and the second-end virtual characters according to the first-end virtual character category and the second-end virtual character category to obtain a first character classification result and a second character classification result; and displaying the number of first-end virtual characters, the number of second-end virtual characters, the first character classification result, and the second character classification result on the graphical user interface. Furthermore, the information display method in the game may also include: determining the first base score of the local virtual character and / or the first-end virtual character during the capture of the target virtual base, and the second base score of the second-end virtual character during the capture of the target virtual base; and displaying the first base score and the second base score on the graphical user interface. In other words, during the respawn screen, the system will collect and display real-time battlefield information. Besides synchronizing information on the stronghold occupant, stronghold progress, and stronghold status, it will also count the total number of tanks discovered on the battlefield and the quantity of each type, and display the stronghold score information (the victory condition is reaching a score of 1000). For details on the displayed classification results, please refer to [link / reference]. Figure 18 As shown.
[0076] Furthermore, in Figure 18 In the example diagram shown, various patterns can represent different types of virtual characters; for example, a tank. Figure 18The different graphics shown correspond to tank types in the following order: light tanks, medium tanks, heavy tanks, tank destroyers, and self-propelled artillery. Specifically: Light tanks: highly mobile, compact, with good concealment and field of vision, but relatively thin armor and insufficient firepower; Medium tanks: versatile tanks with high mobility, combining firepower and armor capabilities, and typically possessing good field of vision; Heavy tanks: low mobility, but their armor and powerful guns can withstand and inflict considerable damage; Tank destroyers: generally, this type of armored vehicle possesses accurate long-range guns, and they have good concealment, allowing them to fire from ambushes; Self-propelled artillery: slow-moving, lightly armored artillery vehicles whose high-explosive shells, fired from long range, can simultaneously stun or damage multiple vehicles; some self-propelled artillery can use armor-piercing and high-explosive anti-tank rounds, which are highly effective against slow-moving and well-armored vehicles. In practical applications, different types of tanks can occupy different weights. For example, the current capture speed weight of all types of tanks is 1, and the weights of different tank types will be assigned differently in the future (e.g., the weight of light tanks is 1.8, so the capture speed of light tanks is 1.8), which affects the capture speed of strongholds. Of course, when considering weights, factors such as the attack range of tanks can also be considered. In practical applications, the weights can be determined according to actual needs. This example does not impose any special restrictions on this.
[0077] Thus, the information display method in the game described in this exemplary embodiment has been fully implemented. Based on the foregoing description, it can be understood that the display method in the game described in this exemplary embodiment, on the one hand, allows players to quickly obtain more detailed information about strongholds within the game, which is beneficial for players to make further combat decisions; on the other hand, it allows players to grasp real-time information about the battle situation in the resurrection interface and understand the battle situation; furthermore, it can also synchronize the resurrection interface and real-time battle information, providing information exchange for the battlefield stronghold resurrection gameplay and improving the game experience.
[0078] This disclosure also provides an information display device for a game, which provides a graphical user interface (GUI) via a terminal device. The GUI displays a game scene, which includes one or more virtual strongholds. Specifically, refer to... Figure 19 As shown, the information display device in the game may include a current virtual character acquisition module 1910, a current stronghold status determination module 1920, and a first target virtual stronghold display module 1930. Wherein: The current virtual character acquisition module 1910 can be used to determine a target virtual stronghold and acquire the current virtual character in the target virtual stronghold; wherein, the target virtual stronghold represents a designated area in the virtual scene that the current virtual character in the game wants to occupy; The current stronghold status determination module 1920 can be used to determine the current stronghold status of the target virtual stronghold based on the current virtual character; The first target virtual stronghold display module 1930 can be used to determine the stronghold display mode of the target virtual stronghold according to the current stronghold status, and display the target virtual stronghold based on the stronghold display mode.
[0079] In one exemplary embodiment of this disclosure, the current stronghold state includes any one of the following: stronghold capture state, stronghold occupation state, stronghold consolidation state, and stronghold struggle state.
[0080] In one exemplary embodiment of this disclosure, the current virtual character includes at least one of the following: a local virtual character corresponding to the terminal device, a first opposing virtual character in the same battle faction as the local virtual character, and a second opposing virtual character in the opposite battle faction to the local virtual character; wherein, determining the current base status of the target virtual base based on the current virtual character includes: determining a first number of characters based on the local virtual character and / or the first opposing virtual character in the target virtual base, and determining a second number of characters based on the second opposing virtual character; and determining the current base status of the target virtual base based on the first number of characters and the second number of characters.
[0081] In one exemplary embodiment of this disclosure, determining the current state of the target virtual stronghold based on the number of first characters and the number of second characters includes: if the number of first characters is greater than zero and the number of second characters is greater than zero, then the current state of the target virtual stronghold is determined to be a stronghold struggle state; if the number of first characters is zero, the number of second characters is greater than zero, and the target virtual stronghold belongs to the same combat faction as the virtual character on this end, then the current state of the target virtual stronghold is determined to be a stronghold capture state; if the number of first characters is greater than zero and the number of second characters is zero... If the target virtual stronghold is currently in a neutral state, then the target virtual stronghold is in a stronghold occupied state; if the number of the first character is zero, the number of the second character is greater than zero, and the target virtual stronghold is currently in a neutral state, then the target virtual stronghold is in a stronghold occupied state; if the number of the first character is greater than zero, the number of the second character is zero, and the target virtual stronghold is currently occupied by the same opposing faction that is teammates with the current virtual character, then the target virtual stronghold is in a stronghold consolidated state.
[0082] In one exemplary embodiment of this disclosure, the target virtual stronghold includes a first stronghold component area and a second stronghold component area; wherein, determining the stronghold display mode of the target virtual stronghold according to the current stronghold state includes: determining the display mode of the first stronghold component area and / or the second stronghold component area of the target virtual stronghold according to the current stronghold state; and / or determining the display mode of the first character quantity display area corresponding to the first number of virtual characters and / or the second character quantity display area corresponding to the second number of virtual characters in the target virtual stronghold according to the current stronghold state.
[0083] In an exemplary embodiment of this disclosure, determining the display method of the first and second constituent areas of the target virtual stronghold based on the current stronghold status includes: if the current stronghold status is a stronghold capture state, then displaying the first constituent area with a first preset identifier and decreasing the stronghold occupation progress displayed in the first constituent area; if the current stronghold status is a stronghold occupation state, then increasing the stronghold occupation progress displayed in the first constituent area; if the current stronghold status is a stronghold consolidation state, then adjusting the stronghold occupation progress displayed in the first constituent area to a preset progress threshold; if the current stronghold status is a stronghold struggle state, then displaying the first constituent area with a second preset identifier and the second constituent area with a third preset identifier, while controlling the stronghold occupation progress displayed in the first constituent area to remain unchanged.
[0084] In one exemplary embodiment of this disclosure, determining the display method of the first character quantity display area corresponding to the first virtual character quantity and / or the second character quantity display area corresponding to the second virtual character quantity in the target virtual stronghold according to the current stronghold state includes: if the current stronghold state is a stronghold capture state, then displaying the second character quantity in the second character quantity display area corresponding to the second virtual character quantity in the target virtual stronghold; if the current stronghold state is a stronghold occupation state, then displaying the first character quantity in the first character quantity display area corresponding to the first virtual character quantity in the target virtual stronghold; if the current stronghold state is a stronghold consolidation state, then displaying the first character quantity in the first character quantity display area corresponding to the first virtual character quantity in the target virtual stronghold; if the current stronghold state is a stronghold struggle state, then displaying the first character quantity in the first character quantity display area corresponding to the first virtual character quantity in the target virtual stronghold, and displaying the second character quantity in the second character quantity display area corresponding to the second virtual character quantity in the target virtual stronghold.
[0085] In an exemplary embodiment of this disclosure, determining the current status of the target virtual base based on the current virtual role includes: determining a first original number of roles based on the local virtual role and / or the first peer virtual role in the target virtual base, and determining a second original number of roles based on the second peer virtual role in the target virtual base; determining a first role type of the local virtual role and / or the first peer virtual role and a second role type of the second peer virtual role, and determining a first role weight of the local virtual role and / or the first peer virtual role and a second role weight of the second peer virtual role based on the first role type and the second role type; performing a weighted summation of the first original number of roles and the first role weight to obtain a first target number of roles, and performing a weighted summation of the second original number of roles and the second role weight to obtain a second target number of roles; and determining the current status of the target virtual base based on the first target number of roles and the second target number of roles.
[0086] In one exemplary embodiment of this disclosure, the information display device in the game further includes: The stronghold capture strategy configuration module can be used to configure a stronghold capture strategy corresponding to the target virtual stronghold based on the stronghold display method.
[0087] In one exemplary embodiment of this disclosure, configuring a stronghold capture strategy corresponding to the target virtual stronghold according to the stronghold display mode includes: if the stronghold display mode is a first stronghold display mode corresponding to a stronghold capture state, then determining a first stronghold defense strategy configured by the first combat faction in response to the first stronghold display mode; if the stronghold display mode is a second stronghold display mode corresponding to a stronghold occupation state, then determining a first stronghold occupation strategy configured by the first combat faction in response to the second stronghold display mode, or determining a second stronghold occupation strategy configured by the second combat faction in response to the second stronghold display mode; if the stronghold display mode is a third stronghold display mode corresponding to a stronghold consolidation state, then determining a first stronghold defense strategy configured by the first combat faction in response to the third stronghold display mode, or determining a second stronghold defense strategy configured by the second combat faction in response to the third stronghold display mode; if the stronghold display mode is a fourth stronghold display mode corresponding to a stronghold struggle state, then determining a first stronghold attack strategy configured by the first combat faction in response to the fourth stronghold display mode, or determining a second stronghold attack strategy configured by the second combat faction in response to the fourth stronghold display mode.
[0088] In one exemplary embodiment of this disclosure, the information display device in the game further includes: The target battle thumbnail map display module can be used to determine the current battle area based on the current location of the target virtual stronghold, and display the target battle thumbnail map corresponding to the current battle area in the graphical user interface; The second target virtual stronghold display module can be used to display target virtual strongholds in the target battle thumbnail map based on the stronghold display method.
[0089] In one exemplary embodiment of this disclosure, the information display device in the game further includes: The target battle unfolded map display module can be used to unfold the target battle thumbnail in response to the selection operation of the target battle thumbnail to obtain the target battle unfolded map, and display the target battle unfolded map in the graphical user interface; The stronghold attribute information display module can be used to display the stronghold attribute information of the target virtual stronghold in the target battle map; wherein, the stronghold attribute information includes at least one of the following: current stronghold location, stronghold occupying party, stronghold capture progress, and stronghold status information.
[0090] In one exemplary embodiment of this disclosure, the information display device in the game further includes: The character resurrection interface display module can be used to display a character resurrection interface on the graphical user interface of the terminal device in response to the virtual character being in a dead state; wherein, the character resurrection interface includes interactive resurrection controls; The resurrectable character resurrection module can be used to respond to touch operations on the resurrection interactive control, determine the resurrectable character and resurrection coordinates corresponding to the local virtual character, and resurrect the resurrectable character corresponding to the local virtual character at the resurrection coordinates.
[0091] In one exemplary embodiment of this disclosure, the information display device in the game may further include: The surviving character count determination module can be used to determine the first surviving character count of the first pair of virtual characters in the game scene, and the second surviving character count of the second pair of virtual characters. The surviving role category determination module can be used to determine the first surviving role category of the first peer virtual character and the second surviving role category of the second peer virtual character who are in a surviving state; The surviving role classification module can be used to classify the first and second surviving virtual characters in a surviving state according to the first and second surviving role categories, and obtain the first role classification result and the second role classification result. The surviving character display module can be used to display the number of the first surviving characters, the number of the second surviving characters, the first character classification result, and the second character classification result on the graphical user interface.
[0092] In one exemplary embodiment of this disclosure, the information display device in the game may further include: The base score determination module can be used to determine the first base score of the local virtual character and / or the first peer virtual character in the process of capturing the target virtual base, and the second base score of the second peer virtual character in the process of capturing the target virtual base. The base score display module can be used to display the first base score and the second base score on the graphical user interface.
[0093] The specific details of each module in the information display device of the above-mentioned game have been described in detail in the information display method of the corresponding game, so they will not be repeated here.
[0094] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0095] Furthermore, although the steps of the method in this disclosure are described in a specific order in the accompanying drawings, this does not require or imply that the steps must be performed in that specific order, or that all the steps shown must be performed to achieve the desired result. Additional or alternative steps may be omitted, multiple steps may be combined into one step, and / or a step may be broken down into multiple steps.
[0096] In an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided.
[0097] Those skilled in the art will understand that various aspects of this disclosure can be implemented as a system, method, or program product. Therefore, various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or a combination of hardware and software aspects, collectively referred to herein as a "circuit," "module," or "system."
[0098] The following reference Figure 20 To describe an electronic device 2000 according to such an embodiment of the present disclosure. Figure 20The electronic device 2000 shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments disclosed herein.
[0099] like Figure 20 As shown, the electronic device 2000 is manifested in the form of a general-purpose computing device. The components of the electronic device 2000 may include, but are not limited to: at least one processing unit 2010, at least one storage unit 2020, a bus 2030 connecting different system components (including storage unit 2020 and processing unit 2010), and a display unit 2040.
[0100] The storage unit stores program code that can be executed by the processing unit 2010, causing the processing unit 2010 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure. For example, the processing unit 2010 can perform actions such as... Figure 3 Step S310: Determine the target virtual stronghold and obtain the current virtual character in the target virtual stronghold; wherein, the target virtual stronghold represents a designated area in the virtual scene that the current virtual character in the game wants to occupy; Step S320: Determine the current stronghold status of the target virtual stronghold according to the current virtual character; Step S330: Determine the stronghold display mode of the target virtual stronghold according to the current stronghold status, and display the target virtual stronghold based on the stronghold display mode.
[0101] Storage unit 2020 may include readable media in the form of volatile storage units, such as random access memory (RAM) 20201 and / or cache memory 20202, and may further include read-only memory (ROM) 20203.
[0102] The storage unit 2020 may also include a program / utility 20204 having a set (at least one) program module 20205, such program module 20205 including but not limited to: an operating system, one or more applications, other program modules, and program data, each or some combination of these examples may include an implementation of a network environment.
[0103] Bus 2030 can represent one or more of several types of bus structures, including memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processing unit, or local bus using any of the multiple bus structures.
[0104] Electronic device 2000 can also communicate with one or more external devices 2100 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with electronic device 2000, and / or any device that enables electronic device 2000 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 2050. Furthermore, electronic device 2000 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 2060. As shown, network adapter 2060 communicates with other modules of electronic device 2000 via bus 2030. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 2000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0105] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.
[0106] In exemplary embodiments of this disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible implementations, various aspects of this disclosure may also be implemented as a program product including program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of this disclosure described in the "Exemplary Methods" section above.
[0107] The program product for implementing the above-described method according to embodiments of the present disclosure may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the present disclosure is not limited thereto. In this document, the readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0108] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection having one or more wires, a portable disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0109] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.
[0110] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.
[0111] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java and C++, and conventional procedural programming languages such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0112] Furthermore, the above figures are merely illustrative of the processes included in the method according to exemplary embodiments of this disclosure and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.
[0113] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention described herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not invented by this disclosure. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
Claims
1. A method for displaying information in a game, characterized in that, A graphical user interface is provided through a terminal device, wherein a game scene is displayed in the graphical user interface, and the game scene includes one or more virtual strongholds. The information display method in the game includes: Identify a target virtual stronghold and obtain the current virtual character located in the target virtual stronghold; wherein, the target virtual stronghold represents a designated area in the virtual scene that the current virtual character in the game intends to occupy; the current virtual character includes at least one of the following: the local virtual character corresponding to the terminal device, a first opposing virtual character in the same combat faction as the local virtual character, and a second opposing virtual character in the opposite combat faction of the local virtual character; Determining the current stronghold status of the target virtual stronghold based on the current virtual character includes: determining the number of first characters based on the local virtual character and / or the first opposing virtual character in the target virtual stronghold, and determining the number of second characters based on the second opposing virtual character; if the number of first characters is greater than zero and the number of second characters is greater than zero, then the current stronghold status of the target virtual stronghold is determined to be a stronghold struggle state; if the number of first characters is zero, the number of second characters is greater than zero, and the target virtual stronghold belongs to the same combat faction as the local virtual character who is a teammate, then the current stronghold status of the target virtual stronghold is determined to be a stronghold capture state; if the... If the number of first characters is greater than zero, the number of second characters is zero, and the current occupation status of the target virtual stronghold is neutral, then the current stronghold status of the target virtual stronghold is a stronghold occupied state; if the number of first characters is zero, the number of second characters is greater than zero, and the current occupation status of the target virtual stronghold is neutral, then the current stronghold status of the target virtual stronghold is a stronghold occupied state; if the number of first characters is greater than zero, the number of second characters is zero, and the current stronghold occupation status of the target virtual stronghold is occupied by the same opposing faction that is teammates with the current virtual character, then the current stronghold status of the target virtual stronghold is a stronghold consolidated state. The display method of the target virtual base is determined based on the current base status, and the target virtual base is displayed based on the display method.
2. The information display method in a game according to claim 1, characterized in that, The current stronghold status includes any one of the following: stronghold capture status, stronghold occupation status, stronghold consolidation status, and stronghold struggle status.
3. The information display method in the game according to claim 1, characterized in that, The target virtual base includes a first base component area and a second base component area; The process of determining the display method of the target virtual base based on the current base status includes: Based on the current status of the base, determine the display method of the first base component area and / or the second base component area of the target virtual base; and / or Based on the current base status, determine the display method of the first character quantity display area corresponding to the first virtual character quantity and / or the second character quantity display area corresponding to the second virtual character quantity in the target virtual base.
4. The information display method in the game according to claim 3, characterized in that, Based on the current status of the base, determine the display method of the first base component area and the second base component area of the target virtual base, including: If the current stronghold status is a stronghold capture status, then the first stronghold component area is displayed with a first preset identifier, and the stronghold occupation progress displayed in the first stronghold component area is displayed in descending order. If the current stronghold status is stronghold occupied, then the stronghold occupation progress displayed in the first stronghold component area will be incremented. If the current stronghold status is stronghold consolidation status, then the stronghold occupation progress displayed in the first stronghold component area will be adjusted to a preset progress threshold. If the current stronghold status is a stronghold struggle state, the first stronghold component area is displayed with a second preset identifier, and the second stronghold component area is displayed with a third preset identifier, while the stronghold occupation progress displayed in the first stronghold component area remains unchanged.
5. The information display method in a game according to claim 3, characterized in that, Based on the current status of the base, determine the display method of the first character quantity display area corresponding to the first number of virtual characters and / or the second character quantity display area corresponding to the second number of virtual characters in the target virtual base, including: If the current stronghold status is a stronghold capture status, then the number of second characters is displayed in the second character number display area corresponding to the number of second virtual characters in the target virtual stronghold; If the current stronghold status is stronghold occupied, then the number of first characters is displayed in the first character number display area corresponding to the number of first virtual characters in the target virtual stronghold; If the current stronghold status is stronghold consolidation status, then the number of first characters is displayed in the first character number display area corresponding to the number of first virtual characters in the target virtual stronghold; If the current stronghold status is stronghold struggle status, then the number of first characters will be displayed in the first character number display area corresponding to the number of first virtual characters in the target virtual stronghold, and the number of second characters will be displayed in the second character number display area corresponding to the number of second virtual characters in the target virtual stronghold.
6. The information display method in a game according to claim 1, characterized in that, Based on the current virtual character, determine the current status of the target virtual stronghold, including: Based on the local virtual role and / or the first peer virtual role in the target virtual base, determine the number of the first original roles, and based on the second peer virtual role in the target virtual base, determine the number of the second original roles. Determine the first role type of the local virtual character and / or the first peer virtual character and the second role type of the second peer virtual character, and determine the first role weight of the local virtual character and / or the first peer virtual character and the second role weight of the second peer virtual character based on the first role type and the second role type. The first target number of characters is obtained by weighted summation of the first original number of characters and the first character weight, and the second target number of characters is obtained by weighted summation of the second original number of characters and the second character weight. The current status of the target virtual stronghold is determined based on the number of the first target characters and the number of the second target characters.
7. The information display method in a game according to claim 1, characterized in that, The information display method in the game also includes: Configure the capture strategy corresponding to the target virtual stronghold based on the stronghold display method.
8. The information display method in a game according to claim 7, characterized in that, Based on the displayed stronghold method, configure a stronghold capture strategy corresponding to the target virtual stronghold, including: If the stronghold display mode is the first stronghold display mode corresponding to the stronghold capture state, then it is determined that the first combat faction responds to the first stronghold defense strategy configured by the first stronghold display mode; If the stronghold display method is the second stronghold display method corresponding to the stronghold occupation status, then it is determined that the first combat faction responds to the first stronghold occupation strategy configured by the second stronghold display method, or it is determined that the second combat faction responds to the second stronghold occupation strategy configured by the second stronghold display method. If the stronghold display mode is the third stronghold display mode corresponding to the stronghold consolidation state, then determine the first stronghold defense strategy configured by the first combat faction in response to the third stronghold display mode, or determine the second stronghold defense strategy configured by the second combat faction in response to the third stronghold display mode. If the stronghold display mode is the fourth stronghold display mode corresponding to the stronghold struggle state, then the first combat faction is determined to respond to the first stronghold attack strategy configured in the fourth stronghold display mode, or the second combat faction is determined to respond to the second stronghold attack strategy configured in the fourth stronghold display mode.
9. The information display method in a game according to claim 1, characterized in that, The information display method in the game also includes: Based on the current location of the target virtual stronghold, the current battle zone is determined, and a target battle thumbnail map corresponding to the current battle zone is displayed in the graphical user interface. Based on the aforementioned stronghold display method, the target virtual stronghold is displayed in the target battle thumbnail map.
10. The information display method in a game according to claim 9, characterized in that, The information display method in the game also includes: In response to the selection operation of the target battle thumbnail map, the target battle thumbnail is expanded to obtain the target battle expanded map, and the target battle expanded map is displayed in the graphical user interface; The target battle map displays the base attribute information of the target virtual base; wherein, the base attribute information includes at least one of the following: current base location, base occupying party, base capture progress, and base status information.
11. The information display method in a game according to claim 9, characterized in that, The information display method in the game also includes: In response to the virtual character being in a dead state, a character revival interface is displayed on the graphical user interface of the terminal device; wherein, the character revival interface includes interactive revival controls; In response to a touch operation on the resurrection interactive control, the resurrectionable character and resurrection coordinates corresponding to the local virtual character are determined, and the resurrectionable character corresponding to the local virtual character is resurrected at the resurrection coordinates.
12. The information display method in a game according to claim 11, characterized in that, The information display method in the game also includes: Determine the number of first surviving characters of the first pair of virtual characters and the number of second surviving characters of the second pair of virtual characters in the game scene; Determine the first surviving role category of the first peer virtual character and the second surviving role category of the second peer virtual character; Based on the first surviving role category and the second surviving role category, the first peer virtual role and the second peer virtual role that are in a surviving state are classified to obtain the first role classification result and the second role classification result; The graphical user interface displays the number of the first surviving characters, the number of the second surviving characters, the first character classification result, and the second character classification result.
13. The information display method in a game according to claim 12, characterized in that, The information display method in the game also includes: Determine the first stronghold score of the local virtual character and / or the first peer virtual character during the capture of the target virtual stronghold, and the second stronghold score of the second peer virtual character during the capture of the target virtual stronghold; The scores for the first and second bases are displayed on the graphical user interface.
14. An information display device for a game, characterized in that, A graphical user interface is provided through a terminal device, wherein the graphical user interface displays a game scene, the game scene including one or more virtual strongholds, and the information display device in the game includes: The current virtual character acquisition module is used to determine a target virtual stronghold and acquire the current virtual character located in the target virtual stronghold; wherein, the target virtual stronghold represents a designated area in the virtual scene that the current virtual character in the game intends to occupy; the current virtual character includes at least one of the following: the local virtual character corresponding to the terminal device, a first opposing virtual character in the same combat faction as the local virtual character, and a second opposing virtual character in the opposite combat faction of the local virtual character; The current stronghold status determination module is used to determine the current stronghold status of the target virtual stronghold based on the current virtual character, including: determining the number of first characters based on the local virtual character and / or the first opposing virtual character in the target virtual stronghold, and determining the number of second characters based on the second opposing virtual character; if the number of first characters is greater than zero and the number of second characters is greater than zero, then the current stronghold status of the target virtual stronghold is determined to be a stronghold struggle state; if the number of first characters is zero, the number of second characters is greater than zero, and the target virtual stronghold belongs to the same combat faction as the local virtual character who is a teammate, then the current stronghold status of the target virtual stronghold is determined to be a stronghold capture state. The target virtual stronghold is in a state of capture or occupation. If the number of the first character is greater than zero, the number of the second character is zero, and the current stronghold occupation state of the target virtual stronghold is neutral, then the current stronghold state of the target virtual stronghold is a stronghold captured state. If the number of the first character is zero, the number of the second character is greater than zero, and the current stronghold occupation state of the target virtual stronghold is neutral, then the current stronghold state of the target virtual stronghold is a stronghold captured state. If the number of the first character is greater than zero, the number of the second character is zero, and the current stronghold occupation state of the target virtual stronghold is occupied by the same opposing faction that is teammates with the current virtual character, then the current stronghold state of the target virtual stronghold is a stronghold consolidated state. The first target virtual stronghold display module is used to determine the stronghold display mode of the target virtual stronghold according to the current stronghold status, and to display the target virtual stronghold based on the stronghold display mode.
15. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the information display method in the game as described in any one of claims 1-13.
16. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the information display method in the game according to any one of claims 1-13 by executing the executable instructions.
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