Settlement method and device in game, electronic equipment and computer storage medium

By displaying the game's game settlement data and allowing players to view the game behavior detailed information in the game settlement interface, the problem that the game settlement interface in the existing technology cannot effectively help players to recover, and improve the team cooperation and the game experience.

CN119367776APending Publication Date: 2025-01-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411231760.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-03
Publication Date
2025-01-28

AI Technical Summary

Technical Problem

The existing game settlement interface cannot effectively help players review the battle situation, reducing the player's gaming experience.

Method used

By displaying the game's settlement data at the graphic user interface, including the prompt logo of the game behavior performed by each game character at different stages, it allows players to use the trigger target prompt logo to see the game character game performance game screen and game behavior and game behavior. /Or game details.

Benefits of technology

Players can clearly see the performance of themselves and their teammates, and understand the degree of contribution and game behavior strategies of everyone in the game to the game, thereby enhancing the trust and communication between the team and improving the game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a settlement method and device in a game, electronic equipment and a computer storage medium, and the method comprises the steps: in response to a game completion instruction, displaying game completion settlement data corresponding to a first camp role, the first camp role at least comprising a first game role controlled by terminal equipment, the game match settlement data comprises prompt identifiers corresponding to game behaviors executed by the first camp roles in different match stages of the game match; in response to a trigger operation for a target prompt identifier in the prompt identifiers, displaying a game picture and / or game details of a target game role executing a target game behavior, the target game role being any game role in game roles displayed by the game match settlement data, the target game behavior is a game behavior corresponding to the target prompt identifier. According to the method and the device, the player can review game behaviors executed by himself or other roles in different game playing stages in the game playing process by checking the game playing settlement data.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a settlement method, device, electronic device and computer-readable storage medium in a game. Background Art

[0002] In some games, the game settlement page is displayed when the game ends, so that players can view, review and replay their game performance in this round after the game ends.

[0003] In the related art, the game settlement page usually displays the number of kills, survival time, number of assists by teammates, amount of treatment, and score of the game by the player in the current game. Some also display game replays for players to watch game recordings, etc.

[0004] However, the display of general statistics makes it difficult for players to recall the details of combat behaviors and decisions during a long game. At the same time, watching game replays consumes a lot of equipment performance and manpower and time costs. As a result, the current settlement interface cannot help players review the battle situation well with only summary statistics, which reduces the player's gaming experience. Summary of the invention

[0005] The present application provides a settlement method, device, electronic device and computer-readable storage medium in a game to solve the problem that the game settlement interface of the above-mentioned related technologies cannot effectively help players to review the game.

[0006] In a first aspect, an embodiment of the present application provides a settlement method in a game, the method comprising:

[0007] In response to a game match end instruction, displaying at least game match settlement data corresponding to the first camp character on the graphical user interface, wherein the first camp character at least includes a first game character controlled by the terminal device, and the game match settlement data at least includes prompt identifiers corresponding to game behaviors performed by each first camp character at different game stages of the game match;

[0008] In response to a trigger operation on a target prompt identifier in the prompt identifier, a game screen and / or game details of a target game character performing a target game behavior are displayed on the graphical user interface, wherein the target game character is any game character among the game characters displayed in the game match settlement data, and the target game behavior is the game behavior corresponding to the target prompt identifier.

[0009] In a second aspect, an embodiment of the present application provides a settlement device in a game, the device comprising:

[0010] A display module is used for displaying, in response to a game match end instruction, at least game match settlement data corresponding to a first camp character on the graphical user interface, wherein the first camp character at least includes a first game character controlled by the terminal device, and the game match settlement data at least includes: prompt identifiers corresponding to game behaviors performed by each first camp character at different game stages of the game match;

[0011] A processing module is used to display a game screen and / or game details of a target game character performing a target game behavior in the graphical user interface in response to a trigger operation on a target prompt identifier in the prompt identifier, wherein the target game character is any game character among the game characters displayed in the game match settlement data, and the target game behavior is the game behavior corresponding to the target prompt identifier.

[0012] In a third aspect, an embodiment of the present application provides an electronic device, the electronic device comprising:

[0013] A memory and a processor, wherein the memory and the processor are coupled;

[0014] The memory is used to store one or more computer instructions;

[0015] The processor is used to execute the one or more computer instructions to implement the settlement method in the game described in any one of the first aspects above.

[0016] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having one or more computer instructions stored thereon, characterized in that the instruction is executed by a processor to implement the settlement method in the game described in any one of the first aspects above.

[0017] In a fifth aspect, an embodiment of the present application provides a computer program product, including a computer program, which, when executed by a processor, implements the settlement method in the game described in any one of the first aspects above.

[0018] Compared with the prior art, this application has the following advantages:

[0019] The settlement method in the game provided by the present application, in response to the game match end instruction, displays the game match settlement data corresponding to the first camp character in the graphical user interface at least, and displays the prompt logo corresponding to the game behavior performed by each game character in the first camp at different game stages in the game match in the game match settlement data. Players can not only view the game behaviors performed by themselves in different game stages in the current game, but also view the game behaviors performed by teammates in different game stages in the current game, so that players can clearly see the performance of themselves and their teammates, understand the contribution degree and game behavior strategy of each person in the game match, thereby enhancing trust and communication between teams. In response to the triggering operation of the target prompt logo in the prompt logo, the game screen and / or game details of the target game character performing the target game behavior are displayed in the graphical user interface, so that an intuitive way can be provided to help players review the detailed information of the target game behavior of the target game character, thereby helping players to better view, review, and replay the game behavior. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0021] Figure 1 A schematic diagram of a flow chart of a settlement method in a game provided in one embodiment of the present application;

[0022] Figure 2 A schematic diagram of a game settlement page in the related technology provided by this application;

[0023] Figure 3 A schematic diagram of a game screen showing game match settlement data and target game behavior provided by one embodiment of the present application;

[0024] Figure 4 A flowchart of a settlement method in a game provided by another embodiment of the present application

[0025] Figure 5 A schematic diagram of switching between different settlement modes provided in one embodiment of the present application;

[0026] Figure 6 A schematic diagram of a game details screen showing picking up virtual supplies provided in one embodiment of the present application;

[0027] Figure 7 A schematic diagram of a game details screen showing defeating an enemy character provided by one embodiment of the present application;

[0028] Figure 8A schematic diagram of a game details screen showing a virtual vehicle driving provided by one embodiment of the present application;

[0029] Fig. 9 A schematic diagram of a game screen showing a target game character being eliminated provided in one embodiment of the present application;

[0030] Fig.10 A schematic diagram showing the positions of the battle areas corresponding to different game stages provided in one embodiment of the present application;

[0031] Fig.11 A schematic diagram of the structure of a settlement device in a game provided in one embodiment of the present application;

[0032] Fig.12 A schematic diagram of the hardware structure of an electronic device provided in one embodiment of the present application.

[0033] The above drawings have shown clear embodiments of the present application, which will be described in more detail later. These drawings and text descriptions are not intended to limit the scope of the present application in any way, but to illustrate the concept of the present application to those skilled in the art by referring to specific embodiments. DETAILED DESCRIPTION

[0034] In order to make the purpose, advantages and features of the present application clearer, the present application is described clearly and completely below in conjunction with the accompanying drawings and specific embodiments. In the following description, many specific details are set forth to facilitate a full understanding of the present application. However, the described embodiments are only part of the embodiments of the present application, rather than all of the embodiments, and all other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.

[0035] It should be noted that, in the description of the present application, the terms "first", "second", etc. are only used for descriptive purposes, and cannot be understood as indicating or implying relative importance, and a specific order or sequence. For those of ordinary skill in the art, the specific meanings of the above terms in the present application can be understood in specific circumstances. In addition, in the description of the present application, unless otherwise specified, the term "multiple" refers to two or more. The term "and / or" describes the association relationship of associated objects, indicating that three relationships may exist, for example, A and / or B can be represented: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the associated objects before and after are an "or" relationship. The terms "include" and "have" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0036] In order to facilitate understanding of the technical solution of the present application, the relevant concepts involved in the present application are first introduced.

[0037] Virtual scene: It is a virtual environment provided by the application corresponding to the virtual game when it is running on an electronic device. It can be displayed on the display screen of the terminal device for users to view. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment. For example, it can be a fictional game environment, a virtual reality environment formed by superimposing a fictional game environment and a real environment, etc. The virtual scene can be a two-dimensional virtual scene or a three-dimensional virtual scene.

[0038] Game character: a virtual game character controlled by a game player in the game. In one embodiment of the present application, it may refer to a character selected and controlled by a player, and may represent the player's image. The player may control the game character selected by the player to perform skills or operations such as walking, climbing, climbing, jumping, running, shooting, and performing light work in the virtual scene of the game. This is only an example, and the present application embodiment does not make any limitation to this.

[0039] Below, the prior art involved in this application and the problems existing in the prior art are described:

[0040] In the related art, after the game ends, the game settlement page displayed on the graphical user interface contains statistical data of at least one settlement indicator of all game characters in the own camp in the game. Among them, the statistical data usually includes the number of victories (or number of enemies killed), damage value, number of assists, survival time, number of rescues, treatment amount (or treatment contribution), activity, and comprehensive score of the game. In addition, some provide a game replay mechanism for players to watch the game recording of the game character throughout the game process to review the game behavior, etc.

[0041] For example, in combination Figure 2 and one A specific example is given to illustrate a game settlement page provided by the above related technology. Figure 2 A schematic diagram of a game settlement page in the related technology provided in this application.

[0042] like Figure 2 As shown, the graphical user interface 200 displays a game settlement page 203 and four game characters in the first camp, namely, game character 2021, game character 2022, game character 2023, and game character 2024. The game indicators included in the game settlement page 203 include the number of victories, the number of injuries, the number of assists, the survival time, the number of rescues, the amount of treatment, the activity, and the score of this game. The game settlement page 203 records the summary statistical data of the four game characters in the first camp on each settlement indicator.

[0043] However, the above-mentioned related technologies display the statistical data of at least one settlement indicator of all game characters in the own camp in the current game on the game settlement page. After a long game, players view such summary statistics of various game indicators. It is usually difficult for players to recall the details of combat behavior and decisions during the game. In addition, by providing a game replay mechanism, players can watch the game recording of the game characters throughout the game to review the game behavior. This method consumes equipment performance and manpower time costs. In this way, the game settlement method provided in the above-mentioned related technologies cannot help players to review the game game well, which reduces the player's game review experience.

[0044] In order to solve the problems existing in the above-mentioned related technologies, the present application provides a settlement method in a game, a settlement device in a game corresponding to the method, an electronic device that can implement the settlement method in the game, and a computer-readable storage medium. The following provides embodiments to describe the above-mentioned method, device, electronic device, and computer-readable storage medium in detail.

[0045] In order to make the purpose and technical solution of the present application clearer and more intuitive, the method provided by the embodiment of the present application will be described in detail below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present application and are not intended to limit the present application. It is understood that the following embodiments may exist separately, and the following embodiments and features in the embodiments may be combined with each other when there is no conflict between the embodiments provided in the present application, and the same or similar content will not be repeated in different embodiments. In addition, the step sequence in the following method embodiments is only an example, not a strict limitation, and in some cases, the steps shown or described may be performed in a different order from this.

[0046] The present application provides a settlement method, device, electronic device and computer-readable storage medium in a game. Specifically, the settlement method in a game of one embodiment of the present application can be executed by a computer device, wherein the computer device can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, and big data and artificial intelligence platforms.

[0047] When the settlement method in the game runs on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device. A terminal device is any device with computing hardware that can support and execute software application products corresponding to the game. Game software application products include, but are not limited to, any of first-person game applications, third-person game applications, single-player game applications, and multiplayer online tactical competitive game applications. The types of the above games may include, but are not limited to, at least one of the following: two-dimensional game applications, three-dimensional game applications, virtual reality game applications, augmented reality game applications, and mixed reality game applications. The above is only an example, and the embodiments of the present application do not impose any limitations on this.

[0048] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the settlement method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the player side, such as a mobile terminal, a TV, a computer, a handheld computer, etc. However, the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0049] In an optional implementation, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by an electronic device in a conventional manner. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0050] The following introduces the settlement method in the game provided by the present application. In the settlement method in the game, a graphical user interface can be provided by a terminal device for displaying the game screen, wherein the terminal device can be the local terminal device mentioned above, or it can be the client device in the cloud interaction system mentioned above.

[0051] First embodiment

[0052] Next, combine Figure 1 , a settlement method in a game provided in one embodiment of the present application is described, Figure 1 A flowchart of a settlement method in a game provided in one embodiment of the present application.

[0053] like Figure 1 As shown, the settlement method in the game includes steps S101-S102:

[0054] S101. In response to a game match end instruction, at least game match settlement data corresponding to a first camp character is displayed on a graphical user interface, wherein the first camp character includes at least a first game character controlled by a terminal device, and the game match settlement data includes at least prompt identifiers corresponding to game behaviors performed by each first camp character at different game stages of the game.

[0055] S102. In response to a trigger operation on a target prompt identifier in the prompt identifier, a game screen and / or game details of a target game character performing a target game behavior are displayed on a graphical user interface, wherein the target game character is any game character among the game characters displayed in the game match settlement data, and the target game behavior is the game behavior corresponding to the target prompt identifier.

[0056] Next, steps S101-S102 are described in detail.

[0057] In the embodiment of the present application, taking the execution subject as a terminal device as an example, the player controls the first game character controlled by himself through the current terminal device. The first camp is the game camp where the first game character controlled by the player is located, and the player and other game characters in the first camp are teammates.

[0058] As mentioned above, when the game is over, a game end instruction is generated. The current game application running on the terminal device held by the player ends in situations where the current game is over, including but not limited to: the game character controlled by the player through the current terminal device is eliminated, the first camp wins, and the first camp fails to meet the victory condition when the game reaches the predetermined time limit. This is only an example, and the embodiments of the present application do not impose any limitation on this.

[0059] In an embodiment of the present application, in response to a game end instruction, at least the game match settlement data corresponding to the first camp character is displayed on the graphical user interface, wherein the first camp character at least includes the first game character controlled by the terminal device, and the game match settlement data at least includes the prompt mark corresponding to the game behavior performed by each first camp character at different game stages of the game match, and the prompt mark is used to prompt the game behavior performed by the game character. The display content of the prompt mark may include one or more of the following: text, picture, voice, animation, etc., which are only examples.

[0060] As described above, the game match settlement data includes prompt identifiers corresponding to the game behaviors performed by each game character in the first camp at different game match stages. The different game match stages of the game match can be reflected by the game timeline in the specific time period of the different game match stages in the entire game match. The game timeline can be set horizontally or vertically on the graphical user interface, which is only an example and is not limited in any way in the embodiments of the present application.

[0061] In an embodiment of the present application, in response to a trigger operation on a target prompt identifier in a prompt identifier, a game screen and / or game details of a target game character performing a target game behavior are displayed on a graphical user interface, wherein the target game character is any game character among the game characters displayed in the game match settlement data, and the target game behavior is the game behavior corresponding to the target prompt identifier.

[0062] In the above, the target prompt identifier refers to the prompt identifier that receives the trigger operation among the multiple prompt identifiers displayed in the game match settlement data, and the target game behavior is the game behavior corresponding to the target prompt identifier.

[0063] In the above, the target game character is any game character among the game characters displayed in the game match settlement data. That is to say, in the embodiment of the present application, the player can view the game behavior of any game character among the game characters displayed in the game match settlement data in the entire game match at different game match stages. In the case where the target virtual character is the first virtual character controlled by the player in the first camp, the player can review the game behavior of the first game character controlled by the player at different stages in the game match. In addition, in the case where the target virtual character is a virtual character controlled by other players in the first camp, the player can view, analyze, learn, and review the game behavior of the game character controlled by the teammates in the first camp at different stages in the game match.

[0064] For example, the target game character can be the first game character controlled by the player, or it can be a teammate character (i.e., any game character in the first camp other than the first game character controlled by the player). In this way, by viewing the game match settlement data, the player can view the game behaviors performed by himself in different game stages of the current game. The player can also view the game behaviors performed by teammates in different game stages of the current game. In this way, the player can clearly see the performance of himself and his teammates, understand the contribution level and behavior patterns of each person in the game, and thus enhance trust and communication between teams. In addition, players can review their own game behaviors, identify which strategies are effective and which are ineffective, and then improve their game skills and decision-making abilities. By analyzing the game behaviors of teammates, players can better understand team dynamics and learn how to collaborate more effectively, which helps improve players' collaborative performance in future games or battles.

[0065] As mentioned above, the game screen and / or game details of the target game character performing the target game behavior are displayed in the graphical user interface. Among them, the game details refer to the detailed information or game parameters of the target game character performing the target game behavior in the game scene. For example, the game parameters of the game behavior of defeating the enemy include but are not limited to: the amount of damage caused to the enemy character, the hit part, the weapon used, the position distribution when defeating the enemy, etc. The embodiment of the present application does not impose any limitation on the specific content displayed in the game details of the game behavior. The format of the detailed information displayed in the game details for illustrating the game behavior includes but is not limited to: text, pictures, videos, animations, etc., which are only examples.

[0066] In the embodiment of the present application, in response to the triggering operation of the target prompt mark in the prompt mark, the game screen and / or game details of the target game character performing the target game behavior are displayed in the graphical user interface. This can provide an intuitive way to help players review the detailed information of the target game behavior of the target game character, thereby helping players to better view, review, and replay the game behavior.

[0067] For example, in combination Figure 3 and one The above step S102 is exemplified by a specific example. Figure 3 A schematic diagram of a game screen showing game match settlement data and target game behavior provided in one embodiment of the present application.

[0068] like Figure 3As shown in interface (a), the graphical user interface 300 displays a game settlement interface 305, which at least displays the game match settlement data corresponding to the first camp character and the game match timeline 306, and the four game characters of the first camp are game character 3021, game character 3022, game character 3023, and game character 3024. Among them, game character 3024 is the first game character, and the game match settlement data displayed in the game settlement interface 305 at least includes the prompt identifiers corresponding to the game behaviors performed by each first camp character at different game stages of the game match. Taking the game character 3021 of the first camp as an example, the parachuting logo is displayed in the 1st to 3rd minutes, which means that the game character 3021 performs parachuting in the 1st to 3rd minutes; the text prompt "pick up supplies" is displayed in the 3rd to 16th minutes, which means that the game character 3021; ​​the text prompt "defeat 3 people" is displayed in the 16th to 27th minutes, which means that the game character 3021 defeats three enemy characters in the 16th to 27th minutes; the text prompt "fall to the ground" is displayed in the 17th to 34th minutes, which means that the game character 3021 falls to the ground in the 17th to 34th minute; the text prompt "Defeat 1 person" is displayed in the 34th to 45th minute, indicating that the game character 3021 defeats an enemy game character in the 34th to 45th minute; the text prompt "Pick up airdrop" is displayed in the 45th to 62nd minute, indicating that the game character 3021 picks up virtual resources dropped from the air in the 45th to 62nd minute; the text prompt "Out" is displayed at the 62nd minute, indicating that the game character 3021 is eliminated in the 62nd minute. As shown in interface (a), it can be seen that the user uses a finger to perform a trigger operation such as a click operation on "Defeat 3 people" (i.e., the target prompt identifier) ​​among the multiple prompt identifiers corresponding to the game character 3021 (i.e., the target game character). Subsequently, as shown in interface (b), the game screen 3061 corresponding to "Defeat three people" (i.e., the target prompt identifier) ​​is displayed in the graphical user interface 300. In this way, by viewing the game screen 3061, the player can review the details of the game behavior in detail, thereby further helping the player to better review the detailed process of the "Defeat three people" game behavior.

[0069] The settlement method in the game provided by the embodiment of the present application, in response to the game match end instruction, by displaying at least the game match settlement data corresponding to the first camp character in the graphical user interface, the game match settlement data displays the prompt logo corresponding to the game behavior performed by each game character in the first camp at different game stages in the game match. Players can not only view the game behaviors performed by themselves in different game stages in this game, but also view the game behaviors performed by teammates in different game stages in this game, so that players can clearly see the performance of themselves and their teammates, understand the contribution degree and game behavior strategy of each person in the game match, thereby enhancing trust and communication between teams. In response to the triggering operation of the target prompt logo in the prompt logo, the game screen and / or game details of the target game character performing the target game behavior are displayed in the graphical user interface, so that an intuitive way can be provided to help players review the detailed information of the target game behavior of the target game character, thereby helping players to better view, review and replay the game behavior.

[0070] Second embodiment

[0071] Next, combine Figure 4 , a settlement method in a game provided in another embodiment of the present application is described, Figure 4 This is a flow chart of a settlement method in a game provided by another embodiment of the present application.

[0072] like Figure 4 As shown, the settlement method in the game includes steps S201-S202:

[0073] S201. In response to a game match end instruction, at least game match settlement data and a settlement mode switching control corresponding to a first camp character are displayed on a graphical user interface, wherein the first camp character includes at least a first game character controlled by a terminal device, the game match settlement data includes at least prompt identifiers corresponding to game behaviors performed by each first camp character at different game stages of the game, and the settlement mode switching control is used to switch between the game match settlement data corresponding to the first camp character and the statistical data of the first camp character on various game indicators.

[0074] S202. In response to a trigger operation on a settlement mode switching control, the game match settlement data corresponding to the first camp character displayed on the graphical user interface is switched to display statistical data of the first camp character on various game indicators.

[0075] In an embodiment of the present application, in response to a game match end instruction, at least the game match settlement data corresponding to the first camp character and a settlement mode switching control are displayed on the graphical user interface. The settlement mode switching control is used to switch between the game match settlement data corresponding to the first camp character and the statistical data of the first camp character on various game indicators.

[0076] As mentioned above, settlement indicators refer to various statistical data and evaluations displayed to players after the game ends. Exemplarily, settlement indicators include but are not limited to: number of victories (or number of enemies killed), damage value, number of assists, survival time, number of rescues, treatment amount (or treatment contribution), activity, and current game score. Among them, the number of victories indicates the number of enemy characters directly defeated by the player in the game; the survival time indicates the total time the player survives in the game; the number of assists indicates the number of enemy characters killed by the player's assistance to teammates; the treatment amount indicates the amount of treatment provided by the player to his teammates. The score of this game is a comprehensive score given based on the player's overall combat performance in the game. The above is only an example of the settlement indicators, and other settlement indicators may also be included.

[0077] In an embodiment of the present application, two different modes of game settlement are provided, and the settlement mode switching control displayed on the graphical user interface is used by the player to trigger the switching display between the game match settlement data corresponding to the first camp character and the statistical data of the first camp character on each game indicator. Different game settlement modes provide different game settlement data. Among them, this game settlement mode of the game match settlement data corresponding to the first camp character on the graphical user interface is mainly used to display the prompt mark of the game behavior of each game character in the first camp at different game stages in the game match. This game settlement mode of the statistical data of the first camp character on each game indicator on the graphical user interface is mainly for the summary statistical data of each character of the player on each displayed game indicator. In other words, the former settlement mode pays more attention to the specific game behavior of the game character in the current game process and the time point when each specific game behavior occurs, while the latter settlement mode pays more attention to the overall performance of the game character in the current game and the statistical data on each settlement indicator.

[0078] As mentioned above, the settlement mode switching control can receive different trigger operations depending on the type of terminal device. For example, when the terminal device is a touch screen device such as a mobile phone, a tablet computer, a game console, etc., the trigger operation can be a trigger operation of the user's finger. For example, the trigger operation can be a sliding operation such as swiping up, swiping down, swiping left, swiping right, a long press operation, a click operation, a double-click operation, etc., but not limited to this. When the terminal device is a non-touch screen terminal device such as a desktop computer, a laptop computer, etc., the trigger operation can be performed by a control device such as a mouse, a keyboard, etc., but not limited to this.

[0079] In an embodiment of the present application, in response to a trigger operation on a settlement mode switching control, the game match settlement data corresponding to the first camp character displayed on the graphical user interface is switched to display the statistical data of the first camp character on various game indicators. In this way, players can trigger switching between different settlement modes by triggering the settlement mode switching control, and players can even switch back and forth between different settlement modes. Players can quickly switch between different settlement modes and compare the data differences under different settlement modes, so as to have a more comprehensive understanding of the role game behavior.

[0080] For example, in combination Figure 5 and one The above steps S201-S202 are exemplarily described as follows: Figure 5 A schematic diagram of switching between different settlement modes provided in one embodiment of the present application.

[0081] like Figure 5 As shown, it includes interface (a) and interface (b). In response to the game end instruction, as shown in interface (a), the game settlement interface 505 is displayed on the graphical user interface 500, and the game settlement interface 505 at least displays the game match settlement data and the settlement mode switching control 504 corresponding to the first camp character. Among them, the first camp characters include game characters 5021, game characters 5022, game characters 5023, and game characters 5024 (i.e., the first virtual characters controlled by the player). Among them, the game match settlement data at least includes prompt identifiers corresponding to the game behaviors performed by each first camp character at different game stages of the game match. As shown in interface (a), it can be seen that the player uses a finger to trigger the settlement mode switching control 504, such as clicking. Subsequently, as shown in interface (b), the game settlement interface 505 on the graphical user interface 500 switches the game match settlement data corresponding to the first camp character displayed in the graphical user interface to the statistical data of the first camp character on various game indicators. As shown in interface (b), it can be seen that the player uses a finger to trigger the settlement mode switching control 504 again, such as clicking. Subsequently, as shown in interface (c), the game settlement interface 505 on the graphical user interface 500 switches the display of the statistical data of the first camp character on each game indicator to the game match settlement data corresponding to the first camp character displayed on the graphical user interface.

[0082] In the second embodiment of the present application, in response to the game match end instruction, at least the game match settlement data and the settlement mode switching control corresponding to the first camp character are displayed on the graphical user interface, wherein the first camp character at least includes the first game character controlled by the terminal device, the game match settlement data at least includes the prompt mark corresponding to the game behavior performed by each first camp character at different game stages of the game match, and the settlement mode switching control is used to switch between the game match settlement data corresponding to the first camp character and the statistical data of the first camp character on each game indicator. In this way, a settlement mode switching control is provided on the graphical user interface, and the player can switch to display the game settlement interface that he expects to display by triggering the settlement mode switching control according to his needs. In response to the triggering operation for the settlement mode switching control, the game match settlement data corresponding to the first camp character and the statistical data of the first camp character on each game indicator are switched and displayed. In this way, in this embodiment, players can choose different settlement modes according to their needs, so as to analyze their game behavior from multiple angles.

[0083] Based on the above first embodiment, the settlement method in the game provided in the embodiment of the present application is further described below.

[0084] In an optional implementation, the graphical user interface also displays game match settlement data corresponding to the second camp characters, and the game match settlement data corresponding to the second camp characters at least includes prompt identifiers corresponding to game behaviors performed by each second camp character at different game stages of the game, and the second camp characters and the first camp characters are in a hostile relationship with each other.

[0085] In an embodiment of the present application, while displaying the game match settlement data corresponding to the first camp character on the graphical user interface, the game match settlement data corresponding to the second camp character can also be displayed. In this way, in addition to being able to view the game behaviors performed by himself and his teammates at different game match stages, the player can also view the game behaviors performed by the enemy game character, that is, the second camp character, at different game match stages. Further, the player can also select any second camp character as the target game character, select one from the game behaviors performed by the target game character as the target game behavior, and trigger the prompt mark corresponding to the target game behavior to trigger the game screen in which the enemy game character performs the target game behavior in the graphical user interface, so that the player can observe the behavior of the enemy character at close range, so as to better understand its motivation and action mode, and at the same time, the player can adjust his strategy according to the specific behavior of the enemy character, improve the survivability or chance of victory in the game, and then help the player to know himself and the enemy and never be defeated in a hundred battles.

[0086] In an optional implementation manner, different game parameters are displayed in the game details corresponding to different game behaviors.

[0087] In the embodiment of the present application, the game parameters of different game behaviors display different types of information and data corresponding to them. The game details corresponding to different game behaviors display different game parameters. This design allows players to quickly obtain relevant information according to their needs, which helps to improve game experience, tactical analysis, review and development of personal competitive skills.

[0088] In an optional implementation manner, the game behavior includes one or more of the following: picking up virtual supplies, defeating enemy characters, riding virtual vehicles, being knocked down or eliminated, or hanging up.

[0089] In an optional implementation, the game details corresponding to picking up virtual supplies include at least one of the following game parameters: the type of virtual supplies and the corresponding quantity. This can help players review at a glance what type of supplies and the quantity that the target game character picked up at that time.

[0090] For example, for the game behavior of picking up virtual supplies, if the player picks up 10 medical kits and 5 energy drinks in the game, the game details screen will display 10 medical kits and 5 energy drinks. The game details screen is used to display the game parameters included in the game details corresponding to the specific game behavior.

[0091] For example, the following is combined with Figure 6 and one A specific example is used to illustrate the game details screen showing the picking up of virtual supplies. Figure 6 A schematic diagram of a game details screen showing picking up virtual supplies provided in one embodiment of the present application.

[0092] like Figure 6 As shown in the figure, it includes interface (a) and interface (b). As shown in interface (a), it can be seen that the user uses a finger to perform a trigger operation such as a click operation on the "pick up supplies" (i.e., the target prompt mark) in the multiple prompt marks corresponding to the game character 6021 (i.e., the target game character). Subsequently, as shown in interface (b), the game details screen 609 corresponding to the "pick up supplies" (i.e., the target prompt mark) is displayed in the graphical user interface 600. The game details screen 609 includes the type of virtual supplies picked up by the game character 6021 and the corresponding quantity (such as a gun, a long coat, a magazine, etc.), which can help the player to review at a glance what type of virtual supplies and quantity the target game character picked up at that time.

[0093] In an optional implementation, the game details corresponding to defeating an enemy character include at least one of the following game parameters: the body part hit and the corresponding number of hits, the virtual weapon used when attacking, and a position distribution map of the enemy characters defeated by the target game character and the target game character, wherein the target game character and the enemy character are distinguished and displayed in different display modes in the position distribution map.

[0094] In the above, when the position distribution diagram of the enemy character defeated by the target game character and the target game character is simultaneously displayed on the game details screen, the enemy character defeated by the target game character and the target game character are displayed or indicated in different display modes. For example, a red circle is used to represent the enemy character defeated by the target game character, and a green circle is used to represent the target game character.

[0095] Displaying information about body parts hit and the corresponding number of hits in the game details screen after defeating an enemy character can help players understand the performance of the target game character in battle, such as which parts are easier to hit and which parts are more difficult to hit. Displaying the location distribution map of enemy characters can help players understand the overall situation of the battle, such as the location distribution area and movement path of enemy characters and target game characters. Such information is very useful for formulating tactics, such as arranging ambush locations or planning retreat routes. This sophisticated data analysis helps players improve combat skills, such as improving aiming accuracy or learning more effective attack strategies.

[0096] For example, the following is combined with Figure 7 and one A specific example is given to illustrate the game details screen showing the defeat of the enemy character. Figure 7 A schematic diagram of a game details screen showing defeating an enemy character provided in one embodiment of the present application.

[0097] like Figure 7 As shown in the figure, it includes interface (a) and interface (b). As shown in interface (a), it can be seen that the user uses a finger to perform a trigger operation such as a click operation on "Defeat three people" (i.e., the target prompt logo) in multiple prompt logos corresponding to the game character 7021 (i.e., the target game character). Subsequently, as shown in interface (b), the game details screen 707 corresponding to "Defeat three people" (i.e., the target prompt logo) is displayed in the graphical user interface 700. The game details screen 707 includes the body parts of the enemy characters hit by the target game character in the process of defeating three people, the virtual weapons used by the target game character (such as virtual weapon pictures and weapon models), the position distribution of each defeated game character in the game scene, and the position distribution of the target game character in the game scene at that time.

[0098] In an optional implementation, the game details corresponding to driving a virtual vehicle include at least one of the following game parameters: mileage, type of virtual vehicle, and route of the virtual vehicle. Displaying the distance traveled by the target game character driving the virtual vehicle helps players understand the range of movement of the target game character in the game. By displaying the route of the virtual vehicle, players can review the path of the target game character, which is very useful for tactical planning. For example, for the game behavior of the target game character driving a virtual vehicle, in this game behavior, the target game character drove a virtual jeep for 2 kilometers, passing through three locations A, B, and C. If the target game character is the first game character controlled by the player himself, this helps the player evaluate his driving skills and understand driving efficiency and path selection. For another example, if the target game character is a game character controlled by a teammate, this helps the player analyze whether the path selected by the teammate is optimal, such as whether it avoids enemy-dense areas or chooses a shorter route, etc., just as an example.

[0099] For example, the following is combined with Figure 8 and one A specific example is given to illustrate the game details screen showing the driving of a virtual vehicle. Figure 8 A schematic diagram of a game details screen showing a virtual vehicle driving provided in one embodiment of the present application.

[0100] like Figure 8 As shown in the figure, it includes interface (a) and interface (b). As shown in interface (a), it can be seen that the user uses a finger to perform a trigger operation such as a click operation on the "driving vehicle" (i.e., the target prompt identifier) ​​among the multiple prompt identifiers corresponding to the game character 8024 (i.e., the target game character). Subsequently, as shown in interface (b), the game details screen 808 corresponding to the "driving vehicle" (i.e., the target prompt identifier) ​​is displayed in the graphical user interface 800. The game details screen 808 includes the mileage of the driving vehicle, the type of virtual vehicle, i.e., the virtual jeep, and the driving route of the virtual vehicle.

[0101] In an optional implementation, the game screen of being knocked down, eliminated or hanging up includes a video recording of the game behavior corresponding to being knocked down, eliminated or hanging up. The player reviews the moment when the target game character is knocked down or eliminated, which helps to analyze the situation at that time, which helps the player understand the mistake of the target game character in the game, so as to avoid making the same mistake in the future.

[0102] For example, the following is combined with Fig. 9 and one A specific example is given to illustrate the game screen showing that the target game character is eliminated. Fig. 9 A schematic diagram of a game screen showing a target game character being eliminated provided in one embodiment of the present application.

[0103] like Fig. 9 As shown in FIG. 9 , the graphical user interface 900 includes an interface (a) and an interface (b). As shown in interface (a), it can be seen that the user uses a finger to perform a trigger operation such as a click operation on “out” (i.e., the target prompt identifier) ​​among the multiple prompt identifiers corresponding to the game character 9023 (i.e., the target game character). Subsequently, as shown in interface (b), a game screen 907 corresponding to “out” (i.e., the target prompt identifier) ​​is displayed in the graphical user interface 900. The game recording of the game character 9023 being eliminated is displayed in the game screen 907.

[0104] In an optional implementation manner, the settlement method in the game provided in the embodiment of the present application further includes step S103:

[0105] S103. For each game character, when the game character performs multiple game behaviors simultaneously in any game phase, one game behavior is selected from the multiple game behaviors and determined as the game behavior displayed in the game phase.

[0106] In an embodiment of the present application, for the situation where a game character performs multiple different game behaviors in the same time period, in order to make the information in the game match settlement data clearer and easier to read, it is necessary to select a game behavior that is representative or important or has a greater impact on the game character from the multiple game behaviors for display. This can avoid displaying too much game behavior information in this time period on the game match settlement data, thereby allowing players to quickly understand the most important game behaviors in this time period.

[0107] For example, if a game character has both the game behavior of picking up supplies and the game behavior of defeating enemies within a certain period of time, defeating enemies will usually be selected as the game behavior for that period of time, because the game behavior of defeating enemies may have a greater impact on the game outcome.

[0108] Below, three possible implementations of “selecting one gaming behavior from multiple gaming behaviors and determining it as the gaming behavior corresponding to the time period” are exemplarily described.

[0109] In an optional implementation, a plurality of game behaviors are sorted according to a preset display order, and the game behavior with the highest display order after sorting is determined as the game behavior displayed in the game stage.

[0110] In the embodiment of the present application, in the game match settlement data, when a game character performs multiple game behaviors within a time period, these game behaviors are sorted according to a preset display order, and the game behavior with the highest display order after sorting is determined as the game behavior corresponding to the time period. This approach helps to simplify information display, highlight key game behaviors, and facilitate players to review and analyze their own game behaviors.

[0111] Exemplarily, the five game behaviors are: defeating enemy characters, picking up virtual supplies, being knocked down or eliminated, using healing items, and riding virtual vehicles. For example, the preset display order of the five game behaviors can be: defeating enemy characters, riding virtual vehicles, picking up virtual supplies, being knocked down or eliminated, and using healing items. If the game character performs the following three game behaviors at the same time in the 3rd to 7th minute: defeating enemy characters, riding virtual vehicles, and using healing items, then according to the above preset display order, the game behavior of "defeating enemy characters" is the first of the three game behaviors, and the most important game behavior in the "defeating enemy characters" time period will be displayed.

[0112] In another optional implementation, according to the different degrees of influence of the game behavior on the life value of the game character, the types of game behavior include: life value reduced to zero, life value reduced and not zero, life value unchanged. The preset display order of multiple types of game behaviors is: life value reduced to zero, life value reduced and not zero, life value unchanged.

[0113] In the above, the game behavior of reducing health to zero is, for example, the game character is knocked down or eliminated. The game behavior of reducing health but not to zero is the game behavior of being hurt by the game character but not being knocked down. The game behavior of no change in health is the game behavior that does not directly affect the health of the game character, such as picking up virtual supplies, picking up airdrops, and riding virtual vehicles.

[0114] In the embodiment of the present application, in the game settlement data, when a game character performs multiple game behaviors in the same time period, the display order of the multiple types of game behaviors is: life value drops to zero, life value decreases and is not zero, life value does not change. That is to say, for the multiple game behaviors performed in the same time period, the display order of life value drops to zero, life value decreases and is not zero, life value does not change is given priority.

[0115] Another optional implementation is to evaluate the victory contribution value of each game behavior to the game game when multiple game behaviors do not result in a reduction in the game character's health value, and determine the game behavior with the largest victory contribution value as the game behavior displayed in the game stage.

[0116] As mentioned above, victory contribution value refers to the positive impact of a certain game behavior on the victory of the current game. In addition, when evaluating contribution value, the potential contribution of game behavior to the game outcome can also be considered, such as whether it helps control the map, obtain resources, support teammates, etc. The contribution value of various game behaviors is evaluated, and the game behavior with the largest contribution value is determined as the most important game behavior in the time period and displayed.

[0117] In an optional implementation, the game scene of the game game includes a battle area, and the battle area gradually shrinks as the game game progresses. The game game settlement data also includes the location of the battle area corresponding to different game stages.

[0118] As mentioned above, the battle area refers to a designated area in the game scene where players can move freely and fight. This battle area can be a part of the entire map or the entire map itself. At the same time, the battle area gradually shrinks as the game time progresses. This means that as the game time progresses, the battle area where players can move freely will gradually shrink. It is usually manifested as certain areas on the map gradually becoming inaccessible or deadly (for example, covered by poisonous fog, explosions, etc.). For example, the battle area can be a poison circle, a storm circle (such as storms, lightning, etc.), a safety circle, a final circle, etc. in the game, just as an example.

[0119] In an embodiment of the present application, the game match settlement data also includes the position of the battle area corresponding to different game stages. In other words, it is also possible to know which specific battle area distributions are which game stage through the game match settlement data. By showing which specific game area distributions are which game stage, the player can review the behavior of the target game character in each battle area, analyze the tactical selection of the target game character in different game stages, which helps the player understand how to move more effectively, find cover or engage in battle with the enemy in each battle area. Further, the player can check the game stage (i.e. position) where the target game character is located in different game areas, understand how the target game character copes with the contraction of the game area, and this information helps the player to better plan the moving path and select the safe zone in future games.

[0120] For example, the following is combined with Fig.10 and one A specific example is used to illustrate the above optional implementation mode. Fig.10 A schematic diagram showing the positions of the battle areas corresponding to different game stages provided in one embodiment of the present application.

[0121] like Fig.10 As shown, the game phases corresponding to the multiple game areas are marked below the game timeline 1006 in the game settlement data displayed in the game settlement interface 1005 in the graphical user interface 1000. Fig.10 As shown, the time range of the first stage poison circle 1001 is the 15th to 22.5th minute stage of the game, the time range of the second stage poison circle 1002 is the 22.5th to 32.5th minute stage of the game, the time range of the third stage poison circle 1003 is the 32.5th to 41st minute stage of the game, and the time range of the final circle 1004 is the 41st to 50th minute stage of the game.

[0122] The settlement device in the game provided by the present application is described below. The settlement device in the game described below and the settlement method in the game described above can be referenced to each other.

[0123] Fig.11 This is a schematic diagram of the structure of a settlement device in a game provided in one embodiment of the present application. Fig.11 As shown, the settlement device 1100 in the game includes: a display module 1101 and a processing module 1102.

[0124] A display module is used for displaying, in response to a game match end instruction, at least game match settlement data corresponding to a first camp character on the graphical user interface, wherein the first camp character at least includes a first game character controlled by the terminal device, and the game match settlement data at least includes: prompt identifiers corresponding to game behaviors performed by each first camp character at different game stages of the game match;

[0125] A processing module is used to respond to a trigger operation on a target prompt identifier in the prompt identifier, and display a game screen and / or game details of a target game character performing a target game behavior on the graphical user interface, wherein the target game character is any game character among the game characters displayed in the game match settlement data, and the target game behavior is the game behavior corresponding to the target prompt identifier.

[0126] In an optional implementation, the graphical user interface also displays game match settlement data corresponding to the second camp characters, and the game match settlement data corresponding to the second camp characters at least includes prompt identifiers corresponding to game behaviors performed by each second camp character in different game stages of the game, and the second camp characters and the first camp characters are in a hostile relationship with each other.

[0127] In an optional implementation manner, different game parameters are displayed in the game details corresponding to different game behaviors.

[0128] In an optional implementation manner, the game behavior includes one or more of the following: picking up virtual supplies, defeating enemy characters, riding virtual vehicles, being knocked down or eliminated, or hanging up.

[0129] In an optional implementation manner, the game details corresponding to picking up virtual supplies include at least one of the following game parameters: the type of virtual supplies and the corresponding quantity; the game details corresponding to defeating an enemy character include at least one of the following game parameters: the body part hit and the corresponding number of hits, the virtual weapon used when attacking, the enemy character defeated by the target game character and a position distribution map of the target game character, the position distribution map distinguishing between the target game character and the enemy character in different display modes; the game details corresponding to riding a virtual vehicle include at least one of the following game parameters: mileage, type of virtual vehicle, and the driving route of the virtual vehicle; the game screen of being knocked down or eliminated or hanging up includes the game recording corresponding to being knocked down or eliminated or hanging up.

[0130] In an optional implementation manner, the method further includes:

[0131] For each of the game characters, when the game character performs multiple game behaviors simultaneously in any game phase, one game behavior is selected from the multiple game behaviors and determined as the game behavior displayed in the game phase.

[0132] In an optional implementation manner, the selecting one game behavior from the multiple game behaviors and determining it as the game behavior displayed in the game stage includes:

[0133] The multiple game behaviors are sorted according to a preset display order, and the game behavior with the highest display order after sorting is determined as the game behavior displayed in the game stage.

[0134] An optional implementation manner, according to different degrees of impact of game behaviors on the life values ​​of game characters, the types of game behaviors include: life values ​​dropping to zero, life values ​​decreasing but not zero, and life values ​​not changing; the preset display order of the multiple types of game behaviors is: life values ​​dropping to zero, life values ​​decreasing and not zero, and life values ​​not changing.

[0135] In an optional implementation manner, the selecting one game behavior from the multiple game behaviors and determining it as the game behavior displayed in the game stage includes:

[0136] In the case that none of the multiple game behaviors results in a reduction in the life value of the game character, the victory contribution value of each of the multiple game behaviors to the game game is evaluated, and the game behavior with the largest victory contribution value is determined as the game behavior displayed in the game stage.

[0137] An optional implementation manner is characterized in that the game scene of the game game includes a battle area, and the battle area gradually shrinks as the game game time increases;

[0138] The game match settlement data also includes the locations of the battle areas corresponding to different game stages.

[0139] In an optional implementation manner, the graphical user interface further includes a settlement mode switching control, the settlement mode switching control being used to switch and display between the game match settlement data corresponding to the first camp character and the statistical data of the first camp character on various game indicators; the processing module is further used to:

[0140] In response to a trigger operation on the settlement mode switching control, the game match settlement data corresponding to the first camp character displayed on the graphical user interface is switched to display statistical data of the first camp character on various game indicators.

[0141] The settlement device in the game provided in this embodiment can be used to execute the technical solution of the settlement method embodiment in the above game. Its implementation principle and technical effect are similar, and this embodiment will not be repeated here.

[0142] Fig.12 A schematic diagram of the hardware structure of an electronic device provided in one embodiment of the present application is shown in FIG. Fig.12 As shown, the electronic device 1200 of this embodiment includes: a processor 1201 and a memory 1202;

[0143] Memory 1202, used to store computer-executable instructions;

[0144] The processor 1201 is used to execute the computer-executable instructions stored in the memory to implement the various steps executed by the settlement method in the game in the above embodiment. For details, please refer to the relevant description in the above method embodiment.

[0145] Optionally, the memory 1202 may be independent or integrated with the processor 1201 .

[0146] When the memory 1202 is independently provided, the electronic device further includes a bus 1203 for connecting the memory 1202 and the processor 1201 .

[0147] One embodiment of the present application further provides a computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions. When a processor executes the computer-executable instructions, a technical solution corresponding to the settlement method in the game in any of the above embodiments executed by the electronic device is implemented.

[0148] One embodiment of the present application also provides a computer program product, which includes: a computer program, which is stored in a readable storage medium. At least one processor of an electronic device can read the computer program from the readable storage medium, and at least one processor executes the computer program so that the electronic device executes the technical solution corresponding to the settlement method in the game in any of the above embodiments.

[0149] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.

[0150] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the modules is only a logical function division. There may be other division methods in actual implementation, such as multiple modules can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or modules, which can be electrical, mechanical or other forms.

[0151] The above-mentioned integrated module implemented in the form of a software function module can be stored in a computer-readable storage medium. The above-mentioned software function module is stored in a storage medium, including a number of instructions for enabling an electronic device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application.

[0152] It should be understood that the processor may be a central processing unit (CPU), or other general-purpose processors, digital signal processors (DSP), application-specific integrated circuits (ASIC), etc. A general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the invention may be directly implemented as being executed by a hardware processor, or may be implemented by a combination of hardware and software modules in the processor.

[0153] The memory may include a high-speed RAM memory, and may also include a non-volatile storage NVM, such as at least one disk memory, and may also be a USB flash drive, a mobile hard disk, a read-only memory, a magnetic disk or an optical disk, etc.

[0154] The bus may be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, or an Extended Industry Standard Architecture (EISA) bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, the bus in the drawings of the present application is not limited to only one bus or one type of bus.

[0155] The above storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic disk or optical disk. The storage medium can be any available medium that can be accessed by a general or special purpose computer.

[0156] Those skilled in the art can understand that all or part of the steps of implementing the above-mentioned method embodiments can be completed by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When the program is executed, the steps of the above-mentioned method embodiments are executed; and the aforementioned storage medium includes: ROM, RAM, disk or optical disk and other media that can store program codes.

[0157] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit it. Although the present application has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or replace some or all of the technical features therein with equivalents. However, these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present application.

Claims

1. A settlement method in a game, characterized in that: Providing a graphical user interface through a terminal device, the method comprising: In response to a game match end instruction, displaying at least game match settlement data corresponding to the first camp character on the graphical user interface, wherein the first camp character at least includes a first game character controlled by the terminal device, and the game match settlement data at least includes prompt identifiers corresponding to game behaviors performed by each first camp character at different game stages of the game match; In response to a trigger operation on a target prompt identifier in the prompt identifier, a game screen and / or game details of a target game character performing a target game behavior are displayed on the graphical user interface, wherein the target game character is any game character among the game characters displayed in the game match settlement data, and the target game behavior is the game behavior corresponding to the target prompt identifier.

2. The method according to claim 1, characterized in that The graphical user interface also displays game match settlement data corresponding to the second camp characters, and the game match settlement data corresponding to the second camp characters at least includes prompt marks corresponding to game behaviors performed by each second camp character in different game stages of the game, and the second camp characters and the first camp characters are in a hostile relationship with each other.

3. The method according to claim 1, characterized in that Different game behaviors correspond to different game details and display different game parameters.

4. The method according to claim 3, characterized in that The game behaviors include one or more of the following: picking up virtual supplies, defeating enemy characters, riding virtual vehicles, being knocked down or eliminated, or hanging up.

5. The method according to claim 4, characterized in that The game details corresponding to picking up virtual supplies include at least one of the following game parameters: the type of virtual supplies and the corresponding quantity; the game details corresponding to defeating an enemy character include at least one of the following game parameters: the body part hit and the corresponding number of hits, the virtual weapon used during the attack, the enemy character defeated by the target game character and a position distribution map of the target game character, the target game character and the enemy character are distinguished and displayed in different display modes in the position distribution map; the game details corresponding to riding a virtual vehicle include at least one of the following game parameters: mileage, type of virtual vehicle, and the driving route of the virtual vehicle; the game screen of being knocked down, eliminated, or hanging up includes the game recording corresponding to being knocked down, eliminated, or hanging up.

6. The method according to claim 1, characterized in that The method further comprises: For each of the game characters, when the game character performs multiple game behaviors simultaneously in any game phase, one game behavior is selected from the multiple game behaviors and determined as the game behavior displayed in the game phase.

7. The method according to claim 6, characterized in that The selecting one game behavior from the multiple game behaviors and determining it as the game behavior displayed in the game stage includes: The multiple game behaviors are sorted according to a preset display order, and the game behavior with the highest display order after sorting is determined as the game behavior displayed in the game stage.

8. The method according to claim 7, characterized in that According to the different degrees of influence of game behaviors on the life value of the game character, the types of game behaviors include: the life value drops to zero, the life value decreases and is not zero, and the life value does not change; the preset display order of the multiple types of game behaviors is: the life value drops to zero, the life value decreases and is not zero, and the life value does not change.

9. The method according to claim 6, characterized in that The selecting one game behavior from the multiple game behaviors and determining it as the game behavior displayed in the game stage includes: In the case that none of the multiple game behaviors results in a reduction in the life value of the game character, the victory contribution value of each of the multiple game behaviors to the game game is evaluated, and the game behavior with the largest victory contribution value is determined as the game behavior displayed in the game stage.

10. The method according to claim 1, characterized in that The game scene of the game game includes a battle area, and the battle area gradually shrinks as the game time of the game game progresses; The game match settlement data also includes the locations of the battle areas corresponding to different game stages.

11. The method according to claim 1, characterized in that: The graphical user interface also includes a settlement mode switching control, and the settlement mode switching control is used to switch and display between the game match settlement data corresponding to the first camp character and the statistical data of the first camp character on various game indicators; the method also includes: In response to a trigger operation on the settlement mode switching control, the game match settlement data corresponding to the first camp character displayed on the graphical user interface is switched to display statistical data of the first camp character on various game indicators.

12. A settlement device in a game, characterized in that: The device comprises: A display module is used for displaying, in response to a game match end instruction, at least game match settlement data corresponding to a first camp character on the graphical user interface, wherein the first camp character at least includes a first game character controlled by the terminal device, and the game match settlement data at least includes: prompt identifiers corresponding to game behaviors performed by each first camp character at different game stages of the game match; A processing module is used to respond to a trigger operation on a target prompt identifier in the prompt identifier, and display a game screen and / or game details of a target game character performing a target game behavior on the graphical user interface, wherein the target game character is any game character among the game characters displayed in the game match settlement data, and the target game behavior is the game behavior corresponding to the target prompt identifier.

13. An electronic device, characterized in that: The electronic device comprises: Processor; and The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the settlement method in the game as described in any one of claims 1 to 11 is executed.

14. A computer-readable storage medium, characterized in that: A data processing program is stored, and the program is run by a processor to execute the settlement method in the game as described in any one of claims 1-11.