Game information processing methods, devices, program products and electronic devices

By setting up the associated display of prompts and guidance information in the game's graphical user interface, the problem of unintuitive guidance information in the game is solved, the player's operation process is simplified and the difficulty is reduced, and the intuitiveness of the guidance information is improved.

CN119818942BActive Publication Date: 2026-01-30NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510194283.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-02-20
Publication Date
2026-01-30
Estimated Expiration
2045-02-20

AI Technical Summary

Technical Problem

The game's guidance information is not intuitive, increasing the difficulty of operation for players. In particular, when location or direction information is marked on the minimap, players need to frequently observe the minimap and match the information, making the operation cumbersome.

Method used

In the graphical user interface, a prompt message is displayed at a first display position to indicate changes in the safe zone, and a guide message is displayed at a second display position associated with it to guide the controlled virtual object to move towards the safe zone. The prompt message and the guide message are closely linked to improve intuitiveness.

Benefits of technology

By using closely related prompts and guidance information, the player's operation process is simplified, the operation difficulty is reduced, the intuitiveness of the guidance information is improved, and the obstruction and interference of other information in the graphical user interface are reduced.

✦ Generated by Eureka AI based on patent content.

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Abstract

This disclosure provides a game information processing method, apparatus, program product, and electronic device, relating to the field of game technology. In this method, a graphical user interface (GUI) is provided through a terminal device. The GUI displays at least a portion of the game scene, which includes a safe zone and a controlled virtual object. The safe zone is configured to change according to the progress of the game. The controlled virtual object is configured to be controlled by the terminal device. The method includes: displaying prompt information at a first display position in the GUI, the prompt information indicating changes in the safe zone; and displaying guidance information at a second display position associated with the first display position, the guidance information guiding the controlled virtual object to move towards the safe zone. This disclosure improves the intuitiveness of the guidance information and reduces the operational difficulty for players.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a game information processing method, a game information processing device, a computer program product, and an electronic device. Background Technology

[0002] Games typically include guidance information to help players achieve specific objectives. However, much of this guidance suffers from a lack of intuitiveness, impacting its effectiveness and increasing the difficulty for players. For example, to guide players to a certain area, the location or direction of that area is marked on the minimap. However, the information on the minimap is not intuitive enough; players need to constantly observe it, even frequently expanding it, and match their current position in the game scene with the information on the minimap to determine their route—a rather cumbersome process. Summary of the Invention

[0003] This disclosure provides a game information processing method, a game information processing device, a computer program product, and an electronic device to at least partially solve the problem of unintuitive guidance information in games.

[0004] According to a first aspect of this disclosure, a game information processing method is provided, which provides a graphical user interface (GUI) through a terminal device. The GUI displays at least a portion of a game scene, in which a safe zone and a controlled virtual object are provided. The safe zone is configured to change according to the progress of the game. The controlled virtual object is configured to be controlled by the terminal device. The method includes: displaying prompt information at a first display position in the GUI, the prompt information indicating a change in the safe zone; and displaying guidance information at a second display position associated with the first display position, the guidance information guiding the controlled virtual object to move towards the safe zone.

[0005] According to a second aspect of this disclosure, a game information processing apparatus is provided, which provides a graphical user interface via a terminal device. The graphical user interface displays at least a portion of a game scene, in which a safe zone and a controlled virtual object are provided. The safe zone is configured to change according to the progress of the game. The controlled virtual object is configured to be controlled by the terminal device. The apparatus includes: a prompt information display module configured to display prompt information at a first display position in the graphical user interface, the prompt information indicating a change in the safe zone; and a guidance information display module configured to display guidance information at a second display position associated with the first display position, the guidance information guiding the controlled virtual object to move towards the safe zone.

[0006] According to a third aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and possible implementations thereof.

[0007] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of the first aspect and possible implementations thereof by executing the executable instructions.

[0008] The technical solution disclosed herein has the following beneficial effects:

[0009] The graphical user interface (GUI) displays prompts in the primary display position and guide information in the secondary display position. These two positions are linked, making it easy for players to associate and combine the prompts and guides. This improves the intuitiveness of the guides, facilitating their understanding while minimizing obstruction or interference with other information in the GUI. The prompts and guides effectively guide player actions and reduce the difficulty of operation. Attached Figure Description

[0010] Figure 1 A schematic diagram of a system architecture in this exemplary embodiment is shown;

[0011] Figure 2 A flowchart illustrating a game information processing method in this exemplary embodiment is shown.

[0012] Figure 3 A schematic diagram of a graphical user interface in this exemplary embodiment is shown;

[0013] Figure 4 This diagram illustrates a prompt and guidance message in this exemplary embodiment.

[0014] Figure 5 This diagram illustrates a flowchart of displaying time-guided information in this exemplary embodiment;

[0015] Figure 6 This diagram illustrates the structure of a game data processing device according to this exemplary embodiment.

[0016] Figure 7 A schematic diagram of the structure of an electronic device in this exemplary embodiment is shown. Detailed Implementation

[0017] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0018] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0019] In related technologies, game guidance information often suffers from a lack of intuitiveness, affecting its effectiveness and increasing the difficulty for players. For example, to guide players to a certain area, the location or direction information of that area is marked on the minimap. However, the information on the minimap is not intuitive enough, requiring players to constantly observe the minimap during gameplay, even frequently expanding it, and matching the player's current position in the game scene with the information on the minimap to determine their movement route—a rather cumbersome process. Similarly, to help players understand the meaning of guidance information, it may include a large amount of text. Such guidance is also not intuitive and obstructs and interferes with other information on the game interface, affecting player operation.

[0020] In view of one or more of the above-mentioned problems, an exemplary embodiment of this disclosure provides a game information processing method. This method can be applied to any type of game, including but not limited to: shooting games, action games, role-playing games, racing games, sports games, and simulation games.

[0021] Figure 1A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other device with display capabilities, capable of displaying a graphical user interface (GUI). The GUI may include the operating system interface or the application interface. A game program, such as a client program for an online game, is installed on the terminal device 110. When the terminal device 110 runs the game program, the game interface can be displayed in the GUI. The server 120 generally refers to the backend system providing the game service in this exemplary embodiment; it may be a single server or a cluster of multiple servers. A game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in this exemplary embodiment can be executed by any one or more of the terminal device 110 and the server 120.

[0022] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be based on the aforementioned system architecture. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing or editing a game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.

[0023] In one implementation, the method described above can be implemented by the terminal device 110 alone. For example, without deploying the server 120, the terminal device 110 can run the game program and execute the method described above in a standalone environment.

[0024] Figure 2 The illustration shows a schematic flow of a game information processing method, which may include the following steps:

[0025] Step S210: Display a prompt message at the first display position in the graphical user interface. The prompt message is used to indicate the change in the safe area.

[0026] Step S220: Display guidance information at a second display position associated with the first display position. The guidance information is used to guide the controlled virtual object to move to a safe area.

[0027] based on Figure 2 This method displays prompts in a primary position and guide information in a secondary position within the graphical user interface (GUI). These two positions are linked, making it easy for players to associate and combine the prompts and guides. This enhances the intuitiveness of the guides, facilitating their understanding while minimizing obstruction or interference with other information in the GUI. The prompts and guides effectively guide player actions and reduce the difficulty of operation.

[0028] The following is about Figure 2 Each step is explained in detail.

[0029] In step S210, a prompt message is displayed at a first display position in the graphical user interface. The prompt message is used to indicate the change in the safe area.

[0030] In this exemplary embodiment, a graphical user interface (GUI) is provided through a terminal device, which displays at least a portion of the game scene. The game scene is a virtual space within the game and can consist of one or more scene elements such as mountains, lakes, forests, buildings, and streets. The game scene includes safe zones and controlled virtual objects. These controlled virtual objects are configured to be manipulated by the terminal device and can be either in-game characters or non-characters. Furthermore, other virtual objects can be included in the game scene, such as friendly virtual objects belonging to the same game faction as the controlled virtual object, or hostile virtual objects belonging to a different game faction. The safe zone is a sub-region within the game scene. For example, areas outside the safe zone are considered unsafe zones, which can inflict negative effects on virtual objects (including controlled virtual objects and virtual objects controlled by other players) within the unsafe zone, such as continuous damage or debuffs. If a virtual object enters the safe zone, it will not be affected by these negative effects. Alternatively, at a specific stage of the game, virtual objects within the unsafe zone may be affected by these negative effects. This encourages virtual objects to move towards the safe zone, thus accelerating the game's pace. For example, a safe zone can be the target area for a controlled virtual object's mission. The controlled virtual object needs to reach the safe zone to complete its mission. For instance, the controlled virtual object's mission might be to rescue hostages and deliver them to the safe zone. After rescuing the hostages, the controlled virtual object needs to lead them to the safe zone. The safe zone is configured to change according to the progress of the game, typically shrinking as the game progresses. For example, a game might include one or more phases of safe zone changes, with the safe zone gradually shrinking in each phase.

[0031] In one implementation, the graphical user interface can display the current field of view of the game scene as captured by a virtual camera within the game scene. The virtual camera is a tool in the game that simulates a real camera to capture game footage. It can be positioned anywhere in the game scene and capture footage from any angle; that is, the virtual camera can have any pose within the game scene, which can be fixed or dynamically changing. Furthermore, any number of virtual cameras can be placed in the game scene, and different virtual cameras can capture different game footage.

[0032] In one implementation, a controlled virtual object is attached to a virtual camera, and the graphical user interface can display the current field of view of the controlled virtual object as captured by the virtual camera in the game scene. The virtual camera, attached to the controlled virtual object, moves synchronously with it, thereby capturing the game scene from the controlled virtual object's perspective in real time and presenting it in the graphical user interface, providing players with a sense of immersion and realism. If the virtual camera is positioned at the location of the controlled virtual object, or more specifically, at the head or eye position of the controlled virtual object, a current field of view from the first-person perspective of the controlled virtual object can be presented, where the controlled virtual object's body is not displayed or only a small portion of its body is shown (e.g., only the arms). This method can be applied to first-person games, such as first-person shooter (FPS) games or first-person modes within games. If the virtual camera is placed outside the body of the controlled virtual object (such as behind it), and has a fixed orientation and distance from the controlled virtual object, it can present the current field of view from the perspective of the controlled virtual object as a third person. The screen shows all or most of the body of the main virtual object. This method can be applied to third-person games, such as third-person shooter (TPS) games or third-person modes in games.

[0033] The primary display position is the location in the graphical user interface used to display prompts, which can be a pre-defined fixed position. The prompts indicate changes in the safe zone and can include any type of information such as text, numbers, graphics, and symbols. Prompts may include, but are not limited to, the following: the safe zone is about to change; the safe zone is currently changing; the manner of the safe zone's change, such as the direction of movement or the speed of shrinking. The safe zone can significantly impact the outcome of a game. By displaying prompts, players can recognize changes in the safe zone and take appropriate countermeasures, preventing players (especially novice players) from losing due to ignoring or being unaware of safe zone information.

[0034] In one implementation, a game includes a safe zone change phase and a change preparation phase. The change phase is when the safe zone actually changes. The change preparation phase is for players to respond to the changes in the safe zone. The change phase and the change preparation phase can be one-to-one, with the change preparation phase preceding the corresponding change phase. For example, if the safe zone changes three times in a game, the game includes three change phases, and the 1 minute or 30 seconds preceding each change phase constitutes a change preparation phase; therefore, the game includes three change preparation phases.

[0035] In one embodiment, displaying the prompt information at the first display location in the graphical user interface may include the following steps:

[0036] In response to the start of the change preparation phase, a prompt message is displayed in the first display position.

[0037] The notification message is used to alert players during the preparation phase of the change, indicating that the safe zone is about to change and allowing players to take countermeasures during this phase. For example, the notification message may include a countdown timer for the preparation phase. If the preparation phase is 30 seconds before the change phase, the notification message may include that 30-second countdown. Additionally, the notification message may include related text information. For instance, the notification message could be "Shrinking circle begins in 30 seconds," where "30" represents the countdown, increasing sequentially to 29, 28, and finally 0, and "shrinking circle" indicates that the safe zone is shrinking.

[0038] Figure 3 A schematic diagram of a graphical user interface is shown, which illustrates a controlled virtual object 310, a prompt message 320, and a guidance message 330. Figure 4 Yes Figure 3 The game features enlarged displays of prompts 320 and guidance information 330. The first display position is located slightly above the center of the graphical user interface (GUI). This position can be preset by the game developer or adaptively determined by the game program based on the content displayed in the GUI. Prompt 320, a countdown to the change preparation phase, is displayed in this first position, indicating that 10 seconds remain before the change phase begins. In addition to the countdown, related text information, such as "Preparation circle shrinking" above, can also be displayed to help players better understand the meaning of prompt 320.

[0039] This disclosure does not specifically limit the circumstances under which the change phase or change preparation phase of the safe zone is entered. In one embodiment, the game can be set to enter the change phase or change preparation phase at fixed times. For example, at 3 minutes and 30 seconds into a game, the change preparation phase is entered, a prompt message is displayed, and after a 30-second change preparation phase, the change phase begins, lasting for 2 minutes. Then, at 7 minutes and 30 seconds into the game, the change preparation phase is entered again, a prompt message is displayed, and after another 30-second change preparation phase, the change phase begins again, lasting for 2 minutes. In one embodiment, the game can be set to enter the change phase or change preparation phase when preset conditions are met. For example, in a game, if half of the virtual objects have been eliminated, the change preparation phase is entered, a prompt message is displayed, and after a 30-second change preparation phase, the change phase begins, lasting for 2 minutes. Subsequently, if three-quarters of the virtual objects have been eliminated, the change preparation phase is entered again, a prompt message is displayed, and after another 30-second change preparation phase, the change phase begins again, lasting for 2 minutes.

[0040] Continue to refer to Figure 2 In step S220, guidance information is displayed at a second display position associated with the first display position. The guidance information is used to guide the controlled virtual object to move towards the safe area.

[0041] The second display position is the location in the graphical user interface used to display guidance information. The second display position is associated with the first display position; it can be understood as a position determined based on the first display position. For example, the second display position and the first display position have a fixed relative positional relationship, such as the offset vector of the second display position relative to the first display position being preset. Given a determined first display position, the second display position is determined based on the first display position and the offset vector.

[0042] Since players may not be clear about the spatial relationship between controlled virtual objects and safe zones, or how to move to the safe zone, guidance information is provided to reduce the difficulty of operation. The first and second display positions are linked, meaning the prompts and guidance information are associated in terms of display location. This makes it easy for players to connect and combine the prompts and guidance information, facilitating understanding of the guidance information's meaning while simplifying it. For example, if a prompt indicates that the safe zone is about to shrink, the guidance information is placed next to the prompt, indicating the direction. Without needing a lot of text in the guidance information, players can understand that the direction indicated by the guidance information is the direction of the safe zone.

[0043] Guidance information may include, but is not limited to, the following: directional guidance information, used to indicate the direction of the safe zone; distance guidance information, used to indicate the distance between the controlled virtual object and the safe zone; time guidance information, used to indicate the time required for the controlled virtual object to move to the safe zone; route guidance information, used to indicate the route between the controlled virtual object and the safe zone; and route risk information, used to indicate the risks along the route.

[0044] The following is a detailed explanation of the guidance information.

[0045] In one embodiment, the guidance information includes directional guidance information, and the second display position includes a directional guidance display position, which is a position for displaying the directional guidance information. Displaying the guidance information at the second display position associated with the first display position may include the following steps:

[0046] Based on a first direction of the safe area relative to the controlled virtual object, a directional guidance display position is determined in a second direction of the first display position; the second direction is the direction that the first direction is mapped onto the graphical user interface.

[0047] Display directional guidance information in the directional guidance display location.

[0048] This involves mapping the game scene's plane (e.g., the xy-plane) to the graphical user interface's plane. For example, a mapping relationship can be established between the xy-plane coordinate system centered on the controlled virtual object in the game scene and the plane coordinate system centered on the first display position in the graphical user interface. A first direction of the safe area relative to the controlled virtual object is determined, and this first direction is mapped onto the graphical user interface according to the aforementioned mapping relationship to obtain a second direction. A directional guidance display position is determined along this second direction from the first display position, and directional guidance information is displayed at this position. Thus, the directional relationship between the safe area and the controlled virtual object can be intuitively indicated through the directional guidance display position and the first display position, facilitating player understanding.

[0049] refer to Figure 3 or Figure 4 As shown, the prompt information 320 includes a circular edge, and the guidance information 330 includes directional guidance information 3301. The corresponding directional guidance display position is located on the circular edge of the prompt information 320. If the first direction of the safe area relative to the controlled virtual object 310 is 30 degrees to the right of direct front, this is mapped onto the graphical user interface to obtain the second direction, which is 30 degrees to the right of vertical upward. Therefore, the position on the circular edge of the prompt information 320, 30 degrees to the right of vertical upward, is determined as the directional guidance display position. Arrow-shaped directional guidance information 3301 can be displayed at this position, allowing the player to intuitively see the direction of the safe area.

[0050] In one embodiment, displaying directional guidance information at the directional guidance display location may include the following steps:

[0051] The first target display method is determined based on the first distance between the controlled virtual object and the safe area;

[0052] Display directional guidance information at the directional guidance display location according to the first target display method.

[0053] The first distance is used to determine the display method of the first target. It can be the straight-line distance between the controlled virtual object and the safe area, or the distance calculated along a movable route. A pre-defined correspondence between different distances and different display methods of directional guidance information can be established. Given a determined first distance, the corresponding display method of the first target is determined based on this correspondence. For example, if the first distance is greater than or equal to 150m, the corresponding first target display method is red; if the first distance is less than 150m but greater than or equal to 50m, the corresponding first target display method is orange; and if the first distance is less than 50m, the corresponding first target display method is green. This allows players to intuitively perceive the distance between the safe area and the controlled virtual object based on the first target display method. Furthermore, different first target display methods can give players different levels of urgency. For example, when red directional guidance information is displayed, players perceive a greater distance from the safe area, easily generating a strong sense of urgency; when green directional guidance information is displayed, players perceive a closer distance to the safe area, resulting in a lower sense of urgency. This enhances the player's immersion in the game.

[0054] The above uses different colors to display the first target, distinguishing different levels of first distance. Furthermore, different sizes, lengths, and shapes of arrows in the directional guidance information can also be used to differentiate the display and reflect different levels of first distance. This disclosure does not limit this approach.

[0055] In one implementation, the guidance information includes distance guidance information. The aforementioned display of the guidance information at a second display position associated with the first display position includes:

[0056] Distance guidance information is determined based on a second distance between the controlled virtual object and the secure area;

[0057] Distance guidance information is displayed in the second display position.

[0058] The second distance is used to determine the distance guidance information, and it may be the same as or different from the first distance. For example, both the first and second distances can be the straight-line distance between the controlled virtual object and the safe area. The distance guidance information may include a numerical value of the second distance, such as a reference... Figure 3 or Figure 4As shown, the second distance is 150m, and the distance guidance information 3302 can be "150m". Alternatively, the distance guidance information may not include the numerical value of the second distance, but may include text expressing the degree of distance, such as "very far", "relatively far", "relatively near", "very near", etc. This disclosure does not limit the specific form of the distance guidance information. When the distance guidance information is determined, it can be displayed at a second display position (such as around the first display position). This allows the user to intuitively see the current distance to the safe area.

[0059] In one embodiment, the second display position includes a distance guidance display position, which is a position in the graphical user interface used to display distance guidance information. Displaying distance guidance information at the second display position may include the following steps:

[0060] Based on a first direction of the safe area relative to the controlled virtual object, a distance guide display position is determined in a second direction of the first display position; the second direction is the direction in which the first direction is mapped onto the graphical user interface.

[0061] Display distance guidance information at the distance guidance display location.

[0062] Regarding how to determine the second direction, please refer to the section on directional guidance information. The distance guidance display position is located in the second direction from the first display position. Distance guidance information is displayed at this position, allowing players to understand the location and distance of the safe zone by combining the display position and content of the distance guidance information. For example, the distance guidance information represents the straight-line distance between the controlled virtual object and the safe zone, and the second direction represents the straight-line direction of the safe zone relative to the controlled virtual object. Players can intuitively see the straight-line direction and distance of the safe zone through the distance guidance information, thus facilitating appropriate response measures.

[0063] In one embodiment, displaying distance guidance information at the second display position may include the following steps:

[0064] Based on the second distance, determine the display method for the second target;

[0065] Distance guidance information is displayed in the second display position according to the second target display method.

[0066] This system allows for pre-setting a correspondence between different distances and different display methods for distance guidance information. When a second distance is determined, the corresponding display method for the second target is determined based on this correspondence. For example, if the second distance is greater than or equal to 150m, the corresponding second target is displayed in red; if the second distance is less than 150m but greater than or equal to 50m, the corresponding second target is displayed in orange; and if the second distance is less than 50m, the corresponding second target is displayed in green. This allows players to more intuitively and deeply perceive the distance between the safe zone and the controlled virtual object based on the content of the distance guidance information and the display method of the second target. Furthermore, different display methods of the second target can give players different levels of urgency. For example, when red distance guidance information is displayed, players perceive a greater distance to the safe zone, easily generating a strong sense of urgency; when green distance guidance information is displayed, players perceive a closer distance to the safe zone, resulting in a lower sense of urgency. This enhances the player's immersion in the game.

[0067] The above uses different colors to display the second target, distinguishing different levels of second distance. Additionally, different fonts in the distance guidance information can also be used to differentiate the display and reflect different levels of second distance. This disclosure does not limit this approach.

[0068] In one implementation, if the guidance information includes directional guidance information and distance guidance information, the first target display method used to display the directional guidance information can be the same as or different from the second target display method used to display the distance guidance information. For example, both the first and second distances are straight-line distances. If the straight-line distance is greater than or equal to 150m, both the first and second target display methods are red, meaning both the directional and distance guidance information are displayed in red. If the straight-line distance is less than 150m but greater than or equal to 50m, both the first and second target display methods are orange, meaning both the directional and distance guidance information are displayed in orange. If the straight-line distance is less than 50m, both the first and second target display methods are green, meaning both the directional and distance guidance information are displayed in green. By using the first and second target display methods, the user's intuitive understanding of the distance to the safe area can be enhanced.

[0069] In one implementation, the guidance information includes time-based guidance information. (See reference) Figure 5 As shown, displaying guidance information at a second display position associated with the first display position may include the following steps S510 to S530:

[0070] Step S510: Obtain the reference time for the controlled virtual object to move to the safe area according to the reference route.

[0071] The reference route can be the path that the controlled virtual object takes to move to the safe area, automatically calculated by the game program. The reference route can be displayed in the graphical user interface (GUI), such as as a dotted line in the game scene. Alternatively, to avoid affecting other information in the GUI, the reference route can be hidden and used only as information for the game program to calculate reference time in the background. The reference time can be obtained by dividing the length of the reference route by the movement speed of the controlled virtual object.

[0072] In one implementation, obtaining the reference time for the controlled virtual object to move to the safe area according to the reference route may include the following steps:

[0073] Obtain movement information of the controlled virtual object during the sampling time period;

[0074] Determine a reference route based on the mobility information, and then determine a reference time based on the reference route.

[0075] The sampling time period is the time interval used to sample the movement information of the controlled virtual object. For example, the sampling time period can be a recent period, such as the last 3 seconds. The movement information sampled within the sampling time period can include movement direction, movement route, movement speed, etc. This movement information can be used to predict the next movement of the controlled virtual object and determine a reference route based on the prediction results. The movement speed of the controlled virtual object can be obtained; for example, the movement speed of the controlled virtual object can be determined based on the movement information within the sampling time period, and the length of the reference route can be divided by the movement speed to obtain the reference time.

[0076] In one implementation, the movement information includes a first direction of movement. Determining a reference route based on the movement information may include the following steps:

[0077] The second moving direction is determined based on the first moving direction, and the angle between the first moving direction and the second moving direction does not exceed a preset value;

[0078] Determine the shortest route from the current position of the controlled virtual object along the second movement direction to reach the safe area, and use the shortest route as the reference route.

[0079] In this system, the first movement direction is the movement direction of the controlled virtual object within the sampling time period, and the second movement direction is the reference movement direction of the controlled virtual object going forward. The angle between the first and second movement directions does not exceed a preset value, indicating that the difference between the second and first movement directions will not be too significant; that is, the reference route will not drastically change the movement direction compared to the controlled virtual object's movement route within the sampling time period. The preset value can be determined based on experience or specific circumstances, such as 120 degrees or 150 degrees, meaning that the second movement direction will not reverse direction compared to the first movement direction. In one implementation, the second movement direction is the same as the first movement direction. In another implementation, the second movement direction is parallel to the road direction in the area where the controlled virtual object is currently located.

[0080] Starting with the second movement direction, determine the shortest route to the safe zone, which serves as a reference route. In one implementation, a basic route is generated based on the second movement direction, such as a straight line along the second movement direction. The distances from different positions on the basic route to the safe zone are calculated. If the distance from a certain position to the safe zone is greater than the distance from the previous position, the basic route is adjusted from the previous position. This adjustment can be made at a certain angle in the direction closer to the safe zone, ensuring that the distance to the safe zone decreases as the route progresses. The basic route is adjusted once or multiple times in this way until the safe zone is reached; the adjusted basic route is the reference route. In another implementation, a straight line route from the current position of the controlled virtual object to the safe zone can be generated. If there are obstacles or inaccessible areas on the straight line, the straight line route is adjusted according to the positions of the obstacles or inaccessible areas to obtain the reference route. In yet another implementation, multiple routes from the current position of the controlled virtual object to the safe zone can be generated. The route whose initial movement direction and the angle between the first movement direction do not exceed a preset value is selected, and the shortest route is then selected to obtain the reference route.

[0081] It should be understood that the reference route is not necessarily the actual movement route of the controlled virtual object. It is mainly used to calculate reference time and provide players with time guidance and reference information.

[0082] Step S520: Determine the time guidance information based on the reference time.

[0083] Time guidance information can include a numerical reference time, such as a reference... Figure 3 or Figure 4As shown, the reference time is 30 seconds, and the time guidance information 3303 may include "30 seconds". Furthermore, the time guidance information 3303 may also include relevant text to help the player understand the meaning of the time. Alternatively, the time guidance information may not include the numerical value of the reference time, but may include text expressing the degree of the reference time, such as "requires a relatively long time to reach", "requires a relatively short time to reach", "coming soon", etc. This disclosure does not limit the specific form of the time guidance information.

[0084] Step S530: Display time guidance information in the second display position.

[0085] If the time guidance information is known, it can be displayed in a secondary display location (such as around the primary display location). This allows users to visually see the approximate time required to reach the safe zone.

[0086] In one embodiment, displaying the time guidance information at the second display position may include the following steps:

[0087] Update the time guidance information displayed in the second display position according to the first update cycle;

[0088] The sampling time period includes one or more of the most recent first update cycles.

[0089] As the controlled virtual object moves, its reference time to reach the safe zone also changes. The displayed time guidance information can be updated according to the first update cycle. The first update cycle can be preset, such as by the game developers based on experience or specific circumstances. Alternatively, the game program can determine the first update cycle based on the current computational load. If the current computational load is high, the first update cycle can be appropriately increased to reduce the computational load of updating the time guidance information; if the current computational load is low, the first update cycle can be appropriately shortened to provide more real-time time guidance information. For example, the first update cycle is 3 seconds, meaning the time guidance information is updated every 3 seconds.

[0090] The aforementioned sampling time period may include one or more recent first update cycles. For example, if the sampling time period is the most recent first update cycle, each time the time guidance information is updated, the movement information of the controlled virtual object within the last 3 seconds can be obtained. Based on the movement information, a reference route is determined and a reference time is calculated, and then the time guidance information is updated based on the reference time. This provides players with highly real-time time guidance information.

[0091] In one embodiment, the second display position includes a time guide display position, which is a position in the graphical user interface used to display time guide information. The time guide display position has a fixed relative positional relationship with the first display position. Displaying the time guide information at the second display position may include the following steps:

[0092] Display time guide information in the designated time guide display location.

[0093] This disclosure does not specifically limit the relative positional relationship between the time guide display position and the first display position. For example, refer to... Figure 3 or Figure 4 As shown, the time guide display can be located directly below the first display position, at a fixed distance. Players can combine the time guide information with the prompt information. For example, the prompt information displays a countdown to the change preparation phase, while the time guide information shows how much longer it will take to reach the safe zone. By comparing the two times, players can anticipate whether they can reach the safe zone before the change's precise phase ends, thus making appropriate game decisions.

[0094] In one implementation, the displayed distance guidance information can be updated according to a second update cycle. The second update cycle can be the same as or different from the first update cycle. For example, the distance guidance information includes the straight-line distance between the controlled virtual object and the safe area. This straight-line distance can be directly calculated from the coordinate information in the game scene, which involves low computation. Therefore, a shorter second update cycle can be set, such as 1 second or 0.5 seconds, indicating that the distance guidance information can be updated more frequently, allowing players to monitor the distance in real time.

[0095] In one implementation, the guidance information includes route risk information. Displaying the guidance information at a second display location associated with the first display location may include the following steps:

[0096] Obtain route risk information corresponding to the reference route between the controlled virtual object and the safe area;

[0097] The route risk information is displayed in the second display position.

[0098] While the reference route may not be the actual movement route, it has a high probability of being similar. The reference route may contain risk factors, such as hostile virtual objects or harmful traps. If the player follows the predetermined route, there is a high probability of encountering these risk factors. These risk factors affect the level of risk of the reference route. This route risk information can be identified and displayed, essentially providing the player with advance warning. This allows the player to weigh the risks and distance of the route in order to make appropriate decisions.

[0099] In one implementation, hostile virtual objects are set up in the game scene, and these hostile virtual objects and the controlled virtual objects are in an adversarial relationship. For example, the hostile virtual objects can attack and harm the controlled virtual objects. Obtaining the route risk information corresponding to the reference route between the controlled virtual objects and the safe zone may include the following steps:

[0100] The determination area is based on the reference route;

[0101] Based on information about hostile virtual objects within the identified area, route risk information is determined.

[0102] The determination area is the region that poses a risk to the reference route, and can be an area obtained by extending the reference route. In one embodiment, the determination area can be obtained by extending the reference route by a preset distance in a direction perpendicular to the reference route. The preset distance can be determined based on experience or specific circumstances, such as 50m. For example, extending the reference route by 25m to each side in a direction perpendicular to the reference route can obtain a strip-shaped determination area.

[0103] Route risk information can be determined based on the number, level, equipment, health status, and location of hostile virtual objects within the assessment area. For example, the route risk level can be determined based on the number of hostile virtual objects within the assessment area: if the number of hostile virtual objects is greater than or equal to 8, the route risk level is high; if the number of hostile virtual objects is less than 8 but greater than or equal to 3, the route risk level is medium; and if the number of hostile virtual objects is less than 3, the route risk level is low. Route risk information can include the route risk level. (Reference) Figure 3 or Figure 4 As shown, route risk information 3304 can display the route risk level, thus providing players with a certain degree of warning about route risks and preventing players from accurately guessing the number of enemy virtual objects.

[0104] In one implementation, the risk value of each hostile virtual object within the determination area can be determined based on information such as its quantity, level, equipment status, health status, and location, and the route risk information can be obtained by combining these factors. Alternatively, the risk values ​​of each hostile virtual object can be added together to obtain a comprehensive risk value, which can then be used as the route risk information.

[0105] In one embodiment, the second display location includes a route risk display location, which is a location in the graphical user interface used to display route risk information. The route risk display location has a fixed relative positional relationship with the first display location. Displaying route risk information at the second display location may include the following steps:

[0106] Display route risk information in the designated route risk display area.

[0107] This disclosure does not specifically limit the relative positional relationship between the route risk display location and the first display location. For example, refer to... Figure 3 or Figure 4As shown, the route risk display position can be located directly below the first display position, and at a fixed distance from the first display position. This fixed distance can be greater than the distance between the time guidance display position and the first display position. Players can combine route risk information with prompts. They can also combine route risk information, time guidance information, and prompts to make appropriate game decisions.

[0108] The above explains the four types of guidance information: direction guidance, distance guidance, time guidance, and route risk information. Any type of guidance information can be displayed as needed. For example, refer to... Figure 3 or Figure 4 As shown, the displayed guidance information 330 includes four types of guidance information. These four types of guidance information are combined with each other and with the prompt information 320, which improves the intuitiveness of the guidance information 330 and allows players to obtain more comprehensive and sufficient game guidance, reducing the difficulty of operation.

[0109] In one embodiment, displaying the guidance information at a second display position associated with the first display position may include the following steps:

[0110] In response to displaying a prompt message, and given that the controlled virtual object is outside the safe zone, a guide message is displayed in a second display location.

[0111] The guidance and prompt information are highly correlated; guidance information is displayed only when prompt information is available, and not displayed when prompt information is not available. This allows players to receive sufficient game guidance by combining the two information. Furthermore, if the controlled virtual object is within a safe area, no guidance is needed, and therefore guidance information is not displayed. This scheme accurately limits the conditions for displaying guidance information, avoiding its unnecessary display.

[0112] In one implementation, the game information processing method may further include the following steps:

[0113] In response to the end of the change preparation phase, the displayed prompts and guidance information are removed from the graphical user interface.

[0114] Generally, once the change preparation phase ends, no more prompts or guidance messages are displayed. Prompts and guidance messages are limited to the change preparation phase to avoid them being displayed for too long and interfering with other information in the graphical user interface. In particular, in response to the end of the change preparation phase and the start of the change phase, it may be necessary to display information related to that phase. Continuing to display prompts and guidance messages at this time could cause interference between different pieces of information and create visual burden for the player.

[0115] In one implementation, in response to a controlled virtual object entering a safe area, the displayed prompt message is removed from the graphical user interface. This reduces the need to display prompt messages unnecessarily.

[0116] Exemplary embodiments of this disclosure also provide a game information processing apparatus. A graphical user interface (GUI) is provided via a terminal device, the GUI displaying at least a portion of a game scene, the game scene including a safe zone and controlled virtual objects; the safe zone is configured to change according to the progress of the game; the controlled virtual objects are configured to be controlled by the terminal device. (Reference) Figure 6 As shown, the game information processing device 600 includes the following modules:

[0117] The prompt information display module 610 is configured to display prompt information at a first display position in the graphical user interface, the prompt information being used to indicate changes in the safe area;

[0118] The guidance information display module 620 is configured to display guidance information at a second display position associated with the first display position, the guidance information being used to guide the controlled virtual object to move toward the safe area.

[0119] The modules mentioned above can be software modules, such as program modules, or hardware modules.

[0120] In one embodiment, the guidance information includes directional guidance information, and the second display position includes a directional guidance display position; displaying the guidance information at the second display position associated with the first display position includes: determining the directional guidance display position in a second direction of the first display position according to a first direction of the safe area relative to the controlled virtual object; the second direction is the direction in which the first direction is mapped on the graphical user interface; and displaying the directional guidance information at the directional guidance display position.

[0121] In one embodiment, displaying the directional guidance information at the directional guidance display location includes: determining a first target display mode based on a first distance between the controlled virtual object and the safe area; and displaying the directional guidance information at the directional guidance display location according to the first target display mode.

[0122] In one embodiment, the guidance information includes distance guidance information; displaying the guidance information at a second display location associated with the first display location includes: determining the distance guidance information based on a second distance between the controlled virtual object and the safe area; and displaying the distance guidance information at the second display location.

[0123] In one embodiment, the second display position includes a distance guidance display position; displaying the distance guidance information at the second display position includes: determining the distance guidance display position in a second direction of the first display position based on a first direction of the safe area relative to the controlled virtual object; the second direction is the direction in which the first direction is mapped on the graphical user interface; and displaying the distance guidance information at the distance guidance display position.

[0124] In one embodiment, displaying the distance guidance information at the second display position includes: determining a second target display mode based on the second distance; and displaying the distance guidance information at the second display position according to the second target display mode.

[0125] In one embodiment, the guidance information includes time guidance information; displaying the guidance information at a second display position associated with the first display position includes: obtaining a reference time for the controlled virtual object to move to the safe area according to a reference route; determining the time guidance information based on the reference time; and displaying the time guidance information at the second display position.

[0126] In one implementation, obtaining the reference time for the controlled virtual object to move to the safe area according to the reference route includes: obtaining the movement information of the controlled virtual object within a sampling time period; determining the reference route based on the movement information; and determining the reference time based on the reference route.

[0127] In one embodiment, the movement information includes a first movement direction; determining the reference route based on the movement information includes: determining a second movement direction based on the first movement direction, wherein the angle between the first movement direction and the second movement direction does not exceed a preset value; determining the shortest route from the current position of the controlled virtual object along the second movement direction to reach the safe area, and using the shortest route as the reference route.

[0128] In one embodiment, displaying the time guidance information at the second display position includes: updating the time guidance information displayed at the second display position according to a first update cycle; the sampling time period includes one or more recent first update cycles.

[0129] In one embodiment, the second display position includes a time guidance display position, which has a fixed relative positional relationship with the first display position; displaying the time guidance information at the second display position includes: displaying the time guidance information at the time guidance display position.

[0130] In one embodiment, the guidance information includes route risk information; displaying the guidance information at a second display location associated with the first display location includes: obtaining route risk information corresponding to a reference route between the controlled virtual object and the safe area; and displaying the route risk information at the second display location.

[0131] In one implementation, the game scene further includes hostile virtual objects, which are in an adversarial relationship with the controlled virtual object; obtaining route risk information corresponding to a reference route between the controlled virtual object and the safe area includes: determining a judgment area based on the reference route; and determining the route risk information based on information about the hostile virtual object within the judgment area.

[0132] In one embodiment, determining the determination area based on the reference route includes: extending the reference route by a preset distance in a direction perpendicular to the reference route to obtain the determination area.

[0133] In one embodiment, the second display location includes a route risk display location, which has a fixed relative positional relationship with the first display location; displaying the route risk information at the second display location includes: displaying the route risk information at the route risk display location.

[0134] In one embodiment, displaying guidance information at a second display location associated with the first display location includes: in response to displaying the prompt information and the controlled virtual object being located outside the safe area, displaying the guidance information at the second display location.

[0135] In one implementation, the game session includes a change phase of the safe zone and a change preparation phase, the change preparation phase being located before the corresponding change phase; displaying prompt information at a first display position in the graphical user interface includes: displaying the prompt information at the first display position in response to the start of the change preparation phase.

[0136] In one implementation, the prompt information includes countdown information for the change preparation phase.

[0137] In one embodiment, the game information processing device 600 is further configured to remove the displayed prompts and guidance information from the graphical user interface in response to the end of the change preparation phase.

[0138] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0139] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0140] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the methods described above.

[0141] In one implementation, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.

[0142] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.

[0143] Computer program code can be written in one or more programming languages. Examples of programming languages ​​include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).

[0144] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic fields, and infrared radiation. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various exemplary embodiments of this disclosure, such as: step S210, displaying prompt information at a first display position in the graphical user interface, the prompt information indicating a change in the safe area. Step S220, displaying guidance information at a second display position associated with the first display position, the guidance information guiding the controlled virtual object to move towards the safe area.

[0145] The above steps are implemented through a computer program. Prompt information is displayed in a first display position within the graphical user interface, and guidance information is displayed in a second display position. The first and second display positions are linked, making it easy for players to associate and combine the prompts and guidance information. This improves the intuitiveness of the guidance information, facilitating player understanding of its meaning while simplifying it, and reducing obstruction or interference with other information in the graphical user interface. The prompts and guidance information effectively guide player operations and reduce the difficulty of operation.

[0146] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as a computer program. The processor executes the executable instructions to perform the method steps of various exemplary embodiments of this disclosure. Furthermore, the electronic device may also include a display for displaying a graphical user interface.

[0147] The following is for reference. Figure 7 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 7 The electronic device 700 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0148] like Figure 7 As shown, the electronic device 700 may include: a processor 710, a memory 720, a bus 730, an I / O (input / output) interface 740, a network adapter 750, and a display 760.

[0149] The memory 720 may include volatile memory, such as RAM 721 and cache unit 722, and may also include non-volatile memory, such as ROM 723. The memory 720 may also include one or more program modules 724, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 724 may include the modules described above.

[0150] The processor 710 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).

[0151] The processor 710 can be used to execute executable instructions stored in the memory 720 to perform the methods described above, such as performing the following steps: Step S210, displaying prompt information at a first display position in the graphical user interface, the prompt information indicating a change in the safe area. Step S220, displaying guidance information at a second display position associated with the first display position, the guidance information guiding the controlled virtual object to move towards the safe area.

[0152] The processor 710 executes the above method steps, displaying prompt information at a first display position and guidance information at a second display position in the graphical user interface. The first and second display positions are associated, making it easy for players to connect and combine the prompt and guidance information. This improves the intuitiveness of the guidance information, facilitating player understanding of its meaning while simplifying it, and reducing obstruction or interference with other information in the graphical user interface. The prompt and guidance information effectively guide player operations and reduce the difficulty of operation.

[0153] Bus 730 is used to connect different components of electronic device 700 and may include a data bus, an address bus and a control bus.

[0154] Electronic device 700 can communicate with one or more external devices 800 (such as keyboard, mouse, external controller, etc.) through I / O interface 740.

[0155] Electronic device 700 can communicate with one or more networks via network adapter 750. For example, network adapter 750 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 750 can communicate with other modules of electronic device 700 via bus 730.

[0156] Electronic device 700 can display a graphical user interface via display 760, such as displaying game scenes, prompts, and guidance information.

[0157] although Figure 7 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 700, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.

[0158] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be referred to as "circuit," "module," or "system," respectively.

[0159] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.

Claims

1. A game information processing method characterized by comprising: A terminal device provides a graphical user interface, which displays at least part of a game scene, wherein a safety area and a controlled virtual object are arranged in the game scene; the safety area is configured to change according to the progress of a game session; The controlled virtual object is configured to be controlled by the terminal device; the method comprises: displaying prompt information at a first display position in the graphical user interface, the prompt information being used to prompt the change of the safety area; displaying guide information at a second display position associated with the first display position, the guide information being used to guide the controlled virtual object to move towards the safety area; The guide information includes direction guide information, and the second display position includes a direction guide display position; the guide information displayed at the second display position associated with the first display position comprises: determining the direction guide display position in a second direction of the first display position according to a first direction of the safety area relative to the controlled virtual object; the second direction is a direction of the first direction mapped on the graphical user interface; and the direction guide information is displayed at the direction guide display position; The guide information includes time guide information; the guide information displayed at the second display position associated with the first display position further comprises: obtaining a reference time for the controlled virtual object to move to the safety area along a reference route; determining the time guide information according to the reference time; and displaying the time guide information at the second display position.

2. The method of claim 1, wherein, The direction guide information displayed at the direction guide display position comprises: determining a first target display mode according to a first distance between the controlled virtual object and the safety area; displaying the direction guide information at the direction guide display position in the first target display mode.

3. The method of claim 1, wherein, The guide information includes distance guide information; The guide information displayed at the second display position associated with the first display position comprises: determining the distance guide information according to a second distance between the controlled virtual object and the safety area; displaying the distance guide information at the second display position.

4. The method of claim 3, wherein, The second display position includes a distance guide display position; the distance guide information displayed at the second display position comprises: determining the distance guide display position in a second direction of the first display position according to a first direction of the safety area relative to the controlled virtual object; the second direction is a direction of the first direction mapped on the graphical user interface; displaying the distance guide information at the distance guide display position.

5. The method of claim 3, wherein, The distance guide information displayed at the second display position comprises: determining a second target display mode according to the second distance; displaying the distance guide information at the second display position in the second target display mode.

6. The method of claim 1, wherein, The reference time for the controlled virtual object to move to the safety area along the reference route comprises: obtaining movement information of the controlled virtual object within a sampling time period; The reference route is determined according to the movement information, and the reference time is determined according to the reference route.

7. The method of claim 6, wherein, The movement information includes a first movement direction; and the reference route is determined according to the movement information, including: A second movement direction is determined according to the first movement direction, and an included angle between the first movement direction and the second movement direction is not more than a preset value; A shortest route is determined, from a current position of the controlled virtual object, along the second movement direction, to the safe area, and the reference route is the shortest route.

8. The method of claim 6, wherein, The time guide information is displayed at the second display position, including: The time guide information displayed at the second display position is updated according to a first update period; The sampling time period includes one or more first update periods in the past.

9. The method of claim 1, wherein, The second display position includes a time guide display position, and the time guide display position has a fixed relative positional relationship with the first display position. The time guide information is displayed at the second display position, including: The time guide information is displayed at the time guide display position.

10. The method of claim 1, wherein, The guide information includes route risk information; and the guide information is displayed at the second display position associated with the first display position, including: Route risk information corresponding to a reference route between the controlled virtual object and the safe area is acquired; The route risk information is displayed at the second display position.

11. The method of claim 10, wherein, The game scene further includes an enemy virtual object, and the enemy virtual object has an enemy relationship with the controlled virtual object; and the route risk information corresponding to the reference route between the controlled virtual object and the safe area is acquired, including: A judgment area is determined according to the reference route; The route risk information is determined according to information of the enemy virtual object in the judgment area.

12. The method of claim 11, wherein, The judgment area is determined according to the reference route, including: The reference route is extended by a preset distance along a direction perpendicular to the reference route to obtain the judgment area.

13. The method of claim 10, wherein, The second display position includes a route risk display position, and the route risk display position has a fixed relative positional relationship with the first display position. The route risk information is displayed at the second display position, including: The route risk information is displayed at the route risk display position.

14. The method of claim 1, wherein, The guide information is displayed at the second display position associated with the first display position, including: In response to the prompt information being displayed and the controlled virtual object being located outside the safe area, the guide information is displayed at the second display position.

15. The method of claim 1, wherein, The game session includes a change stage of the safe area and a change preparation stage, and the change preparation stage is located before the corresponding change stage. The prompt information is displayed at the first display position in the graphical user interface, including: In response to the change preparation stage starting, the prompt information is displayed at the first display position.

16. The method of claim 15, wherein, The prompt information includes countdown information of the change preparation stage.

17. The method of claim 15, wherein, The method further includes: In response to the end of the change preparation phase, the displayed prompt information and the guide information are removed from the graphical user interface.

18. A game information processing apparatus characterized by comprising: A graphical user interface is provided by a terminal device, the graphical user interface displays at least part of a game scene, the game scene is provided with a safety area and a controlled virtual object; the safety area is configured to change according to the progress of a game match; The controlled virtual object is configured to be controlled by the terminal device; the apparatus comprises: A prompt information display module configured to display prompt information at a first display position in the graphical user interface, the prompt information being used to prompt changes in the safety area; A guide information display module configured to display guide information at a second display position associated with the first display position, the guide information being used to guide the controlled virtual object to move towards the safety area; The guide information includes direction guide information, and the second display position includes a direction guide display position; the guide information is displayed at the second display position associated with the first display position, comprising: According to a first direction of the safety area relative to the controlled virtual object, a second direction of the first display position is determined to be the direction guide display position; the second direction is a direction of the first direction mapped on the graphical user interface; the direction guide information is displayed at the direction guide display position; The guide information includes time guide information; the guide information is displayed at the second display position associated with the first display position, further comprising: A reference time is obtained for the controlled virtual object to move to the safety area according to a reference route; the time guide information is determined according to the reference time; the time guide information is displayed at the second display position.

19. A computer program product comprising a computer program, characterized in that, The computer program is executed by a processor to implement the method of any one of claims 1 to 17.

20. An electronic device, comprising: Comprise: A processor; A memory for storing executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 17 by executing the executable instructions.

Citation Information

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