Methods, devices, electronic equipment, and storage media for displaying game information
By displaying virtual object icons of team members, along with their location and behavior information, the problem of information exchange between players is solved, thereby improving the teamwork and tactical cooperation of the game.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-04
- Publication Date
- 2026-03-03
AI Technical Summary
In the game, it is difficult for players to perceive the relative positions and gameplay behaviors of other players in the same team on the game map, resulting in information gaps that affect team combat effectiveness and the cooperative experience between players.
By displaying the identifiers of virtual base objects of players in the same team and their positional relationships in the graphical user interface, and displaying game behavior information in response to selection operations, including the task identifiers and behavior area identifiers of virtual objects, players can intuitively perceive and understand the behavior of team members.
It enhances the cooperative experience between players and the effectiveness of team combat. By displaying intuitive information, it breaks down regional communication barriers, enabling players to effectively control the game situation.
Smart Images

Figure CN119701361B_ABST
Abstract
Description
Technical Field
[0001] This 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 Technology
[0002] In games, player interaction is a core component of the gaming experience. Such interaction effectively enhances the game's social, competitive, and cooperative aspects, enriching the overall experience. For example, different players can form teams and engage in gameplay as a unit. However, in games, players often struggle to perceive the relative positions of other players on the game map and understand their constant actions. This information gap hinders effective communication, preventing coordination, hindering teamwork, and negatively impacting the overall player experience. Summary of the Invention
[0003] This invention provides a method, apparatus, electronic device, and computer-readable storage medium for displaying game information, in order to solve or partially solve the problem of difficulty in effective information exchange between players in games.
[0004] This invention discloses a method for displaying game information. A graphical user interface (GUI) is provided through a first electronic terminal. The GUI displays at least a portion of the game scene, a first virtual stronghold object controlled by a first game account, and at least one second virtual stronghold object controlled by a second game account. The first and second game accounts belong to the same player team. The method includes:
[0005] In response to the team information viewing command, a first identifier corresponding to the first virtual stronghold object and a second identifier corresponding to the second virtual stronghold object are displayed in the target area of the graphical user interface. The first positional relationship between the first identifier and the second identifier in the target area corresponds to the second positional relationship between the first virtual stronghold object and the second virtual stronghold object in the game scene.
[0006] In response to the selection operation for 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 to perform a game task by the target second game account, and an area identifier corresponding to the area where the virtual object performs the game task.
[0007] This invention also discloses a game information display device, which provides a graphical user interface through a first electronic terminal. The graphical user interface displays at least a portion of the game scene, a first virtual stronghold object controlled by a first game account, and at least one second virtual stronghold object controlled by a second game account. The first game account and the second game account belong to the same player team. The device includes:
[0008] The information viewing module is used to respond to the team information viewing command and display a first identifier corresponding to the first virtual stronghold object and a second identifier corresponding to the second virtual stronghold object in the target area of the graphical user interface. The first positional relationship between the first identifier and the second identifier in the target area corresponds to the second positional relationship between the first virtual stronghold object and the second virtual stronghold object in the game scene.
[0009] The behavior information display module is used to respond 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 includes at least the object identifier corresponding to the virtual object assigned to perform the game task by the target second game account, and the area identifier corresponding to the behavior area of the virtual object performing the game task.
[0010] This invention also discloses an electronic device, including a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory communicate with each other through the communication bus;
[0011] The memory is used to store computer programs;
[0012] When the processor executes a program stored in the memory, it implements the method described in the embodiments of the present invention.
[0013] This invention also discloses a computer-readable storage medium storing instructions that, when executed by one or more processors, cause the processors to perform the methods described in this invention.
[0014] The embodiments of the present invention have the following advantages:
[0015] In this embodiment of the invention, different players in the game can form corresponding player teams. A single player team can include a first virtual stronghold object controlled by a first game account and at least one second virtual stronghold object controlled by a second game account. When a player on the local terminal wants to view team information, they can input a team information viewing command. 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 positional relationship between the first and second identifiers in the target area corresponds to the second positional relationship between the first and second virtual stronghold objects in the game scene. By displaying the positional relationships between different identifiers in the target area, players can intuitively and quickly perceive the same player team. Furthermore, in response to the selection operation of the second identifier, the terminal can determine the target identifier and display the game behavior information corresponding to the target second game account in the target area. The game behavior information includes at least the object identifier corresponding to the virtual object assigned to the game task by the target second game account, and the area identifier corresponding to the area where the virtual object performs the game task. Through this game behavior information, players can effectively and comprehensively perceive the game behavior of other players in the same game team, breaking down the barriers to regional information communication between different players in the team. This allows players to control the game situation based on the game behavior information, greatly improving the coordination between players in the game team and enhancing the cooperative experience between players. Attached Figure Description
[0016] Figure 1 This is a flowchart illustrating the steps of a method for displaying game information provided in an embodiment of the present invention;
[0017] Figure 2 This is a schematic diagram of the game interface provided in an embodiment of the present invention;
[0018] Figure 3 This is an enlarged schematic diagram of the target area provided in an embodiment of the present invention;
[0019] Figure 4 This is an enlarged schematic diagram of the target area provided in an embodiment of the present invention;
[0020] Figure 5 This is a structural block diagram of a game information display device provided in an embodiment of the present invention;
[0021] Figure 6 This is a block diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0022] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, the present invention will be further described in detail below with reference to the accompanying drawings and specific embodiments.
[0023] As an example, in games, different players typically form squads and engage in tactical cooperation based on these squads. During gameplay, players need to be aware of the relative positions of other squad members within the game environment and their various actions to better coordinate with them. However, to view squad member information, players usually need to open the squad interface, which displays a list showing only the coordinates of each member. This method is cumbersome, requiring players to repeatedly navigate between multiple interfaces. Furthermore, it doesn't allow players to see the in-game actions of other squad members, hindering effective information exchange and preventing players from cooperating effectively due to information gaps. This can impair the team's combat effectiveness and negatively impact the overall player experience.
[0024] In this invention, different players in the game can form corresponding player teams. A single player team can include a first virtual stronghold object controlled by a first game account and at least one second virtual stronghold object controlled by a second game account. When a player wants to view team information, they can input a team information viewing command. 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 positional relationship between the first and second identifiers in the target area corresponds to the second positional relationship between the first and second virtual stronghold objects in the game scene. By displaying the positional relationships between different identifiers in the target area, players can intuitively and quickly perceive the same player team. Furthermore, in response to the selection operation of the second identifier, the terminal can determine the target identifier and display the game behavior information corresponding to the target second game account in the target area. The game behavior information includes at least the object identifier corresponding to the virtual object assigned to the game task by the target second game account, and the area identifier corresponding to the area where the virtual object performs the game task. Through this game behavior information, players can effectively and comprehensively perceive the game behavior of other players in the same game team, breaking down the barriers to regional information communication between different players in the team. This allows players to control the game situation based on the game behavior information, greatly improving the coordination between players in the game team and enhancing the cooperative experience between players.
[0025] 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 electronic terminals, they can run corresponding game clients and display corresponding game interfaces through graphical user interfaces. The content displayed in the game interface can include at least game scenes and corresponding interactive controls. Players can input corresponding game control commands through interactive controls and can also switch game scenes by swiping the game interface.
[0027] In the game, different players can form teams to implement tactical cooperation and other gameplay based on the game squad format. Within a team, players can be divided into local and remote players. The local player logs into their first game account on their first electronic terminal to control the first virtual base and its dispatched virtual objects. The remote player logs into their second game account on their second electronic terminal to control the second virtual base and its dispatched virtual objects.
[0028] For example, in war simulation strategy games, a single game account can typically own at least one virtual stronghold object (including the virtual stronghold object corresponding to the player's "birth" in the game, and the virtual stronghold objects built on the territory after "birth" by occupying the corresponding territory). During the game, players can dispatch corresponding virtual objects from the virtual stronghold objects to perform corresponding game tasks, such as resource gathering, stationing, fighting, and construction. In this case, both the virtual stronghold object and the dispatch virtual object can be virtual objects controlled by the player. Furthermore, for virtual stronghold objects, players can construct virtual stronghold objects at corresponding locations in the game scene under certain game conditions. This invention does not impose any restrictions on this.
[0029] Furthermore, in the game, players can assemble virtual objects into dispatch teams and send these teams to corresponding locations in the game scene to perform corresponding game actions. Optionally, the dispatch team may include at least one virtual object, etc., and this invention does not limit this.
[0030] Reference Figure 1This diagram illustrates a flowchart of a method for displaying game information provided in an embodiment of the present invention. A graphical user interface is provided through a first electronic terminal. The content displayed by the graphical user interface includes at least a portion of the game scene, a first virtual stronghold object controlled by a first game account, and at least one second virtual stronghold object controlled by a second game account. Specifically, the first game account and the second game account belong to the same player team and may include the following steps:
[0031] Step 101: In response to the team information viewing command, display the first identifier corresponding to the first virtual stronghold object and the second identifier corresponding to the second virtual stronghold object in the target area of the graphical user interface. The first positional relationship between the first identifier and the second identifier in the target area corresponds to the second positional relationship between the first virtual stronghold object and the second virtual stronghold object in the game scene.
[0032] In this embodiment of the invention, if different players in the same player team can understand each other's game behavior of the virtual objects controlled by the respective players, it can effectively assist players in making corresponding game decisions in order to cooperate with teammates to execute the corresponding game content.
[0033] It should be noted that, in this embodiment of the invention, the example of a player on the local end viewing the game behavior of virtual objects controlled by other players in the same team is used for illustrative purposes. Other players in the player's team can achieve the same function through the same game operation, and the present invention does not limit this.
[0034] In the specific implementation, the first electronic terminal to which the player belongs can respond to the team information viewing command input by the player and trigger the display of a target area in the graphical user interface. In the target area, a first identifier corresponding to a first virtual stronghold object and a second identifier corresponding to a second virtual stronghold object can be displayed. The first positional relationship between the first identifier and the second identifier in the target area corresponds to the second positional relationship between the first virtual stronghold object and the second virtual stronghold object in the game scene. By displaying the positional 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] The target area can be a "radar scanner" or a game minimap. The positional relationship of virtual objects controlled by different players in the game scene can be visualized through the markers displayed in the target area, allowing players to intuitively and quickly perceive the relative positions of different players in the same player team within the game scene.
[0036] In some feasible implementations, when presenting the identifiers of different players in the same player team through the target area, the first electronic terminal can locate each second virtual stronghold object in the game scene with the first virtual stronghold object as the center, 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 area 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 of the first virtual stronghold object in the game scene and the second position coordinates of the second virtual stronghold object in the same team in the game scene. Then, it displays the first identifier corresponding to the first virtual stronghold object in the center of the target area and displays the second identifier corresponding to the second virtual stronghold object according to the positional relationship. This is equivalent to presenting the positions of each player in the same team in the game scene in a thumbnail manner, 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 include at least 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. The social relationship is used to represent the social relationship between different players in the same team in the game, so that players can perceive the social relationship between themselves and the corresponding players.
[0039] The social relationships can include at least one of the following: friend relationships, ally relationships, teammate relationships, family relationships, and city relationships. This invention does not limit these relationships.
[0040] Furthermore, regarding the triggering of the target area, the first electronic terminal can display a team viewing control corresponding to the player's team in the graphical user interface. If the player on this terminal inputs a trigger operation on the team viewing control, the first electronic terminal can respond to the trigger operation by displaying the target area in the graphical user interface. It is understood that the triggering method for the target area can also include other interaction methods, such as gesture input, voice input, physical control button triggering, etc., and this invention does not limit this.
[0041] Step 102: In response to the selection operation for 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 the virtual object assigned to perform game tasks by the target second game account, and an area identifier corresponding to the area where the virtual object performs the game tasks.
[0042] By displaying markers, players can intuitively and quickly perceive the relative positions of different players in the same team within the game scene. Furthermore, for each second marker, the player can select any one of them to trigger the viewing of game behavior information corresponding to the virtual objects controlled by the corresponding player in the same team. For example, they can view the game tasks performed by virtual objects dispatched by another player from a virtual base in the game scene. This game behavior information allows for an effective and comprehensive perception of the corresponding player's game behavior, breaking down regional information communication barriers between different players in the team. This enables players to control the game situation based on game behavior information, significantly improving teamwork and the cooperative experience between players.
[0043] In this invention, different game tasks can correspond to different game behaviors. For example, when a virtual object performs a resource collection task in a game scene, it corresponds to a collection behavior; when it performs a game combat task in a game scene, it corresponds to a combat behavior; and when it performs a garrison task in a game scene, it corresponds to a garrison behavior. This invention does not impose any restrictions on this.
[0044] It should be noted that different area identifiers can represent different game tasks performed by dispatched virtual objects. These area identifiers can also represent the behavioral areas within the game scene where dispatched virtual objects perform corresponding game tasks. For example, suppose 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, and virtual object c performs game task I in area ③, etc. When player A selects player B to view their corresponding game behavior, the terminal can display three area identifiers in the target area. These three identifiers include two types: area identifier one and area identifier two, representing game task I and game task II, respectively. This allows players to understand the relative positions of their teammates' controlled virtual objects within the game scene by displaying the corresponding area identifiers. Furthermore, by understanding the categories corresponding to the area identifiers, players can grasp the game behavior of their teammates' controlled virtual objects. This enables players to effectively and comprehensively perceive the game behavior of other players, breaking down communication barriers regarding area information between different players in the team. Players can then control the game situation based on game behavior information, significantly improving teamwork and the overall cooperative experience.
[0045] In some feasible implementations, game behavior information also includes dispatch team information and movement routes corresponding to the dispatch teams. The dispatch team can consist 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. At the same time, it displays the first dispatch team information corresponding to the area identifier, and / or displays the movement route from the target identifier to the area identifier and the second dispatch team information corresponding to the movement route. By presenting area identifiers, movement routes, etc., players can effectively and comprehensively perceive the game behavior of the corresponding players in the game, breaking down the barriers to communication of area information between different players in the player team. This allows players to control the game situation based on game behavior information, greatly improving the coordination between players in the game team and enhancing the cooperative experience between players.
[0046] It should be noted that dispatched virtual objects can be virtual objects dispatched from virtual base objects. Compared to virtual base objects, dispatched virtual objects can move around in all allowed areas of the game scene. A virtual base object can dispatch multiple dispatched virtual objects. At the same time, dispatched virtual objects can also form corresponding dispatch teams. A dispatch team can include at least one dispatched virtual object, so that players can "unite" dispatched virtual objects and improve operability.
[0047] The area identifier represents the target area in the game scene where virtual objects are dispatched to perform corresponding game tasks, while the movement route represents the process by which the virtual object moves from a virtual base to the target area. In the game, if the dispatched virtual object has arrived at the corresponding target area and performed the corresponding game task there, the first electronic terminal can display the corresponding area identifier in the target area; if the dispatched virtual object is still moving towards the target area, the first electronic terminal can display the corresponding movement route in the target area; and when both are present, the first electronic terminal displays both the area identifier and the corresponding movement route, so that players can effectively and comprehensively perceive the corresponding player's game behavior.
[0048] In some feasible implementations, the area identifier may include at least a stationing area identifier representing a stationed dispatched team, a resource gathering area identifier representing a resource gathering task performed by the dispatched team, a combat area identifier representing a combat task performed by the dispatched team, and a planned area identifier representing the destination of the dispatched team's movement. Based on the game task performed by the target dispatched team in the game scene, the first electronic terminal may display the stationing area identifier corresponding to the target dispatched team in the target area; and / or, display the resource gathering area identifier corresponding to the target dispatched team, and display the resource gathering reward information corresponding to the resource gathering area identifier; and / or, display the combat area identifier corresponding to the target dispatched team, and display the combat reward information corresponding to the resource gathering area identifier. The battle zone identifier corresponds to the combat situation; and / or, displays the planned zone identifier corresponding to the target dispatch team. This allows players to grasp the relative positions of virtual objects controlled by their teammates in the game scene by displaying the corresponding zone identifiers. Furthermore, through the categories corresponding to the zone identifiers, players can grasp the game behavior of virtual objects controlled by their teammates. This enables players to effectively and comprehensively perceive the game behavior of corresponding players, breaking down the barriers to regional information communication between different players in the team. Players can control the game situation based on game behavior information, significantly improving the coordination between players in the game team and enhancing the cooperative experience between players.
[0049] It should be noted that the resource gathering information represents the income corresponding to the dispatched object performing resource gathering tasks in the game scene, such as stone: +1000 / hour; iron ore: +2000 / hour; wood: +1500 / hour, etc. The combat status represents the combat status between our team and the enemy team in the combat area, such as being at a disadvantage or having an advantage. 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] Furthermore, for different area markers, depending on the game task corresponding to the area marker, the terminal can display the area marker in different display styles in the target area. For example, the combat area marker can be displayed in red, the collection area marker can be displayed in green, the stationary area marker can be displayed in blue, and the planning area marker can be displayed in white, etc. This invention does not limit this.
[0051] The planned area identifier represents the destination of the dispatched team. The team has not yet performed any game tasks within the area corresponding to the planned area identifier. Once the team arrives at the area 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 the specific implementation, the first-line area corresponding to the planned area identifier is determined in the game scene. In response to the team moving to the first-line area, the planned area identifier is switched to the area identifier matching the target game task performed by the team in the first-line area.
[0052] For example, if the target game mission is a stationary mission, the planned area identifier will be switched to the stationary area identifier; if the target game mission is a resource gathering mission, the planned area identifier will be switched to the gathering area identifier; if the target game mission is a combat mission, the planned area identifier will be switched to the combat area identifier. In this way, the corresponding area identifiers can enable users to 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. This allows players to control the game situation based on game behavior information, greatly improve the coordination between players in the game team, and enhance the cooperative experience between players.
[0053] Furthermore, the dispatch team information can include at least the number of dispatch teams and the number of virtual objects within the same dispatch team. After a player selects a target identifier, the first electronic terminal can first determine the second action area corresponding to the area identifier in the game scene, and then display the number of the first dispatch team and the number of the first virtual objects already located in the second action area, and / or display the action route from the target identifier to the area identifier, and display the number of the second dispatch team and the number of the second virtual objects moving towards the second action area along the action route. By presenting area identifiers, action routes, the number of dispatch teams, and the number of virtual objects, the completeness of teammate information presentation is further improved, allowing players to effectively and comprehensively perceive the game behavior of the corresponding players in the game, breaking down the barriers to regional information communication between different players in the player team, enabling players to control the game situation based on game behavior information, greatly improving the coordination between players in the game team, and enhancing the cooperative 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 area identifiers in the interactive area, as well as the first relative distance between the first position of 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, players can perceive the positional relationship between different areas and the virtual objects they control, so as to make corresponding game decisions.
[0055] As in the above embodiment, during the display of relative distance, the first electronic terminal can also display the identifier corresponding to the target dispatch team in the interactive area, as well as display the second relative distance between the first virtual base object and the second virtual base object in the game scene. By displaying the relative distance between different virtual objects in the game scene, the specific positional relationship between different virtual objects can be presented to the player intuitively, while improving the player's spatial perception between different virtual objects, so as to make appropriate game decisions according to the game progress.
[0056] It should be noted that a thumbnail of the game scene can be displayed in the target area, and a first and a 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 the identifiers of each area and the identifiers corresponding to the target virtual base object in the interactive area. At the same time, the first relative distance and the second relative distance of each area identifier can be displayed. Furthermore, the area identifiers and identifiers can be sorted from largest to smallest according to the distance to further enhance the player's spatial perception between virtual objects.
[0057] Furthermore, the interactive area displays area icons and icons that can be selected. When a player selects an outer area icon or icon, the terminal can display corresponding interactive controls so that the player can perform further game operations based on the provided interactive controls.
[0058] In one example, in response to a selection operation on a region identifier or a target identifier, a first region identifier or a target identifier is selected, and a corresponding viewing control is displayed around the target region. 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 by displaying a first game scene corresponding to the first region identifier or a second game scene corresponding to the target identifier in the graphical user interface. By jumping to the game scene of the corresponding identifier, the player can intuitively view the corresponding game screen from the game perspective of the "selected player," further enhancing the player's perception of the game actions performed by teammates in the game.
[0059] In another example, in addition to viewing controls, the first electronic terminal can also display corresponding message controls in the interactive area. Players can leave messages for other players using these controls. Specifically, in response to a message trigger operation on the message control, the first electronic terminal can determine the first message message corresponding to the trigger operation and send it to the target electronic terminal of the target dispatch team. The target electronic terminal then displays the first message message in the game interface. Correspondingly, the first electronic terminal can also receive messages from other players in the same team. Specifically, in response to receiving a second message message from a second electronic terminal, the first electronic terminal can display the second message message in the graphical user interface. This message-based communication method can promote interaction between players and enhance the tactical coordination experience among team members.
[0060] In another example, the first electronic terminal can also display reinforcement controls in the interactive area. Specifically, in response to a selection operation for an area identifier, the first electronic terminal can select the second area identifier chosen by the player and display the corresponding reinforcement control. Then, if the player inputs a trigger operation for the reinforcement control, it can further respond to the selection operation for 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 viewing the game behavior of teammates and the specific situation of the game behavior, players can dispatch the appropriate game team to help teammates according to actual needs, effectively improving the cooperation between different members of the team and ensuring the tactical cooperation experience between team members.
[0061] Furthermore, regarding the target area, once a player selects any target identifier from the displayed second identifiers, the first electronic terminal can display all other second and first identifiers (excluding the target identifier) in a semi-transparent manner within the target area. This differentiated display allows the player to focus on viewing the selected "player's" game behavior information, reducing visual distractions. Correspondingly, when the player performs another user action targeting a blank area within the target area, the default display mode is restored, displaying the first and second identifiers in the same style. This invention does not impose any limitations on this aspect.
[0062] For example, suppose the target area displays a first identifier for player A, and second identifiers for players B, C, and D respectively. When player A selects the second identifier for player B, the terminal can display the first identifier for player A, the second identifiers for players C and D in a semi-transparent manner, and also display the game behavior information for player B. This allows player A to focus on viewing the selected game behavior information for player B, reducing visual distractions. Conversely, when player A clicks on a blank area within the target area, the terminal can hide the game behavior information for 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 examples described above. It is understood that those skilled in the art can make further settings according to actual needs under the guidance of the ideas in the embodiments of the present invention, and the present invention does not limit such settings.
[0064] In this embodiment of the invention, different players in the game can form corresponding player teams. A single player team can include a first virtual stronghold object controlled by a first game account and at least one second virtual stronghold object controlled by a second game account. When a player on the local terminal wants to view team information, they can input a team information viewing command. 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 positional relationship between the first and second identifiers in the target area corresponds to the second positional relationship between the first and second virtual stronghold objects in the game scene. By displaying the positional relationships between different identifiers in the target area, players can intuitively and quickly perceive the same player team. Furthermore, in response to the selection operation of the second identifier, the terminal can determine the target identifier and display the game behavior information corresponding to the target second game account in the target area. The game behavior information includes at least the object identifier corresponding to the virtual object assigned to the game task by the target second game account, and the area identifier corresponding to the area where the virtual object performs the game task. Through this game behavior information, players can effectively and comprehensively perceive the game behavior of other players in the same game team, breaking down the barriers to regional information communication between different players in the team. This allows players to control the game situation based on the game behavior information, greatly improving the coordination between players in the game team and enhancing the cooperative experience between players.
[0065] To enable those skilled in the art to better understand the technical solutions in the embodiments of the present invention, the following examples are provided for illustrative purposes:
[0066] As an example, refer to Figure 2The diagram illustrates a game interface provided in an embodiment of the present invention. In the game, a first electronic terminal can run a corresponding game application and display the corresponding game interface in a graphical user interface. The game interface can include at least a first game account controlling a first virtual stronghold object 210. When a player inputs an instruction to view the game behavior of virtual objects controlled by other players in the same team, the first electronic terminal can display a corresponding target area 220 in the game interface. A first identifier 2201 corresponding to the first virtual stronghold 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 stronghold object 210 and the second virtual stronghold objects controlled by other players in the same team in the game scene, a corresponding second identifier 2202 can be displayed in the target area 220. In addition, the player name (such as "XX" in the figure) and social relationship tag (such as "Y" in the figure) corresponding to each second identifier 2202 can also be displayed. Thus, by displaying the positional 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.
[0067] When a player selects any of the second identifiers 2202, the first electronic terminal can display each identifier differently, while highlighting the game behavior information corresponding to the player's selected target identifier. (Refer to...) Figure 3 This diagram shows an enlarged view 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 system displays the target (shown as a dotted line) and the corresponding game behavior markers, including area markers, movement routes, and dispatched teams. Different display styles can be used for area markers depending on the game behavior. For example, area marker 310 can represent the area where a virtual object performs a resource gathering task in the game scene, displaying the corresponding reward information along with the gathering area marker; area marker 320 can represent the area where a virtual object stops in the game scene; area marker 330 can represent the area where combat occurs in the game scene, displaying the corresponding combat situation (e.g., "at a disadvantage," "at an advantage," etc.); and area marker 340 represents the destination, i.e., the destination of the dispatched team. Meanwhile, for action route 350, the system can display the number of dispatched teams moving to the corresponding area markers (as shown by the corresponding markers in the figure, one marker corresponds to one dispatched team), the number of virtual objects (as shown by "n" in the figure, where the value of n represents the number of dispatched virtual objects contained in the same dispatched team), etc. By presenting area markers, action routes, the number of dispatched teams, and the number of virtual objects, the system further enhances the completeness of teammate information presentation, allowing players to effectively and comprehensively perceive the game behavior of other players in the game. This breaks down the barriers to regional information communication between different players in the player team, enabling players to control the game situation based on game behavior information, greatly improving the coordination between players in the game team, and enhancing the cooperative experience between players.
[0068] In addition, such as Figure 4 As shown, an interactive area 410 can be displayed below the target area. This interactive area displays the area icons and markers corresponding to the player's selected target, along with their distances, allowing players to intuitively perceive the positional relationships between virtual objects within the game scene. Players can also select an area icon or marker to jump to the game scene corresponding to that selected target area icon or marker. The first electronic terminal can then display the corresponding game screen of the target area icon or marker in the graphical user interface. Furthermore, players can leave messages for teammates using a message control and receive messages from teammates. Even if a player logs off and logs back in, they will still receive messages. Each team member is allowed to display a maximum of one message at a time; a new message will overwrite the previous one. This messaging system promotes communication between players and enhances the tactical coordination experience among team members.
[0069] It should be noted that, for the sake of simplicity, the method embodiments are all described as a series of actions. However, those skilled in the art should understand that the embodiments of the present invention are not limited to the described order of actions, because according to the embodiments of the present invention, some steps can be performed in other orders or simultaneously. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions involved are not necessarily essential to the embodiments of the present invention.
[0070] Reference Figure 5 This diagram illustrates a structural block diagram of a game information display device provided in an embodiment of the present invention. A graphical user interface is provided through a first electronic terminal. The content displayed by the graphical user interface includes at least a portion of the game scene, a first virtual stronghold object controlled by a first game account, and at least one second virtual stronghold object controlled by a second game account. The first game account and the second game account belong to the same player team. Specifically, it may include the following modules:
[0071] The information viewing module 501 is used to respond to the team information viewing command and display a first identifier corresponding to the first virtual stronghold object and a second identifier corresponding to the second virtual stronghold object in the target area of the graphical user interface. The first positional relationship between the first identifier and the second identifier in the target area corresponds to the second positional relationship between the first virtual stronghold object and the second virtual stronghold object in the game scene.
[0072] The game behavior viewing module 502 is used to respond 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 includes at least the object identifier corresponding to the virtual object assigned to perform the game task by the target second game account, and the area identifier corresponding to the behavior area of the virtual object performing the game task.
[0073] In some feasible implementations, the game behavior information also includes the dispatch team information and movement route corresponding to the dispatch team, wherein the dispatch team consists of at least one dispatch virtual object, and the game behavior viewing module 502 is specifically used for:
[0074] Identify the target dispatch team corresponding to the target second game account;
[0075] Display at least one area identifier corresponding to the target dispatch team in the target area;
[0076] Display the information of the first dispatch team corresponding to the area identifier, and / or display the movement route of the target identifier pointing to the area identifier and the information of the second dispatch team corresponding to the movement route.
[0077] In some feasible implementations, the area identifier includes at least an area identifier representing a stationed dispatched team, and the game behavior viewing module 502 is specifically used for:
[0078] The target area displays the stop area identifier corresponding to the target dispatch team.
[0079] In some feasible implementations, the area identifier includes at least an area identifier representing the resource collection task performed by the dispatched team, and the game behavior viewing module 502 is specifically used for:
[0080] The target area displays the collection area identifier corresponding to the target dispatch team, and the collection revenue information corresponding to the collection area identifier.
[0081] In some feasible implementations, the area identifier includes at least an engagement area identifier representing the dispatched team performing game combat missions, and the game behavior viewing module 502 is specifically used for:
[0082] The target area displays the combat zone identifier corresponding to the target dispatched team, and displays the combat situation corresponding to the combat zone identifier.
[0083] In some feasible implementations, the area identifier includes at least a planned area identifier representing the destination of the dispatched team, and the game behavior viewing module 502 is specifically used for:
[0084] The target area displays the planned area identifier corresponding to the target dispatch team.
[0085] Among some feasible implementation methods are:
[0086] The region determination module is used to determine the first behavior region corresponding to the planned region identifier in the game scene;
[0087] The identifier switching module is used to switch the planned area identifier to an area identifier that matches the target game task, based on the target game task that the dispatched team performs in the first behavior area, in response to the dispatched team moving to the first behavior area.
[0088] In some feasible implementations, the identifier switching module is specifically used for:
[0089] If the target game mission is a standby mission, then switch the planned area identifier to the standby area identifier;
[0090] If the target game task is a resource gathering task, then switch the planned area identifier to the gathering area identifier;
[0091] If the target game mission is a game combat mission, then the planned area identifier will be switched to the combat area identifier.
[0092] In some feasible implementations, the dispatch team information includes at least the number of dispatch teams and the number of virtual objects of dispatched virtual objects within the same dispatch team. The game behavior viewing module 502 is specifically used for:
[0093] In the game scene, determine the second behavior region corresponding to the region identifier;
[0094] Displays the number of first dispatch teams and the number of first virtual objects that are already located in the second action area, and / or displays the action route from the target identifier to the area identifier, and displays the number of second dispatch objects and the number of second virtual objects that are moving toward the second action area along the action route.
[0095] Among some feasible implementation methods are:
[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] Among some feasible implementation methods are:
[0098] The identifier display module is used to display the other second identifiers besides the target identifier and the first identifier in the second identifier in a semi-transparent display mode in the target area.
[0099] Among some feasible implementation methods are:
[0100] The area display module is used to display the 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 the first relative distance between the first position of the area identifier in the game scene and the second position of the first virtual stronghold 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 apparatus further includes:
[0103] The second distance display module is used to display the identifier corresponding to the target dispatch 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] The identifier selection module is used to select a first region identifier or the target identifier in response to a selection operation for the region identifier or the target identifier.
[0106] A perspective switching module is used to respond to a selection operation on the viewing control and display, in the graphical user interface, either the first game scene corresponding to the first area identifier or the second game scene corresponding to the target identifier.
[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 a message triggering operation for the message control, determine a first message message corresponding to the message triggering 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] Among some feasible implementation methods are:
[0110] A message receiving module is used to display the second message in the graphical user interface in response to receiving a second message sent by a second electronic terminal.
[0111] In some feasible implementations, the interactive area includes at least reinforcement controls, and the device further includes:
[0112] The region selection module is used to select a second region identifier in response to a selection operation on the region identifier;
[0113] The team dispatch module is used to respond to the selection operation of the reinforcement control, determine the target dispatch team for the second area identifier, and dispatch the target dispatch team to the third row area corresponding to the second area identifier in the game scene.
[0114] In some feasible implementations, the graphical user interface displays content that also includes a team viewing control corresponding to the player's team, and the information viewing module 501 is specifically used for:
[0115] In response to a triggered operation on the team viewing control, the target area is displayed in the graphical user interface.
[0116] In some feasible implementations, the information viewing module 501 is specifically used for:
[0117] In the game scene, with the first virtual stronghold object as the center, locate each of the second virtual stronghold objects to obtain the positional relationship between the first virtual stronghold object and the second virtual stronghold objects in the game scene;
[0118] The first identifier corresponding to the first virtual base object is displayed at the center of the target area, and the second identifier corresponding to the second virtual base object is displayed according to the positional relationship.
[0119] As the device embodiment is basically similar to the method embodiment, the description is relatively simple, and relevant parts can be found in the description of the method embodiment.
[0120] In addition, this invention also 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, it implements the various processes of the above-described game information display method embodiment and achieves the same technical effect. To avoid repetition, it will not be described again here.
[0121] This invention also provides a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, it implements the various processes of the above-described game information display method embodiments and achieves the same technical effects. To avoid repetition, it will not be described again here. The computer-readable storage medium may be 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, components such as: 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 understand that the electronic device structure involved in the embodiments of the present invention does not constitute a limitation on the electronic device. The electronic device may include more or fewer components than illustrated, or combine certain components, or have different component arrangements. In the embodiments of the present invention, the electronic device includes, but is not limited to, mobile phones, tablet computers, laptop computers, PDAs, in-vehicle terminals, wearable devices, and pedometers.
[0124] It should be understood that, in this embodiment of the invention, the radio frequency unit 601 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink data from the base station and processes it with the processor 610; additionally, it transmits uplink data to the base station. Typically, 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. Furthermore, the radio frequency unit 601 can also communicate with networks 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 send and receive emails, browse web pages, and access streaming media.
[0126] The audio output unit 603 can convert audio data received by the radio frequency unit 601 or the network module 602 or stored in the memory 609 into audio signals and output them as sound. Furthermore, the audio output unit 603 can also provide audio output related to specific functions performed by the electronic device 600 (e.g., call signal reception sound, message reception sound, etc.). The audio output unit 603 includes a speaker, a buzzer, and a receiver, etc.
[0127] Input unit 604 is used to receive audio or video signals. Input unit 604 may include a graphics processing unit (GPU) 6041 and a microphone 6042. GPU 6041 processes image data of still images or videos acquired by an image capture device (such as a camera) in video capture mode or image capture mode. The processed image frames can be displayed on display unit 606. The image frames processed by GPU 6041 can be stored in memory 609 (or other storage medium) or transmitted via radio frequency unit 601 or network module 602. Microphone 6042 can receive sound and process such sound into audio data. The processed audio data can be converted into a format that can be transmitted to a mobile communication base station via radio frequency unit 601 in 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. The ambient light sensor can adjust the brightness of the display panel 6061 according to the ambient light level, and the proximity sensor can turn off the display panel 6061 and / or backlight when the electronic device 600 is moved to the ear. As a type of motion sensor, an accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used to identify the posture of the electronic device (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc. The sensor 605 may also include a fingerprint sensor, pressure sensor, iris sensor, molecular sensor, gyroscope, barometer, hygrometer, thermometer, infrared sensor, etc., which will not be described in detail 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] User input unit 607 can be used to receive input numerical or character information, and to generate key signal inputs related to user settings and function control of electronic devices. Specifically, user input unit 607 includes a touch panel 6071 and other input devices 6072. Touch panel 6071, also known as a touch screen, can collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near touch panel 6071). Touch panel 6071 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 610, which receives and executes commands from the processor 610. In addition, touch panel 6071 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. Besides touch panel 6071, user input unit 607 may also include other input devices 6072. Specifically, other input devices 6072 may include, but are not limited to, physical keyboards, function keys (such as volume control buttons, power buttons, etc.), trackballs, mice, joysticks, etc., which will not be described in detail here.
[0131] Furthermore, the touch panel 6071 can cover the display panel 6061. When the touch panel 6071 detects a touch operation on or near it, it transmits the information to the processor 610 to determine the type of touch event. Subsequently, the processor 610 provides corresponding visual output on the display panel 6061 according to the type of touch event. It is understood that in one embodiment, the touch panel 6071 and the display panel 6061 are implemented as two independent components to realize the input and output functions of the electronic device. However, in some embodiments, the touch panel 6071 and the display panel 6061 can be integrated to realize the input and output functions of the electronic device. The specific implementation is not limited here.
[0132] Interface unit 608 serves as an interface for connecting external devices to electronic device 600. For example, external devices may include a wired or wireless headphone 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, and so on. Interface unit 608 can be used to receive input from external devices (e.g., data, power, etc.) and transmit the received input to one or more components within electronic device 600, or it can be used to transmit data between electronic device 600 and external devices.
[0133] The memory 609 can be used to store software programs and various data. The memory 609 may primarily include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback, image playback, etc.), etc.; the data storage area may store data created based on the use of the mobile phone (such as audio data, phonebook, etc.). Furthermore, the memory 609 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0134] The processor 610 is the control center of the electronic device. It connects various parts of the electronic device via various interfaces and lines. By running or executing software programs and / or modules stored in the memory 609, and by calling data stored in the memory 609, it performs various functions and processes data, thereby providing overall monitoring of the electronic device. The processor 610 may include one or more processing units; preferably, the processor 610 may integrate an application processor and a modem processor. The application processor mainly handles the operating system, user interface, and applications, while the modem processor mainly handles wireless communication. It is understood that the 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 various components. Preferably, the power supply 611 is logically connected to the processor 610 through a power management system, thereby enabling functions such as managing charging, discharging, and power consumption 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 document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Unless otherwise specified, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element.
[0138] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes several instructions to cause a terminal (which may be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in the various embodiments of the present invention.
[0139] The embodiments of the present invention have been described above with reference to the accompanying drawings. However, the present invention is not limited to the specific embodiments described above. The specific embodiments described above are merely illustrative and not restrictive. Those skilled in the art can make many other forms under the guidance of the present invention without departing from the spirit and scope of the claims, and all of these forms are within the protection scope of the present invention.
[0140] Those skilled in the art will recognize that the units and algorithm steps of the various examples described in conjunction with the embodiments disclosed in this invention can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementations should not be considered beyond the scope of this invention.
[0141] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0142] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative. For instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.
[0143] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0144] In addition, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0145] If the aforementioned functions are implemented as 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 this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.
[0146] The above description is merely a specific embodiment of the present invention, but the scope of protection of the present invention is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in the present invention should be included within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for displaying game information, characterized in that, A graphical user interface is provided via a first electronic terminal. The content displayed by the graphical user interface includes at least a portion of the game scene, a first virtual stronghold object controlled by a first game account, and at least one second virtual stronghold object controlled by a second game account. The first game account and the second game account belong to the same player team. The method includes: In response to the team information viewing command, a first identifier corresponding to the first virtual stronghold object and a second identifier corresponding to the second virtual stronghold object are displayed in the target area of the graphical user interface. The first positional relationship between the first identifier and the second identifier in the target area corresponds to the second positional relationship between the first virtual stronghold object and the second virtual stronghold object in the game scene. In response to the selection operation for 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 to perform a game task by the target second game account, and an area identifier corresponding to the area where the virtual object performs the game task.
2. The method according to claim 1, characterized in that, The game behavior information also includes the dispatch team information and movement route corresponding to the dispatch team. The dispatch team consists of at least one dispatch virtual object. The display of the game behavior information of the target second game account corresponding to the target identifier in the target area includes: Identify the target dispatch team corresponding to the target second game account; Display at least one area identifier corresponding to the target dispatch team in the target area; Display the information of the first dispatch team corresponding to the area identifier, and / or display the movement route of the target identifier pointing to the area identifier and the information of the second dispatch team corresponding to the movement route.
3. The method according to claim 2, characterized in that, The area identifier includes at least an area identifier representing a stationed dispatch team, and the step of displaying at least one area identifier corresponding to the target dispatch team in the target area includes: The target area displays the stop area identifier corresponding to the target dispatch team.
4. The method according to claim 2, characterized in that, The area identifier includes at least a collection area identifier that represents the resource collection task performed by the dispatched team, and the step of displaying at least one area identifier corresponding to the target dispatched team in the target area includes: The target area displays the collection area identifier corresponding to the target dispatch team, and the collection revenue information corresponding to the collection area identifier.
5. The method according to claim 2, characterized in that, The area identifier includes at least one combat area identifier representing the area where the dispatched team performs a game combat mission, and the display of at least one area identifier corresponding to the target dispatched team in the target area includes: The target area displays the combat zone identifier corresponding to the target dispatched team, and displays the combat situation corresponding to the combat zone identifier.
6. The method according to claim 2, characterized in that, The area identifier includes at least a planned area identifier representing the destination of the dispatched team's movement, and the display of at least one area identifier corresponding to the target dispatched team in the target area includes: The target area displays the planned area identifier corresponding to the target dispatch team.
7. The method according to claim 6, characterized in that, Also includes: In the game scene, determine the first behavior area corresponding to the planned area identifier; In response to the dispatch team moving to the first action area, the planned area identifier is switched to an area identifier that matches the target game task, based on the target game task being performed by the dispatch team in the first action area.
8. The method according to claim 7, characterized in that, The step of switching the planned region identifier to a region identifier that matches the target game task includes: If the target game mission is a standby mission, then switch the planned area identifier to the standby area identifier; If the target game task is a resource gathering task, then switch the planned area identifier to the gathering area identifier; If the target game mission is a game combat mission, then the planned area identifier will be 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 dispatch teams and the number of virtual objects of dispatched virtual objects within the same dispatch team. Displaying the first dispatch team information corresponding to the area identifier, and / or displaying the movement route from the target identifier to the area identifier and the second dispatch team information corresponding to the movement route, includes: In the game scene, determine the second behavior region corresponding to the region identifier; Displays the number of first dispatch teams and the number of first virtual objects that are already located in the second action area, and / or displays the action route from the target identifier to the area identifier, and displays the number of second dispatch teams and the number of second virtual objects that are moving towards the second action area along the action route.
10. The method according to claim 1, 2, or 3, characterized in that, Also includes: In the target area, the other second identifiers besides the target identifier and the first identifier are displayed in a semi-transparent manner.
11. The method according to claim 2 or 3, characterized in that, Also includes: Display the interactive area corresponding to the target area; The interactive area displays the area identifier, and displays the first relative distance between the first location of the area identifier in the game scene and the second location of the first virtual stronghold object in the game scene.
12. The method according to claim 11, characterized in that, The method further includes: In response to a selection operation on the second identifier, a target identifier is selected from the second identifier; The target identifier is displayed in the interactive area, as is the second relative distance between the first virtual base object and the target virtual base object corresponding to the target identifier in the game scene.
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 for the region identifier or the target identifier, the first region identifier or the target identifier is selected; 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 a message triggering operation on the message control, a first message message corresponding to the message triggering 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 reinforcement controls, and the method further includes: In response to the selection operation for the region identifier, the second region identifier is selected; In response to the selection operation of the reinforcement control, a target dispatch team for the second area identifier is determined, and the target dispatch team is dispatched to the third row area corresponding to the second area identifier in the game scene.
16. The method according to claim 1, characterized in that, Displaying the first identifier corresponding to the first virtual base object and the second identifier corresponding to the second virtual base object in the target area of the graphical user interface includes: In the game scene, with the first virtual stronghold object as the center, locate each of the second virtual stronghold objects to obtain the positional relationship between the first virtual stronghold object and the second virtual stronghold objects in the game scene; The first identifier corresponding to the first virtual base object is displayed at the center of the target area, and the 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. The graphical user interface displays at least a portion of the game scene, a first virtual stronghold object controlled by a first game account, and at least one second virtual stronghold object controlled by a second game account. The first game account and the second game account belong to the same player team. The device includes: The information viewing module is used to respond to the team information viewing command and display a first identifier corresponding to the first virtual stronghold object and a second identifier corresponding to the second virtual stronghold object in the target area of the graphical user interface. The first positional relationship between the first identifier and the second identifier in the target area corresponds to the second positional relationship between the first virtual stronghold object and the second virtual stronghold object in the game scene. The behavior information display module is used to respond 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 includes at least the object identifier corresponding to the virtual object assigned to perform the game task by the target second game account, and the area identifier corresponding to the behavior area of the virtual object performing the game task.
18. An electronic device, characterized in that, It includes a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory communicate with each other through the communication bus; The memory is used to store computer programs; When the processor executes a program stored in the memory, it implements the method as described in any one of claims 1-16.
19. A computer-readable storage medium having instructions stored thereon that, when executed by one or more processors, cause the processors to perform the method as described in any one of claims 1-16.
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