Game information display method and device, electronic equipment and storage medium

By displaying the identification of virtual stronghold objects and their relative position relationships in the game interface and providing game behavior information, the problem of poor information communication between players is solved, and the cooperation and experience of the game team is improved.

CN119701361AActive Publication Date: 2025-03-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411774070.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-04
Publication Date
2025-03-28
Estimated Expiration
2044-12-04

AI Technical Summary

Technical Problem

In the game, it is difficult for players to perceive the relative position and game behavior of other players in the same team in the game map, resulting in poor information exchange and affecting the cooperation experience.

Method used

By displaying the identification of virtual point objects and their relative positional relationships in the graphical user interface, players can intuitively perceive the positions of other players in the team. At the same time, after selecting a specific logo, the game behavior information of the corresponding game account is displayed, including the tasks and behavior areas of the virtual object.

Benefits of technology

It realizes information exchange between players, helping players better perceive the position and behavior of teammates, thereby improving team cooperation and overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiment of the invention provides a game information display method and device, electronic equipment and a storage medium, and relates to the technical field of game interaction. Displaying a first identifier corresponding to the first virtual foothold object and a second identifier corresponding to the second virtual foothold object in a target area of the graphical user interface; in response to the selection operation for any second identifier, the target identifier is determined, and the game behavior information corresponding to the target second game account to which the target identifier belongs is displayed in the target region, so that the region information communication barrier between different players in the player team is broken through, the players can control the game situation according to the game behavior information, and the user experience is improved. The matching among the players in the game team is greatly improved, and the matching experience among the players is improved.
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Description

Technical Field

[0001] The present invention relates to the field of game interaction technology, and in particular to a method for displaying game information, a device for displaying game information, an electronic device, and a computer-readable storage medium. Background Art

[0002] In the game, the interaction between players is one of the core components of the game experience. The corresponding interaction between players can effectively enhance the sociality, competitiveness and cooperation of the game and enrich the overall experience of the game. For example, in the game, different players can form corresponding teams and carry out subsequent game play as a team. However, in the game, it is difficult for players to perceive the relative positions of other players in the same team in the game map, and it is difficult to understand the various game behaviors of other players at all times. It is difficult for players to effectively exchange information, and it is easy for information asymmetry to lead to the inability of players to cooperate effectively, unable to play the role of team combat, and affect the cooperation experience between players. Summary of the invention

[0003] The embodiments of the present invention provide a method, device, electronic device and computer-readable storage medium for displaying game information, so as to solve or partially solve the problem that it is difficult for players to effectively exchange information during the game.

[0004] The embodiment of the present invention discloses a method for displaying game information, wherein a graphical user interface is provided through a first electronic terminal, and the content displayed by the graphical user interface includes at least a part of the game scene, a first virtual stronghold object controlled by a first game account, and a second virtual stronghold object controlled by at least one second game account, wherein the first game account and the second game account belong to the same player team, and the method includes:

[0005] In response to the team information viewing instruction, a first identifier corresponding to the first virtual stronghold object and a second identifier corresponding to the second virtual stronghold object are displayed in a target area of ​​the graphical user interface, and a first positional relationship between the first identifier and the second identifier in the target area corresponds to a second positional relationship between the first virtual stronghold object and the second virtual stronghold object in the game scene;

[0006] In response to a selection operation on the second identifier, a target identifier is determined, and game behavior information of the target second game account corresponding to the target identifier is displayed in the target area, wherein the game behavior information includes at least an object identifier corresponding to a virtual object assigned by the target second game account to perform a game task, and an area identifier corresponding to a behavior area where the virtual object performs the game task.

[0007] The embodiment of the present invention further discloses a device for displaying game information, which provides a graphical user interface through a first electronic terminal, wherein the content displayed by the graphical user interface includes at least a part of the game scene, a first virtual stronghold object controlled by a first game account, and a second virtual stronghold object controlled by at least one second game account, wherein the first game account and the second game account belong to the same player team, and the device includes:

[0008] an information viewing module, configured to respond to a team information viewing instruction and display a first identifier corresponding to the first virtual stronghold object and a second identifier corresponding to the second virtual stronghold object in a target area of ​​the graphical user interface, wherein a first positional relationship between the first identifier and the second identifier in the target area corresponds to a second positional relationship between the first virtual stronghold object and the second virtual stronghold object in a game scene;

[0009] A behavior information display module is used to determine a target identifier in response to a selection operation on the second identifier, and to display game behavior information of a target second game account corresponding to the target identifier in the target area, wherein the game behavior information at least includes an object identifier corresponding to a virtual object assigned by the target second game account to perform a game task, and an area identifier corresponding to a behavior area where the virtual object performs the game task.

[0010] The embodiment of the present invention further discloses an electronic device, comprising a processor, a communication interface, a memory and a communication bus, wherein the processor, the communication interface and the memory communicate with each other via the communication bus;

[0011] The memory is used to store computer programs;

[0012] The processor is used to implement the method described in the embodiment of the present invention when executing the program stored in the memory.

[0013] The embodiment of the present invention further discloses a computer-readable storage medium having instructions stored thereon, which, when executed by one or more processors, enables the processors to execute the method described in the embodiment of the present invention.

[0014] The embodiments of the present invention include the following advantages:

[0015] In an embodiment of the present invention, different players in the game can form corresponding player teams. The same player team in the game may include a first virtual stronghold object controlled by a first game account and a second virtual stronghold object controlled by at least one second game account. When the local player wants to view the team information, he can input a team information viewing instruction, and the terminal can display a first identifier corresponding to the first virtual stronghold object and a second identifier corresponding to the second virtual stronghold object in a target area of ​​the graphical user interface. The first position relationship between the first identifier and the second identifier in the target area corresponds to the second position relationship between the first virtual stronghold object and the second virtual stronghold object in the game scene. By displaying the position relationship between different identifiers in the target area, the player can intuitively and quickly perceive the same player team. The terminal can determine the relative positions of different players in the game scene in response to the selection operation for the second identifier, and further, the terminal can determine the target identifier in response to the selection operation for the second identifier, and display the game behavior information corresponding to the target second game account corresponding to the target identifier in the target area, the game behavior information at least includes the object identifier corresponding to the virtual object assigned by the target second game account to perform the game task, and the area identifier corresponding to the behavior area where the virtual object performs the game task. Through the game behavior information, the player can effectively and comprehensively perceive the game behavior of other players in the same game team in the game, breaking the regional information communication barrier between different players in the player team, so that the player can control the game situation according to the game behavior information, greatly improving the matching between players in the game team, and improving the cooperation experience between players. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] Figure 1 is a flowchart of a method for displaying game information provided in an embodiment of the present invention;

[0017] Figure 2 is a schematic diagram of a game interface provided in an embodiment of the present invention;

[0018] Figure 3 is an enlarged schematic diagram of a target area provided in an embodiment of the present invention;

[0019] Figure 4 is an enlarged schematic diagram of a target area provided in an embodiment of the present invention;

[0020] Figure 5 is a structural block diagram of a device for displaying game information provided in an embodiment of the present invention;

[0021] Figure 6 It is a block diagram of an electronic device provided in an embodiment of the present invention. DETAILED DESCRIPTION

[0022] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, the present invention is further described in detail below with reference to the accompanying drawings and specific embodiments.

[0023] As an example, different players in the game usually form a game team, and conduct subsequent tactical cooperation based on the game team. During the game, players need to perceive the relative positions of other members of the team in the game scene and the various game behaviors performed at all times, so as to better cooperate with other members of the team to play the game. However, for team member information, players usually need to open the team interface, display it in the form of a list, and only display the position coordinates of each member in the list. On the one hand, the viewing method is too cumbersome, and players need to operate repeatedly in multiple interfaces. On the other hand, the process cannot view the game behavior of other members of the team in the game, making it difficult for players to effectively exchange information. It is easy to cause players to be unable to cooperate effectively due to information asymmetry, unable to play the role of team combat, and affect the cooperation experience between players.

[0024] In this regard, in the present invention, different players in the game can form corresponding player teams. The same player team in the game may include a first virtual stronghold object controlled by a first game account and a second virtual stronghold object controlled by at least one second game account. When the local player wants to view the team information, he can input a team information viewing instruction, and the terminal can display a first identifier corresponding to the first virtual stronghold object and a second identifier corresponding to the second virtual stronghold object in a target area of ​​the graphical user interface. The first position relationship between the first identifier and the second identifier in the target area corresponds to the second position relationship between the first virtual stronghold object and the second virtual stronghold object in the game scene. By displaying the position relationship between different identifiers in the target area, the player can intuitively and quickly perceive the same player team. The terminal can determine the relative positions of different players in the game scene in response to the selection operation for the second identifier, and further, the terminal can determine the target identifier in response to the selection operation for the second identifier, and display the game behavior information corresponding to the target second game account corresponding to the target identifier in the target area, the game behavior information at least includes the object identifier corresponding to the virtual object assigned by the target second game account to perform the game task, and the area identifier corresponding to the behavior area where the virtual object performs the game task. Through the game behavior information, the player can effectively and comprehensively perceive the game behavior of other players in the same game team in the game, breaking the regional information communication barrier between different players in the player team, so that the player can control the game situation according to the game behavior information, greatly improving the matching between players in the game team, and improving the cooperation experience between players.

[0025] In order to enable those skilled in the art to better understand the technical solutions in the embodiments of the present invention, some technical features involved in the embodiments of the present invention are explained below:

[0026] For an electronic terminal, it can run the corresponding game client and display the corresponding game interface through a graphical user interface. The content displayed in the game interface may at least include game scenes and corresponding interactive controls, etc. Players can input corresponding game control instructions through the interactive controls, and can also switch game scenes by sliding the game interface.

[0027] In the game, different players can form corresponding player teams to achieve corresponding tactical cooperation based on the form of game teams. In a player team, it can be divided into local players and opposite players. The local players log in to the corresponding first game account on the first electronic terminal to control the first virtual base object in the game and the dispatched virtual objects dispatched from the first virtual base object through the first game account. The opposite players log in to the corresponding second game account on the second electronic terminal to control the second virtual base object in the game and the dispatched virtual objects dispatched from the second virtual base object through the second game account.

[0028] For example, in a war simulation strategy game, the same game account can usually have at least one virtual stronghold object (including the virtual stronghold object corresponding to the player's "birth" in the game, and the virtual stronghold object built on the territory after the "birth" by occupying the corresponding territory, etc.). During the game, the player can dispatch the corresponding dispatched virtual objects from the virtual stronghold objects to perform corresponding game tasks, such as collecting resources, staying and garrisoning, fighting, building, etc., then the virtual stronghold objects, dispatched virtual objects, etc. can all be virtual objects controlled by the players, and, for the virtual stronghold objects, the players can build virtual stronghold objects at the corresponding positions in the game scene if the game conditions are met, etc., and the present invention is not limited to this.

[0029] In addition, in the game, the player can form a corresponding dispatch team with dispatch virtual objects, and dispatch the dispatch team to a corresponding position in the game scene to perform corresponding game behaviors. Optionally, the dispatch team can include at least one dispatch virtual object, etc., and the present invention is not limited to this.

[0030] Reference Figure 1, shows a flowchart of a method for displaying game information provided in an embodiment of the present invention, wherein a graphical user interface is provided through a first electronic terminal, and the content displayed by the graphical user interface includes at least a part of the game scene, a first virtual stronghold object controlled by a first game account, and a second virtual stronghold object controlled by at least one second game account, and the first game account and the second game account belong to the same player team, and specifically can include the following steps:

[0031] Step 101, in response to a team information viewing instruction, displaying a first identifier corresponding to the first virtual stronghold object and a second identifier corresponding to the second virtual stronghold object in a target area of ​​the graphical user interface, wherein a first positional relationship between the first identifier and the second identifier in the target area corresponds to a second positional relationship between the first virtual stronghold object and the second virtual stronghold object in a game scene;

[0032] In an embodiment of the present invention, if different players in the same player team can understand each other's gaming behaviors of virtual objects controlled by corresponding players in the game, it can effectively assist the players in making corresponding gaming decisions to cooperate with teammates in executing corresponding game content.

[0033] It should be noted that in the embodiments of the present invention, an example of a local player viewing the game behavior of a virtual object controlled by other players in the same team is used for exemplary description. For other players in the player team, corresponding functions can be achieved through the same game operations, and the present invention does not limit this.

[0034] In a specific implementation, the first electronic terminal to which the local player belongs can respond to a team information viewing instruction input by the local player to trigger the display of a target area in a graphical user interface. A first identifier corresponding to the first virtual stronghold object and a second identifier corresponding to the second virtual stronghold object can be displayed in the target area. The first position relationship between the first identifier and the second identifier in the target area corresponds to the second position relationship between the first virtual stronghold object and the second virtual stronghold object in the game scene. By displaying the position relationship between different identifiers in the target area, players can intuitively and quickly perceive the relative positions of different players in the same player team in the game scene.

[0035] Among them, for the target area, it can be a "radar scanner" or a small game map. The position relationship of virtual objects controlled by different players in the game scene can be seen through the logos displayed in the target area, so that players can intuitively and quickly perceive the relative positions of different players in the same player team in the game scene.

[0036] In some feasible implementations, when the identifiers corresponding to different players in the same player team are presented through the target area, the first electronic terminal can locate each second virtual stronghold object with the first virtual stronghold object as the center in the game scene, obtain the positional relationship between the first virtual stronghold object and the second virtual stronghold object in the game scene, and then display the first identifier corresponding to the first virtual stronghold object at the center position of the target area, and display the second identifier corresponding to the second virtual stronghold object at the corresponding position of the target position according to the positional relationship.

[0037] It should be noted that the terminal can determine the positional relationship between the first virtual stronghold object and the second virtual stronghold object in the game scene based on the first position coordinates corresponding to the first virtual stronghold object in the game scene and the second position coordinates corresponding to the second virtual stronghold object in the same team in the game scene, and then display the first identifier corresponding to the first virtual stronghold object at the center position of the target area, and display the second identifier corresponding to the second virtual stronghold object according to the positional relationship, which is equivalent to presenting the positions of each player in the same team in the game scene in the form of thumbnails, so that players can intuitively and quickly perceive the relative positions of different players in the same player team in the game scene.

[0038] Optionally, the identifier may at least include the game name, game avatar, and social relationship of each player in the same team. While displaying the second identifier, the first electronic terminal may also display the corresponding social relationship in the game between the first player to whom the first identifier belongs and the second player to whom the second identifier belongs, and characterize the social relationship in the game between different players in the same team through the social relationship, so that the player can perceive the social relationship between the corresponding player and himself.

[0039] The social relationship may include at least one of a friend relationship, an ally relationship, a teammate relationship, a family relationship, and a same-city relationship, and the present invention does not limit this.

[0040] In addition, for triggering the target area, the first electronic terminal can display the team view control corresponding to the player team in the graphical user interface. If the local player inputs a trigger operation for the team view control, the first electronic terminal can respond to the trigger operation for the team view control and display the target area in the graphical user interface. It can be understood that the triggering method of the target area can also include other interactive methods, such as gesture input, voice input, physical control key triggering, etc., and the present invention does not limit this.

[0041] Step 102, in response to the selection operation for the second identifier, determine the target identifier, and display the game behavior information of the target second game account corresponding to the target identifier in the target area, the game behavior information at least including the object identifier corresponding to the virtual object assigned by the target second game account to perform the game task, and the area identifier corresponding to the behavior area where the virtual object performs the game task.

[0042] By displaying the identification, players can intuitively and quickly perceive the relative positions of different players in the same player team in the game scene. Furthermore, for each second identification, the local player can also select any second identification to trigger viewing of the game behavior information corresponding to the virtual object controlled by the corresponding player in the same team in the game, such as viewing the game tasks performed in the game scene by the virtual object dispatched from the virtual stronghold object by another player in the team, etc., so that the game behavior of the corresponding player in the game can be effectively and comprehensively perceived through the game behavior information, breaking the regional information communication barriers between different players in the player team, allowing players to control the game situation according to the game behavior information, greatly improving the matching between players in the game team, and improving the cooperation experience between players.

[0043] Among them, for game tasks, different game tasks can correspond to different game behaviors. For example, the virtual object performs resource collection tasks in the game scene corresponding to collection behavior, performs game combat tasks in the game scene corresponding to combat behavior, performs garrison tasks in the game scene corresponding to parking behavior, etc. The present invention does not limit this.

[0044] It should be noted that different area identifiers can represent different game tasks performed by dispatching virtual objects, and area identifiers can be used to represent the behavior areas in the game scene where virtual objects are dispatched to perform corresponding game tasks. For example, assuming that virtual object a controlled by player B performs game task I in area ① of the game scene, virtual object b performs game task II in area ② of the game scene, and virtual object c performs game task I in area ③ of the game scene, etc., when player A on the local end selects player B to view his corresponding game behavior, the terminal can display three area identifiers in the target area. The three area identifiers include two area identifiers, namely area identifier 1 and area identifier 2 representing game task I and game task II, respectively. Therefore, on the one hand, by displaying the corresponding area identifiers, players can grasp the relative positions of virtual objects controlled by teammates in the game scene. On the other hand, through the categories corresponding to the area identifiers, players can grasp the game behaviors of virtual objects controlled by teammates in the game, so that players can effectively and comprehensively perceive the game behaviors of corresponding players in the game, breaking the regional information communication barriers between different players in the player team, so that players can control the game situation according to the game behavior information, greatly improving the matching between players in the game team, and improving the cooperation experience between players.

[0045] In some feasible implementations, the game behavior information also includes the dispatch team information and action route corresponding to the dispatch team. The dispatch team can be composed of at least one dispatch virtual object. The first electronic terminal can first determine the target dispatch team corresponding to the target identifier, and then display at least one area identifier corresponding to the target dispatch team in the target area, and at the same time display the first dispatch team information corresponding to the area identifier, and / or display the action route pointing from the target identifier to the area identifier and the second dispatch team information corresponding to the action route. By presenting the area identifier, action route, etc., players can effectively and comprehensively perceive the game behavior of the corresponding players in the game, breaking the regional information communication barrier between different players in the player team, allowing players to control the game situation according to the game behavior information, greatly improving the matching between players in the game team, and improving the cooperation experience between players.

[0046] It should be noted that the dispatched virtual object can be a virtual object dispatched from a virtual stronghold object. Compared with the virtual stronghold object, the dispatched virtual object can be active in all areas where activities are allowed in the game scene. A virtual stronghold object can dispatch multiple dispatched virtual objects. At the same time, the dispatched virtual objects can also form corresponding dispatch teams. A dispatch team can include at least one dispatched virtual object, so that players can "integrate" the dispatched virtual objects and improve operability.

[0047] The area identification represents the target area in the game scene where the virtual object is dispatched to perform the corresponding game task, while the action route represents the process of the dispatched virtual object moving from the virtual base object to the target area. In the game, if the dispatched virtual object has reached the corresponding target area and performed the corresponding game task in the target area, the first electronic terminal can display the corresponding area identification in the target area; if the dispatched virtual object is still in the process of moving to the target area, the first electronic terminal can display the corresponding action route in the target area; and, when both exist at the same time, the first electronic terminal displays both the area identification and the corresponding action route, so that the player can effectively and comprehensively perceive the game behavior of the corresponding player in the game.

[0048] In some feasible implementations, the area identification may at least include a parking area identification indicating a stationed dispatch team, a collection area identification indicating a dispatch team performing a resource collection task, a combat area identification indicating a dispatch team performing a game combat task, and a planned area identification indicating a destination for the dispatch team to move, etc. Then, according to the game task performed by the target dispatch team in the game scene, the first electronic terminal may display the parking area identification corresponding to the target dispatch team in the target area; and / or, display the collection area identification corresponding to the target dispatch team, and display the collection income information corresponding to the collection area identification; and / or, display the combat area identification corresponding to the target dispatch team, and display the combat area identification. The battle situation corresponding to the battle area logo; and / or, the planned area logo corresponding to the target dispatch team is displayed, so that on the one hand, by displaying the corresponding area logo, the player can grasp the relative position of the virtual object controlled by the teammates in the game scene, and on the other hand, through the category corresponding to the area logo, the player can grasp the game behavior of the virtual object controlled by the teammates in the game, so that the player can effectively and comprehensively perceive the game behavior of the corresponding player in the game, breaking the regional information communication barrier between different players in the player team, so that the player can control the game situation according to the game behavior information, greatly improving the matching between players in the game team, and improving the cooperation experience between players.

[0049] It should be noted that the collection income information can represent the income corresponding to the dispatched object performing the resource collection task in the game scene, such as stone: +1000 / hour; iron ore: +2000 / hour; wood: +1500 / hour, etc.; the combat situation represents the combat status between our team and the enemy team in the combat area, such as being at a disadvantage, being at an advantage, etc., so that by displaying the status information of the corresponding area, players can further effectively and comprehensively perceive the game behavior of the corresponding players in the game.

[0050] In addition, for different area identifiers, according to the differences in the game tasks corresponding to the area identifiers, the terminal can display the area identifiers in different display styles in the target area. For example, the combat area identifier can be displayed in red, the collection area identifier can be displayed in green, the parking area identifier can be displayed in blue, the planning area identifier can be displayed in white, etc. The present invention does not limit this.

[0051] Among them, the planned area identifier represents the destination of the dispatched team's movement. The dispatched team has not yet performed any game tasks in the area corresponding to the planned area identifier. When the dispatched team arrives at the area corresponding to the planned area identifier and performs the corresponding target game task, the planned area identifier can be switched to the target area identifier corresponding to the target game task. In a specific implementation, by determining the first behavior area corresponding to the planned area identifier in the game scene, and in response to the dispatched team moving to the first behavior area, according to the target game task performed by the dispatched team in the first behavior area, the planned area identifier is switched to the area identifier that matches the target game task.

[0052] For example, if the target game task is a parking task, the planned area identifier is switched to a parking area identifier; if the target game task is a resource collection task, the planned area identifier is switched to a collection area identifier; if the target game task is a game combat task, the planned area identifier is switched to a combat area identifier. Thus, through the corresponding area identifiers, users can effectively and comprehensively perceive the game behavior of the corresponding players in the game, as well as the relative position of the corresponding game behavior in the game scene, so that players can control the game situation according to the game behavior information, greatly improve the matching between players in the game team, and improve the cooperation experience between players.

[0053] In addition, for the dispatched team information, it can at least include the team number of the dispatched team and the virtual object number of the dispatched virtual objects in the same dispatched team. After the player selects the target identifier, the first electronic terminal can first determine the second behavior area corresponding to the area identifier in the game scene, and then display the first team number and the first virtual object number of the first dispatched team that are already in the second behavior area, and / or display the action route from the target identifier to the area identifier, and display the second team number and the second virtual object number of the second dispatched objects moving to the second behavior area on the action route. By presenting the area identifier, action route, dispatched team number, virtual object number, etc., the completeness of the teammate information presentation is further improved, so that players can effectively and comprehensively perceive the game behavior of the corresponding players in the game, breaking the regional information communication barrier between different players in the player team, so that players can control the game situation according to the game behavior information, greatly improving the matching between players in the game team, and improving the cooperation experience between players.

[0054] In addition, for the target area, the first electronic terminal can also display an interactive area corresponding to the target area, and display the area identifier in the interactive area, as well as the first relative distance between the first position corresponding to each area identifier in the game scene and the second position of the first virtual stronghold object in the game scene. By displaying the distance between the corresponding position of each area identifier in the game scene and the first virtual stronghold object, the player can perceive the positional relationship between different areas and the virtual objects controlled by himself, so as to make corresponding game decisions.

[0055] As in the above embodiment, in the process of displaying the relative distance, the first electronic terminal can also display the logo corresponding to the target dispatch team in the interactive area, and display the second relative distance between the first virtual stronghold object and the second virtual stronghold object in the game scene. By displaying the relative distances between different virtual objects in the game scene, the specific positional relationship between different virtual objects can be intuitively presented to the player, and at the same time, the player's spatial perception between different virtual objects can be enhanced so that appropriate game decisions can be made according to the game progress.

[0056] It should be noted that a thumbnail corresponding to the game scene can be displayed in the target area, and the first identifier and the second identifier can be displayed in the thumbnail; when the player selects the target identifier from the second identifier, the terminal can display the interactive area corresponding to the target area, and display each area identifier and the identifier corresponding to the target virtual stronghold object in the interactive area, and at the same time display the first relative distance corresponding to each area identifier and the second relative distance corresponding to the identifier. Furthermore, the area identifiers and identifiers can be sorted from large to small according to the size of the distance to further enhance the player's spatial perception between virtual objects.

[0057] Furthermore, the area logo and logo support displayed in the interactive area are selected. When the player selects the peripheral area logo or logo, the terminal can display the corresponding interactive control so that the player can perform further game operations according to the provided interactive control.

[0058] In one example, in response to a selection operation on an area identifier or a target identifier, a first area identifier or a target identifier is selected, and a corresponding viewing control is displayed outside the target area. If the player inputs a selection operation on the viewing control, the first electronic terminal can further respond to the selection operation on the viewing control to display a first game scene corresponding to the first area identifier, or a second game scene corresponding to the target identifier in a graphical user interface, thereby jumping to the game scene corresponding to the identifier, so that the player can intuitively view the corresponding game screen through the game perspective of the "selected player", further enhancing the player's perception of the game behavior performed by teammates in the game.

[0059] In another example, in addition to the viewing control, the first electronic terminal can also display a corresponding message control in the interactive area, and the player can leave a message to the corresponding player through the message control. Specifically, the first electronic terminal can respond to the message trigger operation for the message control, determine the first message message corresponding to the message trigger operation, and send the first message message to the target electronic terminal of the target dispatch team, and the target electronic terminal is used to display the first message message in the game interface. Correspondingly, for the first electronic terminal, it can also receive message information from other players in the same team. Specifically, the first electronic terminal can respond to receiving the second message message sent by the second electronic terminal and display the second message message in the graphical user interface, so that communication between players can be promoted through the message method, and the tactical cooperation experience between members in the team can be improved.

[0060] In another example, the first electronic terminal can also display a reinforcement control in the interactive area. Specifically, the first electronic terminal can respond to a selection operation on the area identifier, select the second area identifier selected by the player, and display the corresponding reinforcement control. Then, if the player inputs a trigger operation on the reinforcement control, it can further respond to the selection operation on the reinforcement control, determine the target dispatch team for the second area identifier, and dispatch the target dispatch team to the target area corresponding to the second area identifier in the game scene. Through the above process, after checking the game behavior of teammates in the game and the specific circumstances of the game behavior, the player can dispatch the corresponding game team to help teammates according to actual needs, thereby effectively improving the coordination between different members of the team and ensuring the tactical coordination experience between team members.

[0061] In addition, for the target area, after the player selects any target identifier from the displayed second identifiers, the first electronic terminal can display the other second identifiers and the first identifier in the target area in a semi-transparent display mode, so that the player can focus on viewing the game behavior information of the selected "player" through a differentiated display mode, reducing visual interference. Accordingly, when the player inputs a user operation for the blank area in the target area again, the default display mode can be restored, that is, the first identifier and the second identifier are displayed in the same display style, and the present invention is not limited to this.

[0062] For example, assuming that the target area displays a first identifier corresponding to player A, and second identifiers corresponding to players B, C, and D, respectively, after player A selects the second identifier corresponding to player B, the terminal can display the first identifier corresponding to player A, the second identifiers corresponding to players C and D, respectively, in a semi-transparent manner, and display the game behavior information corresponding to player B, so that player A can focus on viewing the game behavior information corresponding to the selected player B, reducing visual interference. Accordingly, when player A further clicks on a blank area in the target area, the terminal can hide the game behavior information corresponding to player B, and redisplay the first identifier and the hidden second identifier.

[0063] It should be noted that the embodiments of the present invention include but are not limited to the above examples. It is understandable that those skilled in the art can also make settings according to actual needs under the guidance of the ideas of the embodiments of the present invention, and the present invention is not limited to this.

[0064] In an embodiment of the present invention, different players in the game can form corresponding player teams. The same player team in the game may include a first virtual stronghold object controlled by a first game account and a second virtual stronghold object controlled by at least one second game account. When the local player wants to view the team information, he can input a team information viewing instruction, and the terminal can display a first identifier corresponding to the first virtual stronghold object and a second identifier corresponding to the second virtual stronghold object in a target area of ​​the graphical user interface. The first position relationship between the first identifier and the second identifier in the target area corresponds to the second position relationship between the first virtual stronghold object and the second virtual stronghold object in the game scene. By displaying the position relationship between different identifiers in the target area, the player can intuitively and quickly perceive the same player team. The terminal can determine the relative positions of different players in the game scene in response to the selection operation for the second identifier, and further, the terminal can determine the target identifier in response to the selection operation for the second identifier, and display the game behavior information corresponding to the target second game account corresponding to the target identifier in the target area, the game behavior information at least includes the object identifier corresponding to the virtual object assigned by the target second game account to perform the game task, and the area identifier corresponding to the behavior area where the virtual object performs the game task. Through the game behavior information, the player can effectively and comprehensively perceive the game behavior of other players in the same game team in the game, breaking the regional information communication barrier between different players in the player team, so that the player can control the game situation according to the game behavior information, greatly improving the matching between players in the game team, and improving the cooperation experience between players.

[0065] In order to enable those skilled in the art to better understand the technical solutions in the embodiments of the present invention, the following examples are used for exemplary description:

[0066] As an example, see Figure 2, showing a schematic diagram of a game interface provided in an embodiment of the present invention. In the game, the first electronic terminal can run the corresponding game application and display the corresponding game interface in the graphical user interface. The game interface can at least include a first virtual base object 210 controlled by the first game account. When the player inputs an instruction for viewing the game behavior of virtual objects controlled by other players in the same team, the first electronic terminal can display the corresponding target area 220 in the game interface. A first identifier 2201 corresponding to the first virtual base object can be displayed at the center of the target area 220. At the same time, according to the positional relationship between the first virtual base object 210 and the second virtual base objects controlled by other players in the same team in the game scene, a corresponding second identifier 2202 is displayed in the target area 220. At the same time, the player name (such as "XX" in the figure) and the social relationship label (such as "Y" in the figure) corresponding to each second identifier 2202 can also be displayed. By displaying the positional relationship between different identifiers in the target area, the player can intuitively and quickly perceive the relative positions of different players in the same player team in the game scene.

[0067] When the player selects any of the second identifiers 2202, the first electronic terminal can display each identifier differently and highlight the game behavior information corresponding to the target identifier selected by the player. Figure 3 , showing an enlarged schematic diagram of the target area provided in an embodiment of the present invention, after the player selects the target identifier, the first electronic terminal can display the first identifier and other second identifiers in a semi-transparent manner ( Figure 3The target identifier selected by the player is displayed in dotted form), and the game behavior identifier corresponding to the target identifier selected by the player is displayed, including various area identifiers, action routes, and dispatched teams, etc., wherein the area identifiers can be displayed in different display styles according to different game behaviors. For example, area identifier 310 can represent the area where the virtual object performs resource collection tasks in the game scene. While displaying the collection area identifier, the corresponding income information can be displayed; area identifier 320 can represent the area where the virtual object stops in the game scene; area identifier 330 can represent the area where a battle occurs in the game scene, and display the corresponding battle situation (such as "at a disadvantage", "at an advantage", etc.); area identifier 340 represents the destination, that is, the destination of the dispatched team's action, etc. At the same time, for the action route 350, the number of dispatched teams (such as the corresponding marks in the figure, one mark corresponds to one dispatched team), the number of virtual objects (such as "n" in the figure, the value of n represents the number of dispatched virtual objects contained in the same dispatched team), etc. of the dispatched team moving to the corresponding area identification can be displayed. By presenting the area identification, action route, number of dispatched teams, number of virtual objects, etc., the completeness of the presentation of teammate information is further improved, so that players can effectively and comprehensively perceive the game behavior of the corresponding players in the game, breaking the regional information communication barrier between different players in the player team, allowing players to control the game situation according to the game behavior information, greatly improving the matching between players in the game team, and improving the cooperation experience between players.

[0068] In addition, if Figure 4 As shown, the corresponding interactive area 410 can also be displayed below the target area, and the various regional identifiers and identifiers corresponding to the target identifier selected by the player can be displayed in the interactive area, and the corresponding distance can be displayed at the same time, so that the player can intuitively perceive the positional relationship between virtual objects in the game scene. At the same time, the player can select the regional identifier or identifier to jump to the game scene corresponding to the selected target regional identifier or identifier, and the first electronic terminal can display the game screen corresponding to the corresponding target regional identifier or identifier in the graphical user interface. And, when the player can also leave a message to the corresponding teammate through the message control, he can also receive messages from teammates, etc. For the message process, even if the player is offline, he can also receive message information after re-entering the game. Each team member is allowed to display at most one message information at a time. If a new message is sent, it will cover the previous message information, so that by leaving a message, communication between players can be promoted and the tactical cooperation experience between members in the team can be improved.

[0069] It should be noted that, for the sake of simplicity, the method embodiments are described as a series of action combinations, but those skilled in the art should be aware that the embodiments of the present invention are not limited by the order of the actions described, because according to the embodiments of the present invention, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions involved are not necessarily required by the embodiments of the present invention.

[0070] Reference Figure 5 , shows a structural block diagram of a display device for game information provided in an embodiment of the present invention, wherein a graphical user interface is provided through a first electronic terminal, and the content displayed by the graphical user interface at least includes a part of the game scene, a first virtual stronghold object controlled by a first game account, and a second virtual stronghold object controlled by at least one second game account, wherein the first game account and the second game account belong to the same player team, and specifically may include the following modules:

[0071] An information viewing module 501 is used to respond to a team information viewing instruction and display a first identifier corresponding to the first virtual stronghold object and a second identifier corresponding to the second virtual stronghold object in a target area of ​​the graphical user interface, wherein a first positional relationship between the first identifier and the second identifier in the target area corresponds to a second positional relationship between the first virtual stronghold object and the second virtual stronghold object in a game scene;

[0072] The game behavior viewing module 502 is used to determine the target identifier in response to the selection operation for the second identifier, and display the game behavior information of the target second game account corresponding to the target identifier in the target area, wherein the game behavior information at least includes the object identifier corresponding to the virtual object assigned by the target second game account to perform the game task, and the area identifier corresponding to the behavior area where the virtual object performs the game task.

[0073] In some feasible implementations, the game behavior information also includes dispatched team information and action routes corresponding to the dispatched team, the dispatched team is composed of at least one dispatched virtual object, and the game behavior viewing module 502 is specifically used to:

[0074] Determine a target dispatch team corresponding to the target second game account;

[0075] Displaying at least one area identifier corresponding to the target dispatch team in the target area;

[0076] The first dispatched team information corresponding to the area identifier is displayed, and / or the action route of the target identifier pointing to the area identifier and the second dispatched team information corresponding to the action route are displayed.

[0077] In some feasible implementations, the area identifier at least includes an identifier of a stationed area where a dispatched team is stationed, and the game behavior viewing module 502 is specifically used to:

[0078] The parking area identifier corresponding to the target dispatch team is displayed in the target area.

[0079] In some feasible implementations, the area identifier at least includes a collection area identifier representing a dispatched team to perform a resource collection task, and the game behavior viewing module 502 is specifically used to:

[0080] The collection area identifier corresponding to the target dispatch team is displayed in the target area, and the collection income information corresponding to the collection area identifier is displayed.

[0081] In some feasible implementations, the area identifier at least includes an identification of a combat area representing a dispatched team to perform a game combat mission, and the game behavior viewing module 502 is specifically used to:

[0082] The engagement area identifier corresponding to the target dispatched team is displayed in the target area, and the engagement situation corresponding to the engagement area identifier is displayed.

[0083] In some feasible implementations, the area identifier at least includes a planned area identifier representing a destination for the dispatched team to move, and the game behavior viewing module 502 is specifically used to:

[0084] The planned area identifier corresponding to the target dispatch team is displayed in the target area.

[0085] Some possible implementations also include:

[0086] An area determination module, used to determine a first behavior area corresponding to the planned area identifier in a game scene;

[0087] An identification switching module is used to, in response to the dispatched team moving to the first behavior area, switch the planned area identification to an area identification matching the target game task performed by the dispatched team in the first behavior area.

[0088] In some feasible implementations, the identification switching module is specifically used to:

[0089] If the target game task is a parking task, the planned area identifier is switched to the parking area identifier;

[0090] If the target game task is a resource collection task, the planning area identifier is switched to the collection area identifier;

[0091] If the target game mission is a game combat mission, the planning area identifier is switched to the combat area identifier.

[0092] In some feasible implementations, the dispatched team information includes at least the number of the dispatched team and the number of virtual objects of the dispatched virtual objects in the same dispatched team. The game behavior viewing module 502 is specifically used to:

[0093] Determining a second behavior area corresponding to the area identifier in the game scene;

[0094] Display the first team number and the first virtual object number of the first dispatched team that are already in the second behavior area, and / or display the action route from the target identifier to the area identifier, and display the second team number and the second virtual object number of the second dispatched objects moving toward the second behavior area on the action route.

[0095] Some possible implementations also include:

[0096] The relationship display module is used to display the corresponding social relationship in the game between the first player to which the first identifier belongs and the second player to which the second identifier belongs in the target area.

[0097] Some possible implementations also include:

[0098] The identification display module is used to display the other second identifications except the target identification in the second identification and the first identification in the target area in a semi-transparent display manner.

[0099] Some possible implementations also include:

[0100] An area display module, used to display an interactive area corresponding to the target area;

[0101] The first distance display module is used to display the area identifier in the interactive area, and to display a first relative distance between a first position corresponding to the area identifier in the game scene and a second position of the first virtual base object in the game scene.

[0102] In some feasible implementations, the first virtual base object includes a first virtual base object, the second virtual base object includes a second virtual base object, and the device further includes:

[0103] The second distance display module is used to display the logo corresponding to the target dispatching team in the interactive area, and to display the second relative distance between the first virtual base object and the second virtual base object in the game scene.

[0104] In some feasible implementations, the interactive area includes at least a viewing control, and the device further includes:

[0105] an identifier selection module, configured to select a first area identifier or the target identifier in response to a selection operation on the area identifier or the target identifier;

[0106] A perspective switching module is used to display a first game scene corresponding to the first area identifier or a second game scene corresponding to the target identifier in the graphical user interface in response to a selection operation on the viewing control.

[0107] In some feasible implementations, the interactive area includes at least a message control, and the device further includes:

[0108] The message sending module is used to respond to the message trigger operation on the message control, determine the first message message corresponding to the message trigger operation, and send the first message message to the target electronic terminal to which the target dispatch team belongs. The target electronic terminal is used to display the first message message in the game interface.

[0109] Some possible implementations also include:

[0110] The message receiving module is used to display the second message in the graphical user interface in response to receiving the second message sent by the second electronic terminal.

[0111] In some feasible implementations, the interactive area includes at least a reinforcement control, and the device further includes:

[0112] A region selection module, configured to select a second region identifier in response to a selection operation on the region identifier;

[0113] The team dispatching module is used to determine a target dispatching team for the second area identifier in response to a selection operation on the reinforcement control, and dispatch the target dispatching team to a third behavior area corresponding to the second area identifier in the game scene.

[0114] In some feasible implementations, the content displayed by the graphical user interface also includes a team viewing control corresponding to the player team, and the information viewing module 501 is specifically used to:

[0115] In response to a triggering operation on the team view control, a target area is displayed in the graphical user interface.

[0116] In some feasible implementations, the information viewing module 501 is specifically used to:

[0117] Taking the first virtual stronghold object as the center in the game scene, positioning each of the second virtual stronghold objects, and obtaining a positional relationship between the first virtual stronghold object and the second virtual stronghold object in the game scene;

[0118] A first identifier corresponding to the first virtual base object is displayed at a central position of the target area, and a second identifier corresponding to the second virtual base object is displayed according to the positional relationship.

[0119] As for the device embodiment, since it is basically similar to the method embodiment, the description is relatively simple, and the relevant parts can be referred to the partial description of the method embodiment.

[0120] In addition, an embodiment of the present invention further provides an electronic device, including: a processor, a memory, and a computer program stored in the memory and executable on the processor. When the computer program is executed by the processor, each process of the above-mentioned game information display method embodiment is implemented, and the same technical effect can be achieved. To avoid repetition, it will not be described here.

[0121] The embodiment of the present invention further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, each process of the above-mentioned game information display method embodiment is implemented, and the same technical effect can be achieved. To avoid repetition, it is not repeated here. The computer-readable storage medium is, for example, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0122] Figure 6 A schematic diagram of the hardware structure of an electronic device for implementing various embodiments of the present invention.

[0123] The electronic device 600 includes but is not limited to: a radio frequency unit 601, a network module 602, an audio output unit 603, an input unit 604, a sensor 605, a display unit 606, a user input unit 607, an interface unit 608, a memory 609, a processor 610, and a power supply 611. Those skilled in the art will appreciate that the electronic device structure involved in the embodiments of the present invention does not constitute a limitation on the electronic device, and the electronic device may include more or fewer components than shown in the figure, or combine certain components, or arrange components differently. In the embodiments of the present invention, the electronic device includes but is not limited to a mobile phone, a tablet computer, a laptop computer, a PDA, a vehicle-mounted terminal, a wearable device, and a pedometer.

[0124] It should be understood that in the embodiment of the present invention, the radio frequency unit 601 can be used for receiving and sending signals during information transmission or communication. Specifically, after receiving downlink data from the base station, it is sent to the processor 610 for processing; in addition, uplink data is sent to the base station. Generally, the radio frequency unit 601 includes but is not limited to an antenna, at least one amplifier, a transceiver, a coupler, a low noise amplifier, a duplexer, etc. In addition, the radio frequency unit 601 can also communicate with the network and other devices through a wireless communication system.

[0125] The electronic device provides users with wireless broadband Internet access through the network module 602, such as helping users to send and receive emails, browse web pages, and access streaming media.

[0126] The audio output unit 603 can convert the audio data received by the RF unit 601 or the network module 602 or stored in the memory 609 into an audio signal and output it as sound. Moreover, the audio output unit 603 can also provide audio output related to a specific function performed by the electronic device 600 (for example, a call signal reception sound, a message reception sound, etc.). The audio output unit 603 includes a speaker, a buzzer, a receiver, etc.

[0127] The input unit 604 is used to receive audio or video signals. The input unit 604 may include a graphics processor (GPU) 6041 and a microphone 6042, and the graphics processor 6041 processes the image data of a static picture or video obtained by an image capture device (such as a camera) in a video capture mode or an image capture mode. The processed image frame can be displayed on the display unit 606. The image frame processed by the graphics processor 6041 can be stored in the memory 609 (or other storage medium) or sent via the radio frequency unit 601 or the network module 602. The microphone 6042 can receive sound and can process such sound into audio data. The processed audio data can be converted into a format output that can be sent to a mobile communication base station via the radio frequency unit 601 in the case of a telephone call mode.

[0128] The electronic device 600 also includes at least one sensor 605, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor, wherein the ambient light sensor can adjust the brightness of the display panel 6061 according to the brightness of the ambient light, and the proximity sensor can turn off the display panel 6061 and / or the backlight when the electronic device 600 is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in each direction (generally three axes), and can detect the magnitude and direction of gravity when stationary, which can be used to identify the posture of the electronic device (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc.; the sensor 605 can also include a fingerprint sensor, a pressure sensor, an iris sensor, a molecular sensor, a gyroscope, a barometer, a hygrometer, a thermometer, an infrared sensor, etc., which will not be repeated here.

[0129] The display unit 606 is used to display information input by the user or information provided to the user. The display unit 606 may include a display panel 6061, which may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.

[0130] The user input unit 607 can be used to receive input digital or character information, and to generate key signal input related to user settings and function control of the electronic device. Specifically, the user input unit 607 includes a touch panel 6071 and other input devices 6072. The touch panel 6071, also known as a touch screen, can collect the user's touch operation on or near it (such as the user's operation on the touch panel 6071 or near the touch panel 6071 using any suitable object or accessory such as a finger, stylus, etc.). The touch panel 6071 may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, and then sends it to the processor 610, receives the command sent by the processor 610 and executes it. In addition, the touch panel 6071 can be implemented in various types such as resistive, capacitive, infrared and surface acoustic waves. In addition to the touch panel 6071, the user input unit 607 may also include other input devices 6072. Specifically, other input devices 6072 may include but are not limited to a physical keyboard, function keys (such as volume control keys, switch keys, etc.), a trackball, a mouse, and a joystick, which will not be described in detail here.

[0131] Further, the touch panel 6071 may be covered on the display panel 6061. When the touch panel 6071 detects a touch operation on or near it, it is transmitted to the processor 610 to determine the type of the touch event, and then the processor 610 provides a corresponding visual output on the display panel 6061 according to the type of the touch event. It can be understood that in one embodiment, the touch panel 6071 and the display panel 6061 are used as two independent components to implement the input and output functions of the electronic device, but in some embodiments, the touch panel 6071 and the display panel 6061 can be integrated to implement the input and output functions of the electronic device, which is not limited here.

[0132] The interface unit 608 is an interface for connecting an external device to the electronic device 600. For example, the external device may include a wired or wireless headset port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device with an identification module, an audio input / output (I / O) port, a video I / O port, a headphone port, etc. The interface unit 608 may be used to receive input (e.g., data information, power, etc.) from an external device and transmit the received input to one or more elements within the electronic device 600 or may be used to transmit data between the electronic device 600 and an external device.

[0133] The memory 609 can be used to store software programs and various data. The memory 609 can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system, an application required for at least one function (such as a sound playback function, an image playback function, etc.), etc.; the data storage area can store data created according to the use of the mobile phone (such as audio data, a phone book, etc.), etc. In addition, the memory 609 can include a high-speed random access memory, and can also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.

[0134] The processor 610 is the control center of the electronic device. It uses various interfaces and lines to connect various parts of the entire electronic device. By running or executing software programs and / or modules stored in the memory 609 and calling data stored in the memory 609, it performs various functions of the electronic device and processes data, thereby monitoring the electronic device as a whole. The processor 610 may include one or more processing units; preferably, the processor 610 may integrate an application processor and a modem processor, wherein the application processor mainly processes the operating system, user interface, and application programs, and the modem processor mainly processes wireless communications. It is understandable that the above-mentioned modem processor may not be integrated into the processor 610.

[0135] The electronic device 600 may also include a power supply 611 (such as a battery) for supplying power to each component. Preferably, the power supply 611 may be logically connected to the processor 610 through a power management system, thereby implementing functions such as charging, discharging, and power consumption management through the power management system.

[0136] In addition, the electronic device 600 includes some functional modules not shown, which will not be described in detail here.

[0137] It should be noted that, in this article, the terms "include", "comprises" or any other variations thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, article or device. In the absence of further restrictions, an element defined by the sentence "comprises a ..." does not exclude the existence of other identical elements in the process, method, article or device including the element.

[0138] Through the description of the above implementation methods, those skilled in the art can clearly understand that the above-mentioned embodiment methods can be implemented by means of software plus a necessary general hardware platform, and of course by hardware, but in many cases the former is a better implementation method. Based on such an understanding, the technical solution of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, a magnetic disk, or an optical disk), and includes a number of instructions for enabling a terminal (which can be a mobile phone, a computer, a server, an air conditioner, or a network device, etc.) to execute the methods described in each embodiment of the present invention.

[0139] The embodiments of the present invention are described above in conjunction with the accompanying drawings, but the present invention is not limited to the above-mentioned specific implementation modes, which are merely illustrative rather than restrictive. Under the guidance of the present invention, ordinary technicians in this field can also make many forms without departing from the scope of protection of the present invention and the claims, all of which are within the protection of the present invention.

[0140] Those of ordinary skill in the art will appreciate that the units and algorithm steps of each example described in conjunction with the embodiments disclosed in the embodiments of the present invention can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are performed in hardware or software depends on the specific application and design constraints of the technical solution. Professional and technical personnel can use different methods to implement the described functions for each specific application, but such implementation should not be considered to be beyond the scope of the present invention.

[0141] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0142] In the 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 units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0143] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0144] In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0145] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, server, or network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as USB flash drives, mobile hard disks, ROM, RAM, magnetic disks, or optical disks.

[0146] The above is only a specific embodiment of the present invention, but the protection scope of the present invention is not limited thereto. Any person skilled in the art can easily think of changes or substitutions within the technical scope disclosed by the present invention, which should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention should be based on the protection scope of the claims.

Claims

1. A method for displaying game information, characterized in that: Providing a graphical user interface via a first electronic terminal, wherein content displayed on the graphical user interface includes at least a portion of a game scene, a first virtual base object controlled by a first game account, and a second virtual base object controlled by at least one second game account, wherein the first game account and the second game account belong to the same player team, and the method includes: In response to the team information viewing instruction, displaying a first identifier corresponding to the first virtual stronghold object and a second identifier corresponding to the second virtual stronghold object in a target area of ​​the graphical user interface, wherein a first positional relationship between the first identifier and the second identifier in the target area corresponds to a second positional relationship between the first virtual stronghold object and the second virtual stronghold object in a game scene; In response to a selection operation on the second identifier, a target identifier is determined, and game behavior information of the target second game account corresponding to the target identifier is displayed in the target area. The game behavior information includes at least an object identifier corresponding to a virtual object assigned by the target second game account to perform a game task, and an area identifier corresponding to a behavior area in which the virtual object performs the game task.

2. The method according to claim 1, characterized in that The game behavior information also includes dispatch team information and an action route corresponding to the dispatch team, wherein the dispatch team is composed of at least one dispatch virtual object, and the game behavior information of the target second game account corresponding to the target identifier is displayed in the target area, including: Determining a target dispatch team corresponding to the target second game account; Displaying at least one area identifier corresponding to the target dispatch team in the target area; The first dispatched team information corresponding to the area identifier is displayed, and / or the action route of the target identifier pointing to the area identifier and the second dispatched team information corresponding to the action route are displayed.

3. The method according to claim 2, characterized in that The area identifier at least includes an identifier of a stationed area where a dispatched team is stationed, and the displaying of at least one area identifier corresponding to the target dispatched team in the target area includes: The parking area identifier corresponding to the target dispatch team is displayed in the target area.

4. The method according to claim 2, characterized in that The area identifier at least includes a collection area identifier representing a dispatched team to perform a resource collection task, and the displaying of at least one area identifier corresponding to the target dispatched team in the target area includes: The collection area identifier corresponding to the target dispatch team is displayed in the target area, and collection income information corresponding to the collection area identifier is displayed.

5. The method according to claim 2, characterized in that The area identifier at least includes an engagement area identifier representing a dispatched team to perform a game combat mission, and the displaying of at least one area identifier corresponding to the target dispatched team in the target area includes: The engagement area identifier corresponding to the target dispatch team is displayed in the target area, and the engagement situation corresponding to the engagement area identifier is displayed.

6. The method according to claim 2, characterized in that The area identifier at least includes a planned area identifier representing a destination of the dispatched team, and the displaying of at least one area identifier corresponding to the target dispatched team in the target area includes: The planned area identifier corresponding to the target dispatch team is displayed in the target area.

7. The method according to claim 6, characterized in that Also includes: Determine a first behavior area corresponding to the planned area identifier in the game scene; In response to the dispatched team moving to the first behavior area, the planned area identifier is switched to an area identifier that matches the target game task performed by the dispatched team in the first behavior area.

8. The method according to claim 7, characterized in that The step of switching the planned area identifier to an area identifier that matches the target game task includes: If the target game task is a parking task, the planned area identifier is switched to the parking area identifier; If the target game task is a resource collection task, the planning area identifier is switched to the collection area identifier; If the target game mission is a game combat mission, the planning area identifier is switched to the combat area identifier.

9. The method according to any one of claims 2 to 8, characterized in that The dispatch team information includes at least the number of the dispatch team and the number of virtual objects of the dispatch virtual objects in the same dispatch team. The first dispatch team information corresponding to the area identifier is displayed, and / or the second dispatch team information corresponding to the action route of the target identifier pointing to the area identifier and the action route is displayed, including: Determining a second behavior area corresponding to the area identifier in the game scene; Display the first team number and the first virtual object number of the first dispatched team that are already in the second behavior area, and / or display the action route of the target identifier pointing to the area identifier, and display the second team number and the second virtual object number of the second dispatched team moving toward the second behavior area on the action route.

10. The method according to claim 1, 2 or 3, characterized in that: Also includes: The other second identifiers except the target identifier and the first identifier in the second identifier are displayed in the target area in a semi-transparent display manner.

11. The method according to claim 1, 2 or 3, characterized in that: Also includes: displaying an interactive area corresponding to the target area; The area identifier is displayed in the interactive area, and a first relative distance between a first position corresponding to the area identifier in the game scene and a second position of the first virtual base object in the game scene is displayed.

12. The method according to claim 11, characterized in that The method further comprises: A target identifier corresponding to the target virtual stronghold object is displayed in the interactive area, and a second relative distance between the first virtual stronghold object and the target virtual stronghold object in the game scene is displayed.

13. The method according to claim 12, characterized in that The interactive area includes at least a viewing control, and the method further includes: In response to a selection operation on the area identifier or the target identifier, selecting a first area identifier or the target identifier; In response to a selection operation on the viewing control, a first game scene corresponding to the first area identifier or a second game scene corresponding to the target identifier is displayed in the graphical user interface.

14. The method according to claim 11, characterized in that The interactive area includes at least a message control, and the method further includes: In response to the message trigger operation on the message control, a first message message corresponding to the message trigger operation is determined, and the first message message is sent to the target electronic terminal to which the target dispatch team belongs. The target electronic terminal is used to display the first message message in the game interface.

15. The method according to claim 11, characterized in that The interactive area includes at least a reinforcement control, and the method further includes: In response to a selection operation on the area identifier, selecting a second area identifier; In response to a selection operation on the reinforcement control, a target dispatch team for the second area identifier is determined, and the target dispatch team is dispatched to a third behavior area corresponding to the second area identifier in the game scene.

16. The method according to claim 1, wherein The displaying a first identifier corresponding to the first virtual base object and a second identifier corresponding to the second virtual base object in the target area of ​​the graphical user interface includes: Positioning each of the second virtual stronghold objects with the first virtual stronghold object as the center in the game scene, and obtaining a positional relationship between the first virtual stronghold object and the second virtual stronghold object in the game scene; A first identifier corresponding to the first virtual base object is displayed at a central position in the target area, and a second identifier corresponding to the second virtual base object is displayed according to the positional relationship.

17. A device for displaying game information, characterized in that: A graphical user interface is provided via a first electronic terminal, wherein the graphical user interface displays at least a portion of a game scene, a first virtual base object controlled by a first game account, and a second virtual base object controlled by at least one second game account, wherein the first game account and the second game account belong to the same player team, and the apparatus comprises: an information viewing module, configured to, in response to a team information viewing instruction, display a first identifier corresponding to the first virtual stronghold object and a second identifier corresponding to the second virtual stronghold object in a target area of ​​the graphical user interface, wherein a first positional relationship between the first identifier and the second identifier in the target area corresponds to a second positional relationship between the first virtual stronghold object and the second virtual stronghold object in a game scene; The behavior information display module is used to determine the target identifier in response to a selection operation on the second identifier, and display the game behavior information of the target second game account corresponding to the target identifier in the target area, wherein the game behavior information at least includes the object identifier corresponding to the virtual object assigned by the target second game account to perform the game task, and the area identifier corresponding to the behavior area where the virtual object performs the game task.

18. An electronic device, characterized in that: comprising a processor, a communication interface, a memory and a communication bus, wherein the processor, the communication interface and the memory communicate with each other via the communication bus; The memory is used to store computer programs; The processor is configured to implement the method according to any one of claims 1 to 16 when executing a program stored in the memory.

19. A computer-readable storage medium having instructions stored thereon, which, when executed by one or more processors, cause the processors to perform the method according to any one of claims 1 to 16.

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