Goal settlement display method and device, equipment and storage medium
By displaying the combat effectiveness score of the first virtual hero and its next target ranking on the combat effectiveness list and the corresponding combat effectiveness score of the second hero in the MOBA game, the problem of players needing to find multiple hierarchical interfaces to obtain information is solved, and interactive efficiency is improved.
Patent Information
- Application Number
- CN202311371119.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-10-20
- Publication Date
- 2025-04-22
AI Technical Summary
In MOBA games, players need to find multiple candidate target rankings and their corresponding combat power scores on the combat power list of the first virtual hero by looking for multiple levels of interfaces, resulting in a complicated search process.
It provides a display method for game settlement. By displaying the combat power score of the first virtual hero and its next target ranking on the combat power list and the corresponding second hero's combat power score at the end of the game, it is directly displayed in the game settlement interface to reduce the steps of players' search.
It simplifies the process of players obtaining combat power list information, improves the efficiency of players' interactions with clients, and reduces the complexity of searching.
Smart Images

Figure CN119857273A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of human-computer interaction, and in particular to a display method, device, equipment and storage medium for game settlement. Background Art
[0002] Among various game types, multiplayer online battle arena (MOBA) games are gradually increasing. In such games, after the game is over, the first virtual hero controlled by the player will be scored, and the score can be used to rank on the combat power list of each administrative area.
[0003] In MOBA games, if players want to view the rankings of multiple candidate targets and their corresponding combat power scores on the combat power list of the first virtual hero, they need to search for the combat power list corresponding to the first virtual hero, and at the same time, they need to click on multiple levels of interfaces to search in order to obtain the required information.
[0004] However, this search method is relatively complicated. How to simplify the player's search for the first virtual hero and view the rankings of multiple candidate targets and their corresponding combat power scores on the corresponding combat power list is a problem that needs to be solved at present. Summary of the invention:
[0005] The present application provides a method, device, equipment and storage medium for displaying game settlement, and the technical solution is as follows:
[0006] According to one aspect of the present application, a method for displaying game settlement is provided, the method comprising:
[0007] displaying a first virtual hero in a virtual environment;
[0008] In response to the control operation on the first virtual hero, controlling the first virtual character to complete the current game with the second virtual hero in the virtual environment;
[0009] When the current game is over, the first hero combat power score of the first virtual hero, the next target ranking of the hero combat power score on the combat power list of the first virtual hero, and the second hero combat power score corresponding to the next target ranking are displayed.
[0010] According to another aspect of the present application, a display device for game settlement is provided, the device comprising:
[0011] A display device, used for displaying a first virtual hero in a virtual environment;
[0012] A control device, configured to control the first virtual character to complete the current game with the second virtual hero in the virtual environment in response to a control operation on the first virtual hero;
[0013] The display device is used to display the first hero combat power score of the first virtual hero, the next target ranking of the hero combat power score on the combat power list of the first virtual hero, and the second hero combat power score corresponding to the next target ranking when the current game is over.
[0014] According to another aspect of the present application, a computer device is provided, comprising: a processor and a memory, wherein at least one program is stored in the memory; and the processor is configured to execute the game settlement display method as described above.
[0015] According to another aspect of the present application, a computer-readable storage medium is provided, wherein executable instructions are stored in the computer-readable storage medium, and the executable instructions are loaded and executed by a processor to implement the method for displaying game settlement as described above.
[0016] According to another aspect of the present application, a computer program product is provided, which includes computer instructions stored in a computer-readable storage medium, and a processor reads and executes the computer instructions from the computer-readable storage medium to implement the above-mentioned method for displaying the game settlement.
[0017] The beneficial effects of the technical solution provided by this application include at least:
[0018] The client responds to the player's operation on the first virtual hero in the virtual environment, controls the first virtual hero and the second virtual hero to complete the game; lists the ranking of the first virtual hero on the combat power list linearly as the target ranking of the first virtual hero, and at the end of a game, displays the first hero combat power score of the first virtual hero, as well as the target ranking closest to the first hero combat power score on the first virtual hero combat power list and the second hero combat power score corresponding to the target ranking. This method does not require players to actively check the corresponding combat power list. On the game settlement interface, the first hero combat score, the next target ranking, and the second hero combat power score corresponding to the target ranking can be seen, which improves the efficiency of interaction between players and clients. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0020] Figure 1 A schematic diagram showing a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0021] Figure 2 A schematic diagram of a computer system provided by an exemplary embodiment of the present application is shown;
[0022] Figure 3 A flowchart of a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0023] Figure 4 A schematic diagram showing a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0024] Figure 5 A flowchart of a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0025] Figure 6 A schematic diagram showing a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0026] Figure 7 A schematic diagram showing a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0027] Figure 8 A flowchart of a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0028] Fig. 9 A schematic diagram showing a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0029] Fig.10 A flowchart of a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0030] Fig.11 A schematic diagram showing a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0031] Fig.12 A schematic diagram showing a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0032] Fig.13A flow chart showing a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0033] Fig.14 A flow chart showing a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0034] Fig.15 A schematic diagram showing a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0035] Fig.16 A flow chart showing a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0036] Fig.17 A schematic diagram showing a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0037] Fig.18 A schematic diagram showing a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0038] Fig.19 A flow chart showing a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0039] Fig. 20 A schematic diagram showing a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0040] Fig.21 A flow chart showing a method for displaying game settlement provided by an exemplary embodiment of the present application is shown;
[0041] Fig. 22 A structural block diagram of a display device for game settlement provided by an exemplary embodiment of the present application is shown;
[0042] Fig.23 A schematic diagram of the structure of a terminal device provided by an exemplary embodiment of the present application is shown. DETAILED DESCRIPTION
[0043] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0044] Exemplary embodiments will be described in detail herein, examples of which are shown in the accompanying drawings. When the following description refers to the drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The implementations described in the following exemplary embodiments do not represent all implementations consistent with the present application. Instead, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0045] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. The singular forms of "a", "said" and "the" used in this application and the appended claims are also intended to include plural forms unless the context clearly indicates other meanings. It should also be understood that the term "and / or" used herein refers to and includes any or all possible combinations of one or more associated listed items.
[0046] It should be noted that before collecting relevant data of users and during the process of collecting relevant data of users, this application can display a prompt interface, pop-up window or output voice prompt information, and the prompt interface, pop-up window or voice prompt information is used to prompt the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining relevant data of users after obtaining the confirmation operation issued by the user to the prompt interface or pop-up window, otherwise (that is, when the confirmation operation issued by the user to the prompt interface or pop-up window is not obtained), the relevant steps of obtaining relevant data of users are terminated, that is, the relevant data of users are not obtained. In other words, all user data collected by this application are collected with the consent and authorization of the user, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of relevant countries and regions.
[0047] First, the relevant terms involved in this application are introduced:
[0048] Virtual environment: a virtual environment displayed (or provided) when an application is running on a terminal. The virtual environment can be a simulation of the real world, a semi-simulated and semi-fictitious three-dimensional world, or a purely fictitious three-dimensional world. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment is also used for a virtual environment battle between at least two virtual characters, and the virtual environment has virtual resources that can be used by at least two virtual characters.
[0049] Virtual hero: refers to an movable object in a virtual environment. The movable object may be at least one of a virtual character, a virtual animal, and a cartoon character. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character may be a three-dimensional virtual model, and each virtual character has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external images by wearing different skins. In some implementations, the virtual character may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.
[0050] First virtual hero: Exemplarily, the first virtual hero may be a main virtual character controlled by a player, and the player may play a game or interact with a virtual environment by manipulating the virtual character.
[0051] Second virtual hero: Exemplarily, the second virtual hero may be another virtual character that plays, fights, cooperates with, or competes with the first virtual hero. The second virtual hero may be controlled by a game system, artificial intelligence, or other players.
[0052] Hero Combat Power Score: An indicator of the hero's combat strength in the game, used to measure the hero's overall ability.
[0053] Combat Power List: A list ranked according to the hero's combat power score, showing the player's combat power ranking in the game.
[0054] Hero Score Protection Item: An item in the game that players can choose to use when the game results in a failure. The hero score protection item is used to reduce part of the first hero's combat power score deducted in this game.
[0055] The embodiment of the present application provides a method for displaying the game settlement. By integrating the ranking title target of the hero score into a progressive linear target, the progress and achievement of the hero score target are displayed in the ranking settlement interface of each game. When the player's ranking rises in the ranking list, there will be a ranking message prompt on the ranking list. With the season as the cycle, each season has a hero score breakthrough reward, that is, when the player's hero score reaches a certain score, the player can get a hero score protection prop as a reward in that season. The hero score protection prop is universal for all heroes. The hero score protection prop is used after the game fails to reduce part of the deducted hero score.
[0056] The method is applied to a terminal device for example. The following embodiment briefly describes the steps of the method.
[0057] Step 1: If the result of this game is victory, the relevant information of the hero score and target ranking of this game is displayed;
[0058] In some embodiments, the ranking list of hero scores in the game is set as a progressive linear goal, and the player needs to gradually reach the goal by continuously improving the hero score. Optionally, the score lines of 200th, 100th, 50th, 10th, and 3rd in the national, provincial, municipal, and district rankings are listed and displayed as the player's target ranking. Optionally, the nearest target ranking and the score corresponding to the target ranking can be searched upwards according to the player's current score. In the segment settlement interface, the player's current hero score, target ranking, and the achievement of the target ranking will be displayed.
[0059] like Figure 1 As shown in (1), when the game result is a victory, the game settlement interface shows that the hero's rank is Heroic Bronze. In the current game settlement interface, the player's hero score is 1234 points. Optionally, the player's current score can be used to search for the nearest target ranking and the score corresponding to the target ranking. The nearest target ranking to the player is 200th on the district list, and the score corresponding to the target ranking is 2500 points, which is the score corresponding to 200th on the district list. The player's current target ranking is 1234 / 2500. It should be noted that the player's hero score is lower than the score value of 200th on the district list.
[0060] Step 2: When the game is won and the hero's ranking in the leaderboard is improved, the improved ranking and the increased ranking value are displayed;
[0061] In some embodiments, when a player's ranking is improved on the leaderboard, a ranking message will be displayed when the player enters the leaderboard. The ranking message will not only display the player's improved ranking, but also the value of the ranking increase. Figure 2 As shown in (2), the player's hero A ranks 52nd in Guangdong Province, and the message prompt on the leaderboard shows that the player's current ranking is 52, and the number of rankings that has risen this time is 12 below the current ranking. Optionally, if the player is new to the list, the ranking message prompt will include the player's current ranking and the new ranking prompt. For example, Figure 2 As shown in (3), the player's hero A ranks 200th in Shenzhen City. The message prompt on the leaderboard shows that the player's current ranking is 200, and there is a text prompt below the current ranking that the player has just entered the list.
[0062] Optionally, exemplary, such as Figure 2 As shown in (4), for every 500 points increase in the hero score during the season, a hero score protection item can be obtained. The hero score protection item can be used after a game failure. The hero score protection item can be used to restore part of the hero score deducted in this game. For example, if the hero score of a player's hero A is 1234 points, the player can obtain two hero score protection items by using the hero score obtained by using hero A. The hero score protection item can be used with any hero in this season. For example, when a player uses hero B in a game, the score protection card can be used to restore part of the hero score deducted from hero B in this game.
[0063] Step 3. If the game fails, choose to use the hero score protection item to restore part of the points deducted in this game.
[0064] Hero score protection items are a type of item in the game that can restore some of the hero score deducted in a game after a player loses. Hero score protection cards are universal for all heroes and are not bound to a hero.
[0065] Optionally, the use of hero score protection props is restricted. The scenarios where hero score protection props cannot be used include: when the hero score exceeds 10,000 points, when the number of hero score protection cards is insufficient, when the hero score exceeds the ranking point limit, when the current game mode does not support the use of hero score protection props, when the game is a winning situation, and when there is at least one of negative behavior.
[0066] Figure 2 A schematic diagram of a computer system provided by an exemplary embodiment of the present application is shown. The computer system 100 may include: a first terminal 110 , a server 120 , and a second terminal 130 .
[0067] The first terminal 110 is installed and runs a client 111 that supports a virtual environment, and the client 111 can be a multiplayer online battle program. When the first terminal 110 runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 can be any one of a multiplayer online game, a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting (FPS) game, a third-person shooting (TPS) game, a MOBA game, and a strategy game (SLG). In this embodiment, the client 111 is an MOBA game for example. The first terminal 110 is a terminal used by the first user 112. The first user 112 uses the first terminal 110 to control the first virtual hero in the virtual world to perform activities, or to operate the virtual items owned by the second virtual hero. The first virtual hero can be called the virtual hero of the first user 112. The first user 112 can assemble, disassemble, and uninstall the virtual items owned by the first virtual hero, and this application does not limit this. Illustratively, the first virtual hero is a game virtual hero, such as a simulation character or an animation character.
[0068] The second terminal 130 is installed and runs a client 131 that supports the virtual world, and the client 131 can be a multiplayer online battle program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. The client can be any one of a MOBA game, a battle royale shooting game, a VR application, an AR program, a three-dimensional map program, a virtual reality game, an augmented reality game, an FPS, a TPS, and an SLG. In this embodiment, the client is an MOBA game as an example. The second terminal 130 is a terminal used by the second user 113. The second user 113 uses the second terminal 130 to control the second virtual hero in the virtual world to carry out activities and operate the virtual items owned by the second virtual hero. The second virtual hero can be called the virtual character of the second user 113. Schematically, the second virtual hero is a game virtual hero, such as a simulation character or an animation character.
[0069] Optionally, the first virtual hero and the second virtual hero are in the same virtual world. Optionally, the first virtual hero and the second virtual hero may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual hero and the second virtual hero may belong to different camps, different teams, different organizations, or have a hostile relationship.
[0070] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or IOS). The first terminal 110 may refer to one of a plurality of terminals, and the second terminal 130 may refer to another of a plurality of terminals. This embodiment is only illustrated by taking the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device type includes at least one of: a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.
[0071] Figure 2 Only two terminals are shown, but in different embodiments, there are multiple other terminals 140 that can access the server 120. Optionally, there are one or more terminals 140 corresponding to the developer, and a development and editing platform for the client supporting the virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 130, and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 can download the client installation package from the server 120 to update the client.
[0072] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the client 111. Optionally, the server 120 undertakes the main computing work, and the first terminal 110 undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the first terminal 110 undertakes the main computing work; or, the server 120 and the first terminal 110 adopt a distributed computing architecture for collaborative computing.
[0073] Optionally, the server 120 includes a processor 121, a user account database 122, a battle service module 123, and a user-oriented input / output interface (I / O interface) 124. The processor 121 is used to load instructions stored in the server 120 and process data in the user account database 122 and the battle service module 123; the user account database 122 is used to store data of user accounts used by the first terminal 110 and other terminals 130, such as the user account's avatar, the user account's name, the user account's combat power index, and the service area where the user account is located; the battle service module 123 is used to provide multiple battle rooms for users to fight, such as 1V1 battle, 3V3 battle, 5V5 battle, etc.; the user-oriented I / O interface 124 is used to establish communication and exchange data with the first terminal 110 and / or other terminals 130 through a wireless network or a wired network.
[0074] The first terminal 110 , the second terminal 130 , and other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0075] Next, the display method of the game settlement provided in the embodiment of the present application is explained.
[0076] Figure 3 A flowchart of a method for displaying game settlement provided by an exemplary embodiment of the present application is shown, and the method is used in a terminal device for example. The terminal device may be Figure 2 The method comprises at least some of the following steps:
[0077] Step 310: Displaying a first virtual hero in a virtual environment;
[0078] The first virtual hero is the first virtual character in the virtual environment. The first virtual hero is the main character controlled by the player. The player can interact with the virtual environment by manipulating the first virtual hero.
[0079] In the virtual environment, there are multiple ways to display the first virtual hero. Optionally, the way to display the first virtual hero can be to display the appearance of the first virtual hero, and the appearance of the first virtual hero will be presented in the virtual environment, including the image, clothing, equipment and other visual elements of the character of the first virtual hero; the way to display the first virtual hero can be to display the actions of the first virtual hero, and the first virtual hero will have corresponding actions in the virtual environment to simulate the first virtual hero's walking, running, attacking, defending and other behaviors; the way to display the first virtual hero can be to display the status of the first virtual hero, such as energy, level, skills, etc., and this information can be displayed to the user in numbers, icons or other forms so that the player can understand the status of the character.
[0080] Optionally, the first virtual hero can be a hero character of different types in a game. For example, in the League of Legends game, the first virtual hero can be a tank hero character; the first virtual hero can be a sniper hero character; the first virtual hero can be a mage hero character. The above examples are only exemplary illustrations, and the present application does not limit the type of the first virtual hero.
[0081] Step 320: In response to the control operation on the first virtual hero, control the first virtual character to complete the current game with the second virtual hero in the virtual environment;
[0082] The second virtual hero is a second virtual hero in a virtual environment, and the second virtual hero is in the same camp as the first virtual hero for illustration. Optionally, the second virtual hero can be controlled by a game system or other players.
[0083] Control operation refers to the player's manipulation of the first virtual hero.
[0084] A game refers to a game confrontation or interaction between a first virtual hero and a second virtual hero in a virtual environment. Optionally, the game may be a battle, a competitive match, or a cooperative mission.
[0085] In some embodiments, the client on which the game is installed will respond to the player's control operation on the first virtual hero, and control the first virtual hero to play against the second virtual hero in the virtual environment.
[0086] Exemplarily, the control operation may be performed as a movement operation, and the player may control the first virtual hero to move in the virtual environment, such as moving forward or backward, by using a keyboard, mouse, or handle; the control operation may be performed as an attack operation, and the player may control the first virtual hero to attack the enemy by using equipment; the control operation may be performed as a skill release operation, and the player may control the first virtual hero to release skills by clicking corresponding skill buttons, and use the first virtual hero to perform defense or attack operations.
[0087] Step 330: When the current game is over, the first hero combat power score of the first virtual hero, the next target ranking of the hero combat power score on the combat power list of the first virtual hero, and the second hero combat power score corresponding to the next target ranking are displayed.
[0088] The first hero combat power score indicates the combat power of the first virtual hero in the game. The first virtual hero is a first virtual hero controlled by a first account. Optionally, there may be one first account or multiple first accounts at the same time. This application does not limit this.
[0089] The next target ranking is the candidate target ranking that is closest to the first hero in the direction of growth of the combat power score among multiple candidate target rankings on the combat power list.
[0090] Exemplarily, the first hero's combat power score is related to the first virtual hero's rank, record, and game performance. The rank is a system used to evaluate the player's strength level in the game. Exemplarily, the rank can be divided into black iron, bronze, silver, gold, platinum and other rank names, each rank can be divided into small segments, and the rank can be determined by the player's win-loss record and game performance. The system assigns the player to different ranks according to his performance; record refers to the player's win-loss record in the game, including the number of wins and losses; game performance refers to the player's performance in the game, such as the number of kills, assists, and damage taken.
[0091] Optionally, the higher the first hero combat score of the first virtual hero, the higher the player's ranking on the combat power list.
[0092] In some embodiments, the combat power list of the first virtual hero is set as a progressive linear target ranking, and the player needs to reach the target ranking by continuously improving the first hero combat power score of the first virtual hero. Optionally, the 200th, 100th, 50th, 10th, and 3rd place of the combat power list of the Chinese server, provincial list, municipal list, and district list and their corresponding scores are listed and displayed as the player's target ranking. Figure 4 As shown, the 200th, 100th, 50th, 10th, and 3rd place of hero A on the city rankings and their corresponding scores are listed. Optionally, the target ranking closest to the player and the second hero combat power score corresponding to the target ranking are searched upwards according to the player's current first hero combat power score.
[0093] In some embodiments, when the current game ends, the game interface will display the first hero combat power score of the first virtual hero, and display the next target ranking from the first hero combat power score and the second hero combat power score corresponding to the next target ranking.
[0094] In summary, the method provided in this embodiment responds to the completion of the game of the first virtual hero and the second virtual hero controlled by the client; the ranking of the first virtual hero on the combat power list is linearly listed as the target ranking of the first virtual hero, and when a game is finished, the first hero combat power score of the first virtual hero, as well as the target ranking closest to the first hero combat power score on the combat power list of the first virtual hero and the second hero combat power score corresponding to the target ranking are displayed. By displaying the first hero combat power score of the first virtual hero and the next target ranking on the combat power list on the game settlement interface, the time for players to search in multiple levels of interfaces is reduced, and the efficiency of the interaction between players and the client is improved.
[0095] Based on Figure 3 In an optional embodiment, Figure 5 A flowchart of a method for displaying game settlement provided by an exemplary embodiment of the present application is shown. In this embodiment, step 330 is replaced by step 331 and step 332:
[0096] Step 331: When the current game is over, obtain the first hero combat power score, the next target ranking, and the second hero combat power score of the first virtual hero;
[0097] Among them, the first hero's combat power score is updated based on the combat performance of the first virtual hero in this game, and the next target ranking and the second hero's combat power score are determined based on the updated first hero's combat power score.
[0098] The combat performance is the performance displayed by the player using the first virtual hero in the game. For example, the combat performance may be reflected in the first virtual hero killing the enemy's second virtual hero in the game, or the combat performance may be reflected in the survival ability of the first virtual hero, or the combat performance may be reflected in the teamwork of the first virtual hero.
[0099] Optionally, when the first virtual hero shows an excellent combat performance in the game, for example, the first virtual hero kills two enemy second virtual heroes in the game, the first hero combat power score of the first virtual hero will increase; when the first virtual hero's combat performance in the game is poor, for example, the first virtual hero is killed by the enemy's second virtual hero in the game, the first hero combat power score of the first virtual hero will decrease. Optionally, the increase or decrease of the first hero combat power score is determined according to the combat performance of the first virtual hero in the game.
[0100] In some embodiments, the next target ranking and the second hero combat power score are determined based on the updated first hero combat power score. Changes in the first hero combat power score will affect the next target ranking and the second hero combat power score. If the first hero combat power score increases, the first hero combat power score will be ranked higher on the first virtual hero combat power list, and the next target ranking will also be ranked higher; if the first hero combat power score decreases, the first hero combat power score will be ranked lower on the first virtual hero combat power list, and the next target ranking will also be ranked lower, and the score corresponding to the next target ranking will also change accordingly.
[0101] For example, the first hero's combat score is close to 100th on the city list, and the first virtual hero's next target ranking on the combat power list is 100th on the city list. After the game is over, the first hero's combat score increases and exceeds 100th on the city list, and the first virtual hero's next target ranking on the combat power list is updated to 50th on the city list.
[0102] Step 332: Display the first hero's combat power score, the next target ranking, and the second hero's combat power score.
[0103] In an optional example, when the current game is over, the next target ranking, the score value of the first hero's combat power score, the score value of the second hero's combat power score, and a progress bar showing the distance from the first hero's combat power score to the second hero's combat power score are displayed.
[0104] Exemplary, with reference to Figure 6 , the first virtual character's rank is Heroic Bronze. After this game is over, the interface shows Figure 6 Card a in the figure shows that the target ranking closest to the first hero's combat power score on the first virtual hero's combat power list is 200th on the district list, and the score corresponding to 200th on the district list is 2500 points, that is, the first virtual hero's next target ranking is 200th on the district list, and the progress bar of the first hero's combat power score to complete the second hero's combat power score is 1234 / 2500. Click card a to display the first virtual hero's hero combat power score details interface b. Details interface b shows that the first hero's first hero combat power score has increased by 123 points, and the updated score value of the first hero's combat power score is 1234 points. Optionally, Figure 6 The "a" in the middle can be a card, a button, an icon, a floating window, etc. This application uses a card for illustrative explanation and this application does not limit this.
[0105] In some embodiments, in response to the control operation on card a, the details interface display of the first virtual hero is changed. Optionally, in response to the click operation on card a, the first hero's combat power score, the next target ranking and its corresponding hero combat power score are displayed; in response to the upward sliding operation on card a, the first virtual hero's next target ranking on the combat power list minus one and its corresponding hero combat power score are displayed; in response to the downward sliding operation on card a, the first virtual hero's next target ranking on the combat power list plus one and its corresponding hero combat power score are displayed; in response to the left sliding operation on card a, the first virtual hero's previous ranking on the combat power list and its corresponding hero combat power score are displayed; in response to the right sliding operation on card a, the first virtual hero's next ranking on the combat power list and its corresponding hero combat power score are displayed; in response to the long press operation on card a, the entire combat power list corresponding to the first hero combat power score of the first virtual hero is displayed. Among them, the previous target ranking is the target ranking before the next target ranking, and the next target ranking is the target ranking after the next target ranking.
[0106] Exemplary, with reference to Figure 7 , the target ranking closest to the first hero's combat power score on the first virtual hero's combat power list is 100th on the city list, that is, the next target ranking of the first hero's combat power score of the first virtual character on the hero combat power list is 100th on the city list. Click Figure 7 Card a in the video shows the details interface b of the hero combat power score of the first virtual hero; slide up Figure 7 Card a in the display interface shows the content of interface c, that is, the next target ranking minus one is 99th in the city ranking, and the corresponding hero combat power score is 2520 points; slide down Figure 7 Card a in the display interface shows the content of interface d, that is, the next target ranking plus one is 101st in the city list, and the corresponding hero combat power score is 2480 points; slide left Figure 7 Card a in the display interface e shows that the first virtual hero's previous ranking on the battle power list is 200th on the city list, and the corresponding hero battle power score is 2000 points; slide right Figure 7 Card a in the display interface f shows the content of the first virtual hero on the battle power list, that is, the next place on the city list is 50, and the corresponding hero battle power score is 3500 points; long press Figure 7 Card a in the display interface displays the content of interface g, namely, the top 200 rankings on the combat power list of the city list where the first hero combat power score of the first virtual hero is located and their corresponding hero combat power scores.
[0107] To summarize, the method provided in this embodiment obtains the updated first hero combat power score, the next target ranking and the second hero combat power score when the current game is over. The next target ranking and the second hero combat power score are determined based on the updated first hero combat power score. After obtaining, these values are displayed on the interface. In this way, the player can quickly view the ranking of the first virtual hero's combat power in the entire combat power list and its corresponding combat power score, as well as the next target ranking of the first virtual hero and its corresponding combat power score on the game settlement interface.
[0108] Based on Figure 5 In an optional embodiment, Figure 8 A flowchart of a method for displaying game settlement provided by an exemplary embodiment of the present application is shown. In this embodiment, step 331 is replaced by step 331-1 and step 331-2:
[0109] Step 331-1: when the result of the current game is a failure and the first account does not use the hero score protection item, obtain the first hero combat power score, the next target ranking, and the second hero combat power score of the first virtual hero;
[0110] Among them, the first hero's combat power score is obtained by deducting the first value from the hero's combat power score before this game.
[0111] The first account is the account used by the player to log in to the client, and the player has control authority over the first virtual hero in the first account.
[0112] In some embodiments, when the result of a game is a failure, the player can choose to use a hero score protection item. The hero score protection item can reduce the value of part of the first hero's combat power score deducted in this game, so that the player will not lose too many points due to failure in the game settlement.
[0113] In an optional example, the score value reduced by the hero score protection card item is determined based on the scoring range of the hero's combat power score, wherein the higher the scoring range, the more points will be deducted from the hero's combat power score that fails the game.
[0114] Rating intervals refer to dividing a player's hero combat power score into different ranges or intervals, and each rating interval usually corresponds to a different score range.
[0115] Optionally, the hero combat power scores of the players are classified, for example, the hero combat power scores are divided into different sections or grades from low to high. Each section or grade will have a corresponding scoring interval, and the player's hero combat power score will determine their level or ranking according to the scoring interval in which it is located. Different scoring intervals usually represent different game difficulties. Optionally, the game difficulty corresponding to the scoring interval can be increased according to the principle that the hero combat power score increases in sequence. Exemplarily, the scoring interval with a high hero combat power score usually corresponds to a game difficulty with a high difficulty coefficient, and the scoring interval with a low hero combat power score usually corresponds to a game difficulty with a low difficulty coefficient. In different scoring intervals, when the game result is a failure, the deducted points are different, and the score values reduced and deducted by using the hero score protection props are also different. Optionally, the higher the scoring interval, the more score values are deducted from the hero combat power score of the failed game.
[0116] In some embodiments, by adding a new interval to the scoring interval, the difficulty of adding points to the hero's combat effectiveness score is increased, so that the value of this new interval to the first virtual hero with a high score is higher, and the depth of the hero's score protection props is increased.
[0117] For example, Fig. 9As shown, according to the classification of the player's hero combat power score, the scoring interval can be divided into a comfort zone, a normal zone, a challenge zone, a nightmare zone and a newly added zone according to the principle of increasing the hero combat power score from low to high. For example, the comfort zone can be a scoring interval in which the hero combat power score is greater than 0 and less than or equal to 500 points; the normal zone can be a scoring interval in which the hero combat power score is greater than 500 and less than or equal to 1000 points; the challenge zone can be a scoring interval in which the hero combat power score is greater than 1000 and less than or equal to 1500 points; the nightmare zone can be a scoring interval in which the hero combat power score is greater than 1500 and less than or equal to 2000 points; and the newly added zone can be a scoring interval in which the hero combat power score is greater than 2000 and less than or equal to 3000 points. Among them, the comfort zone represents the scoring range with the lowest game difficulty coefficient. In this scoring range, it is the easiest for players to win and the penalty for failure is the lightest. This scoring range matches the lowest rank or level of hero combat scores; the normal zone represents a scoring range with a slightly higher game difficulty coefficient than the comfort zone. The rank or level of hero combat scores matched in the normal zone is higher than that in the comfort zone; the challenge zone represents a scoring range with a slightly higher game difficulty coefficient than the normal zone. The rank or level of hero combat scores matched in the challenge zone is higher than that in the normal zone; the nightmare zone represents a scoring range with a slightly higher game difficulty coefficient than the challenge zone. The rank or level of hero combat scores matched in the nightmare zone is higher than that in the challenge zone; the newly added range represents the scoring range with the highest game difficulty coefficient. In this scoring range, it is the most difficult for players to win and the penalty for failure is the heaviest. This scoring range matches the highest rank or level of hero combat scores. In different scoring intervals, if the player wins the game, the first hero's combat power score will increase by 100 points. If the player loses the game, the points deducted from different scoring intervals are different. From the comfort zone to the newly added interval, the points deducted from the first hero's combat power score gradually increase. Fig. 9 , hero score protection props can reduce 30% of the first hero's combat power score deducted in this game. For example, if the game result is a failure, 20 points will be deducted in the comfort zone at one time, and 6 points can be reduced by using hero score protection props, so the score deducted in the comfort zone is 14 points; 40 points will be deducted in the normal zone at one time, and 12 points can be reduced by using hero score protection props, so the score deducted in the normal zone is 28 points; 80 points will be deducted in the challenge zone at one time, and 24 points can be reduced by using hero score protection props, so the score deducted in the challenge zone is 56 points; 120 points will be deducted in the nightmare zone at one time, and 36 points can be reduced by using hero score protection props, so the score deducted in the nightmare zone is 94 points; 180 points will be deducted in the new area at one time, and 54 points can be reduced by using hero score protection props, so the score deducted in the new area is 126 points.
[0118] In some embodiments, when the game result is a failure, if the hero score protection item is not used, the hero's combat power score before the game will be deducted by a first value to obtain a first hero combat power score, and the first value is the score deducted for the player's failure in the game. Optionally, the first value is different in different scoring intervals. For example, the player's hero combat power score before the game is 1545. Fig. 9 , the interval of the player's hero combat power score is the normal area. When the player fails in the game, the first value is 40 points. The first hero combat score is the score obtained by deducting the first value from the hero combat power score before the game, that is, the first hero combat score is 1505 points.
[0119] Step 331 - 2: When the result of the current game is a failure and the first account uses a hero score protection item, the first hero combat power score, the next target ranking, and the second hero combat power score of the first virtual hero are obtained.
[0120] Among them, the first hero's combat power score is obtained by deducting the second value from the hero's combat power score before this game, and the second value is smaller than the first value.
[0121] In some embodiments, when the game result is a failure, the hero score protection item can be used to reduce the deducted points from the hero's combat power score. The hero's combat power score before the current game is deducted from the second value to obtain the first hero's combat power score. The second value is the point deducted after the player uses the hero score protection item when the game fails. For example, the player's hero combat power score before the game is 1545. Figure 7 The scoring range of the player's hero combat power score is the normal area. When the player fails in the game, the first value is 40 points and the second value is 28 points. The use of hero score protection props can reduce the deduction of 12 points. The first hero combat score is the hero combat power score before the game minus the second value, that is, the first hero combat score is 1517 points.
[0122] In some embodiments, when the game result is a victory, the first hero combat power score, the next target ranking, and the second hero combat power score of the first virtual hero are obtained, and the first hero combat power score is obtained by adding a third value to the hero combat power score before the current game. Optionally, the hero combat power score before the game is added to the third value to obtain the first hero combat power score, and the first hero combat power score is less than the next target ranking before the game, and the next target ranking after the game does not change.
[0123] In summary, according to the method provided in this embodiment, when the result of the current game is a failure, the player can choose to use the hero score protection item or not. When the hero score protection item is used, the first hero combat power score is obtained by deducting the combat power score from the hero combat power score before the current game; when the hero score protection item is used, the hero score protection item can reduce or exempt part of the combat power score deducted in this game, and the first hero combat power score is obtained by deducting the combat power score after the reduction from the hero combat power score before the current game.
[0124] Based on Figure 3 In an optional embodiment, Fig.10 A flowchart of a method for displaying game settlement provided by an exemplary embodiment of the present application is shown. In this embodiment, the following steps are also included:
[0125] Step 340: Whenever the first hero's combat power score exceeds a score threshold on the combat power list, a prompt message is displayed indicating that the first account has obtained a breakthrough reward.
[0126] The score threshold refers to a fixed score on the combat power list. When the first hero's combat power score reaches a score threshold, a prompt message will be displayed that the first account has obtained a breakthrough reward. The score threshold can be determined according to the game settings, and this application does not limit this.
[0127] The prompt information of the breakthrough reward has a variety of forms of expression. Optionally, the prompt information of the breakthrough reward can be a pop-up window prompt. The game can display the prompt information by popping up a window, and the window can contain the specific content of the reward; the prompt information of the breakthrough reward can be a text prompt, and the prompt information can be displayed in the form of text on the game interface; the prompt information of the breakthrough reward can be a special effect or animation prompt. The game can highlight the acquisition of the breakthrough reward through special effects or animations, such as a reward icon appearing on the screen to increase the visual effect. The above is an example for illustrative description, and this application does not limit the form of expression of the prompt information of the breakthrough reward. Optionally, the prompt information of the breakthrough reward can be displayed in one way, or it can be displayed in combination with multiple ways. This application does not limit this.
[0128] In an optional example, every time the first hero's combat power score exceeds a score threshold on the combat power list, a prompt message is displayed that the first account has obtained a hero score protection item; wherein the hero score protection item is used to reduce the point value deducted from the hero's combat power score in the event of a game failure.
[0129] For example, Fig.11 As shown, the prompt information of breakthrough rewards and hero score protection items is displayed through text and animation. Fig.11 a, b, c, and d in the table are all hero score protection items. a and b represent unlocked hero score protection items, and c and d represent unlocked hero score protection items. For every 500 points that the first hero's combat power score exceeds, a hero score protection item can be obtained, that is, the score threshold is 500 points. For example, the first virtual hero is hero A, and the first hero combat power score corresponding to hero A is 1234 points. Hero A can unlock two hero score protection items, which can be used to reduce the points deducted from the first hero's combat power score in the event of a failure in the next game.
[0130] In some embodiments, the use of hero score protection props is subject to restrictions. Optionally, the restrictions on the use of hero score protection props include at least one of the following: when the first hero's combat power score exceeds the usage threshold; when the number of hero score protection props is insufficient; when the first hero's combat power score exceeds the ranking score threshold; when the current game mode does not support the use of hero score protection props; when the game result is a victory; when the operation behavior is a negative behavior. Optionally, in the case that the first virtual hero's game result is a failure, the hero's combat power score will be deducted accordingly, and you can choose to use hero score protection props. Fig.12 As shown in (a) in the figure, when the hero score protection item can be used, the control button used is in the normal state, and the player can choose to use it after clicking it; Fig.12 As shown in (b), when the hero score protection item cannot be used, the control button used is in an unclickable state.
[0131] In some embodiments, before using the hero score protection item, it is necessary to determine whether the current situation meets the conditions for using the hero score protection item. Fig.13First, determine whether the current mode can use hero score protection props. Optionally, when the current mode is entertainment mode, hero score protection props are not displayed and cannot be used. If the current mode allows hero score protection props, determine whether the current game is in a winning state. If the current game is a winning state, hero score protection props cannot be used. If the current game is a losing state, determine whether the current mode is deducted. If the current mode does not deduct points, hero score protection props cannot be used. If the current mode deducts points, determine whether the current operation behavior triggers a negative behavior. If the current operation behavior triggers a negative behavior, hero score protection props cannot be used. If the current operation behavior does not trigger a negative behavior, determine whether the current Whether the first hero's combat power score exceeds the ranking score threshold. If the current first hero's combat power score exceeds the ranking score threshold, hero score protection items cannot be used; if the current first hero's combat power score does not exceed the ranking score threshold, then determine whether the current first hero's combat power score exceeds the usage threshold. If the current first hero's combat power score exceeds the usage threshold, hero score protection items cannot be used; if the current first hero's combat power score does not exceed the usage threshold, then determine whether the current number of hero score protection items is sufficient. If the current number of hero score protection items is insufficient, hero score protection items cannot be used; if the current number of hero score protection items is sufficient, you can choose to use hero score protection items to reduce the points deducted from some hero combat power scores.
[0132] To sum up, the method provided in this embodiment is that every time the first hero's combat power score exceeds a score threshold on the combat power list, the player can obtain a prompt information about the breakthrough reward. At the same time, every time a score threshold on the combat power list is exceeded, the player can obtain a hero score protection item. The hero score protection item is used to reduce the score value deducted from the hero's combat power score in the event of a game failure.
[0133] Based on Figure 5 In an optional embodiment, Fig.14 A flowchart of a method for displaying game settlement provided by an exemplary embodiment of the present application is shown. In this embodiment, the following steps are also included:
[0134] Step 333: When the result of the current game is victory, the combat power score of the first virtual hero before the current game has not reached the previous target ranking, and the combat power score of the first hero has reached the previous target ranking, information that the first virtual hero used by the first account has reached the previous target ranking is sent to the second account corresponding to the second virtual hero.
[0135] The previous target ranking is the target ranking before the next target ranking. The first hero combat power score is the hero combat power score updated after the game.
[0136] The second account is the account used by other players to log in to the client. Other players have control over the second virtual hero in the second account.
[0137] In some embodiments, after the first hero combat power score of the first virtual hero reaches a certain target score, the first account using the first virtual hero can send this as an achievement message to the second account using the second virtual hero.
[0138] For example, the combat power score of the first virtual hero before the game is 2450 points, and the previous target ranking of the first virtual hero before the game is 200th in the district list, and the combat power score of the second hero corresponding to 200th in the district list is 2500 points. If the result of this game is a victory, the combat power score of the first hero is 2550 points, reaching the combat power score of the second hero corresponding to the previous target ranking. Optionally, the player can send the information of reaching the previous target ranking to the second virtual hero controlled by the second account through the first account.
[0139] There are many ways to send the information that the first virtual hero has achieved the previous target ranking to the second virtual hero. Optionally, the server automatically sends the achievement information to the second account in the game settlement interface: the first account and the second account are friends in the game, and the first account can use the friend notification function to send a notification to the second account to inform the first virtual hero that the previous target ranking has been achieved; the first account can send the achievement information to the second account by sending a message: the first account can use the in-game messaging system to send a message to the second account to inform the first virtual hero that the previous target ranking has been achieved; the first account can send the achievement information to the second account by advertising: the game has an announcement system, and the first account can request the administrator to issue an announcement to announce to other players that the first virtual hero has achieved the previous target ranking. The above are only exemplary examples, and this application does not limit the form of sending. For example, Fig.15 As shown, after the game is over, hero B has reached the 20th place in the national server and the corresponding score, and the system can display the information that hero B has reached the 20th place in the national server on the achievement display interface of the game. Optionally, hero B's friends hero A, hero C, hero D and hero E can see hero B's achievement information at the same time.
[0140] In summary, the method provided in this embodiment allows the player to send information about the first virtual hero achieving the previous target ranking to the friends in the list when the result of the current game is victory and the first hero battle score of the first virtual hero reaches the previous target ranking. This method affirms the player's victory in the game and promotes social interaction between players.
[0141] Based on Figure 5 In an optional embodiment, Fig.16 A flowchart of a method for displaying game settlement provided by an exemplary embodiment of the present application is shown. In this embodiment, the following steps are also included:
[0142] Step 334: When the result of the current game is victory and the first hero's combat power score is ranked higher on the combat power list, the ranking of the first hero's combat power score after the ranking is higher on the combat power list is displayed.
[0143] When the game result is a victory, the first hero combat power score of the first virtual hero will be improved compared to the combat power score before the game. Optionally, the ranking of the first hero combat power score on the combat power list will also be improved, and the improved ranking of the first hero combat power score on the combat power list is displayed.
[0144] Optionally, the ranking of the first hero's combat power score on the combat power list is improved, including at least one of the first hero's combat power ranking on the district list, the first hero's combat power ranking on the city list, the first hero's combat power ranking on the provincial list, and the first hero's combat power ranking on the national list. Optionally, the display information of the ranking improvement can be presented as a pop-up reminder. Exemplary, combined with reference Fig.17 , the player's first hero's combat power score will be ranked higher on the provincial list. When the player enters the combat power list, a reminder of the ranking update will pop up. The combat power list will show that the player's first hero's ranking after the combat power score is increased is 52nd.
[0145] In some embodiments, the player clicks on the combat power list to enter the details interface of the combat power list of the first virtual hero. The quality and complexity of the details interface of the combat power list displayed on the combat power lists of different administrative regions such as the national service, provincial list, city list, and district list are also different. Fig.18 As shown, Fig.18 (a) is the details interface of the battle power list of the 23rd place in the district list. Fig.18 (b) is the details interface of the battle power list of No. 23 in the city list. Fig.18 (c) is the details interface of the combat effectiveness list of the 23rd place in the provincial list. Fig.18 (d) is the details interface of the combat power list of the 23rd in the national server. From the combat power list of the city list to the combat power list of the national server, the quality displayed in the details interface of the combat power list is different, showing an increasing state.
[0146] To summarize, the method provided in this embodiment displays the improved ranking of the first hero's combat power score on the combat power list when the result of the current game is victory and the first hero's combat power score has improved in ranking on the combat power list. By displaying the improved ranking, players can more intuitively understand that their position in the combat power list has changed.
[0147] Based on Fig.16 In an optional embodiment, Fig.19 A flowchart of a method for displaying game settlement provided by an exemplary embodiment of the present application is shown. In this embodiment, at least the following steps are included:
[0148] Step 410: When the result of the current game is victory and the ranking of the first hero's combat power score on the combat power list is improved, the ranking of the first hero's combat power score after the improvement on the combat power list is displayed;
[0149] Step 420: When the improved ranking is the first time to enter the top n rankings of the combat effectiveness list, information indicating that the first account enters the combat effectiveness list for the first time is also displayed;
[0150] In some embodiments, when the game result is a victory, the first hero's combat power score will be ranked higher on the combat power list. If the ranked higher is the first to enter the top n rankings of the combat power list, the display information is used to indicate that the first account enters the combat power list for the first time. Optionally, this display information can be a pop-up window prompt, text prompt, or other form of reminder.
[0151] In one possible implementation, before the game, the first hero's combat power score is on the district's combat power list. When the game is over and the game results in a victory, the first hero's combat power score is improved compared to the combat power score before the game, and the first hero's combat power score enters the city's combat power list; or, before the game, the first hero's combat power score is on the city's combat power list. When the game is over and the game results in a victory, the first hero's combat power score enters the provincial's combat power list; or, before the game, the first hero's combat power score is on the provincial's combat power list. When the game is over and the game results in a victory, the first hero's combat power score enters the national's combat power list. For example, Fig. 20 As shown, when the first hero combat power score of the first virtual hero is over and the game is won, it will enter the combat power list of Shenzhen City, and a message prompt of "new entry into the list" will be displayed on the interface.
[0152] Step 430: In the case where the improved ranking is not the first time to enter the top n rankings of the combat effectiveness list, information indicating the difference between the improved ranking and the ranking before the improvement is also displayed.
[0153] In some embodiments, when the game result is a victory, the first hero's combat power score will be ranked higher on the combat power list. The interface of the combat power list will display the difference between the player's ranking after the increase and the ranking before the increase. By comparing the position change of the first hero's combat power score on the list, the ranking of the first hero's combat power score after the increase can be determined. Fig.17 In the case of winning the game, the first hero's combat power score will be ranked 52nd on the provincial list of Guangdong Province. Below the ranking of the first hero's combat power score after it is improved, it is shown that the first hero's combat power score has risen by 12 places on the combat power list, that is, the difference between the ranking after the improvement and the ranking before the improvement is 12.
[0154] To summarize, the method provided in this embodiment, when the player's ranking on the combat power list is improved, when the first hero's combat power score enters the top n rankings on the combat power list for the first time, in addition to displaying the improved ranking, it also displays information that the first account enters the combat power list for the first time; when the first hero's combat power score enters the top n rankings on the combat power list for a non-first time, in addition to displaying the improved ranking, it also displays the difference information between the improved ranking and the ranking before the improvement. This method allows players to intuitively see the improvement on the combat power list and reduces the time players spend looking for relevant information.
[0155] Fig.21 A flow chart of a method for displaying game settlement provided by an exemplary embodiment of the present application is shown.
[0156] Step 1501, obtaining the ranking scores of 200, 100, 50, 10, and 3 in the national service;
[0157] In some embodiments, the terminal device establishes a connection with the server and sends a request to the server to obtain data on the combat power list. After receiving the request, the server performs corresponding data query and processing according to the parameters of the request. Then the server sends the combat power scores corresponding to 200, 100, 50, 10, and 3 on the screened combat power list as a response to the terminal device. After receiving the response, the terminal device displays the combat power scores corresponding to 200, 100, 50, 10, and 3 on the national server on the game interface.
[0158] Step 1502, determining whether the first hero's combat power score reaches the score of the top 200 in the national server;
[0159] In some embodiments, the terminal device sends a request to the server to obtain the combat power score of the top 200 players in the national service. After receiving the request, the server will perform corresponding processing, query the database and return the combat power score of the top 200 players in the national service to the terminal device. The client compares the combat power score of the first hero with the score of the top 200 players in the national service through a comparison algorithm. If the combat power score of the first hero is greater than or equal to the score of the top 200 players in the national service, step 1503 is executed. If the combat power score of the first hero is less than the score of the top 200 players in the national service, step 1504 is executed.
[0160] Step 1503, push the target closest to the combat power score of the first hero among the targets in the national server;
[0161] In some embodiments, the terminal device extracts the data of the combat power scores of the national service combat power list by parsing the data of the combat power scores of the national service combat power list obtained from the server, and the client can calculate the difference between the combat power score of each target and the combat power score of the first hero, and determine the target closest to the combat power score of the first hero on the national service combat power list. The target closest to the combat power score of the first hero is obtained according to the comparison algorithm, and is pushed to the player, and can be displayed on the game interface by notification or interface prompt.
[0162] Step 1504, obtaining the ranking scores of the 200th, 100th, 50th, 10th, and 3rd place in the provincial ranking;
[0163] In some embodiments, the terminal device sends a request to the server to obtain the combat power scores corresponding to 200, 100, 50, 10, and 3rd place in the provincial list. After receiving the request, the server responds and returns the data to the terminal device. After receiving the response, the terminal device displays the combat power scores corresponding to the provincial combat power list on the game interface.
[0164] Step 1505, determining whether the first hero's combat power score reaches the score of 200th place in the provincial ranking;
[0165] In some embodiments, the client compares the combat power score of the first hero with the score of the 200th place in the provincial list through a comparison algorithm. If the combat power score of the first hero is greater than or equal to the score of the 200th place in the provincial list, step 1506 is executed; if the combat power score of the first hero is less than the score of the 200th place in the provincial list, step 1507 is executed.
[0166] Step 1506, push the target closest to the combat power score of the first hero among the targets in the national and provincial rankings;
[0167] Step 1507, obtaining the ranking scores of the 200th, 100th, 50th, 10th, and 3rd place in the city ranking;
[0168] In some embodiments, if the combat power score of the first hero is less than the score of the 200th place in the provincial list, a request is sent to the server to obtain the combat power scores corresponding to the 200th, 100th, 50th, 10th, and 3rd place in the city list.
[0169] Step 1508, determining whether the first hero's combat power score reaches the 200th place in the city ranking;
[0170] In some embodiments, the client compares the first hero's combat power score with the score of the 200th hero on the city list through a comparison algorithm. If the first hero's combat power score is greater than or equal to the score of the 200th hero on the city list, step 1509 is executed; if the first hero's combat power score is less than the score of the 200th hero on the city list, step 1510 is executed.
[0171] Step 1509, push the target closest to the combat power score of the first hero among the targets in the national ranking, provincial ranking, and city ranking;
[0172] Step 1510, obtaining the ranking scores of the 200th, 100th, 50th, 10th, and 3rd place in the district ranking;
[0173] In some embodiments, if the combat power score of the first hero is less than the score of the 200th hero in the city list, a request is sent to the server to obtain the combat power scores corresponding to the 200th, 100th, 50th, 10th, and 3rd heroes in the district list.
[0174] Step 1511, push the target closest to the combat power score of the first hero among the targets in the national ranking, provincial ranking, city ranking, and district ranking.
[0175] In summary, the method provided in this embodiment obtains the scores on the combat power list corresponding to different administrative regions by exchanging data with the server in the game, and determines whether to push the target closest to the player according to the combat power score of the first hero. According to the combat power score of the first hero, the nearest target on the combat power list is pushed to the player. This method provides a personalized gaming experience and makes it easier for players to match targets that suit their strength.
[0176] The following is an embodiment of the device of the present application, which can be used to execute the embodiment of the method of the present application. For details not disclosed in the embodiment of the device of the present application, please refer to the embodiment of the method of the present application.
[0177] Please refer to Fig. 22 , which shows a structural block diagram of a display device for game settlement provided by an embodiment of the present application. The device has the function of implementing the above-mentioned display method example of game settlement, and the function can be implemented by hardware, or by hardware executing corresponding software. The device can be the server introduced above, or it can be set in the server. Fig. 22As shown, the device 1800 may include: a display module 1810, a control module 1820;
[0178] The display module 1810 is used to display the first virtual hero in the virtual environment;
[0179] A control module 1820, configured to control the first virtual hero to complete the current game with the second virtual hero in the virtual environment in response to a control operation on the first virtual hero;
[0180] Display module 1810 is used to display the first hero combat power score of the first virtual hero, the next target ranking of the first hero combat power score on the combat power list of the first virtual hero, and the second hero combat power score corresponding to the next target ranking when the current game is over.
[0181] In some optional embodiments, the device 1800 also includes an acquisition module 1830.
[0182] In an optional embodiment, the acquisition module 1830 is used to obtain the first hero combat power score of the first virtual hero, the next target ranking and the second hero combat power score when the current game is over, the first hero combat power score is updated based on the combat performance of the first virtual hero in the current game, and the next target ranking and the second hero combat power score are determined based on the updated first hero combat power score; the display module 1810 is used to display the first hero combat power score, the next target ranking and the second hero combat power score.
[0183] In an optional embodiment, the acquisition module 1830 is used to obtain the first hero combat power score, the next target ranking and the second hero combat power score of the first virtual hero, if the game result of the current game is a failure and the first account does not use the hero score protection item, the first hero combat power score is obtained by deducting the first value from the hero combat power score before the current game; the acquisition module 1830 is used to obtain the first hero combat power score, the next target ranking and the second hero combat power score of the first virtual hero, if the game result of the current game is a failure and the first account uses the hero score protection item, the first hero combat power score is obtained by deducting the second value from the hero combat power score before the current game; wherein the first value is greater than the second value.
[0184] In an optional embodiment, the display module 1810 is used to display the next target ranking, the score value of the first hero combat power score, the score value of the second hero combat power score, and a progress bar of the distance from the first hero combat power score to the completion of the second hero combat power score.
[0185] In an optional embodiment, the combat effectiveness list includes multiple candidate target rankings, and the next target ranking is a candidate target ranking that is closest to the multiple candidate target rankings along the growth direction of the first hero's combat effectiveness score.
[0186] In some optional embodiments, the device 1800 also includes a sending module 1840.
[0187] The sending module 1840 is configured to send information that the first virtual hero used by the first account has achieved the previous target ranking to the second account corresponding to the second virtual hero, if the result of the current game is a victory, the combat power score of the first virtual hero before the current game has not reached the previous target ranking, and the combat power score of the first hero has reached the previous target ranking;
[0188] The previous target ranking is a target ranking before the next target ranking.
[0189] In an optional embodiment, the display module 1810 is used to display the improved ranking of the first hero's combat power score on the combat power list when the result of the game is victory and the ranking of the first hero's combat power score on the combat power list is improved.
[0190] In an optional embodiment, display module 1810 is used to display information indicating that the first account enters the combat effectiveness list for the first time when the improved ranking is the first time to enter the top n rankings of the combat effectiveness list; display module 1810 is used to display information indicating the difference between the improved ranking and the ranking before the improvement when the improved ranking is not the first time to enter the top n rankings of the combat effectiveness list.
[0191] In an optional embodiment, the display module 1810 is used to display a prompt message that the first account has obtained a breakthrough reward every time the first hero's combat power score exceeds a score threshold on the combat power list.
[0192] In an optional embodiment, the display module 1810 is used to display a prompt message that the first account has obtained a hero score protection item every time the first hero's combat power score exceeds a score threshold on the combat power list;
[0193] Among them, the hero score protection props are used to reduce the score value deducted from the hero's combat power score in the event of a game failure.
[0194] In an optional embodiment, the usage restriction conditions of the hero score protection props include at least one of the following: when the first hero's combat power score exceeds the usage threshold; when the number of the hero score protection props is insufficient; when the first hero's combat power score exceeds the ranking score threshold; when the current game mode does not support the use of the hero score protection props; when the game result of the game is a victory; when the operation behavior is a negative behavior.
[0195] An embodiment of the present application also provides a terminal device, which includes: a processor and a memory, wherein a computer program is stored in the memory; the processor is used to execute the computer program in the memory to implement the display method of the game settlement provided by the above-mentioned method embodiments.
[0196] Fig.23 The structure block diagram of a terminal provided by an exemplary embodiment of the present application is shown. The terminal 1900 may be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV), a laptop computer or a desktop computer. The terminal 1900 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.
[0197] Typically, the terminal 1900 includes: a processor 1901 and a memory 1902. The processor 1901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1901 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1901 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1901 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1901 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0198] The memory 1902 may include one or more computer-readable storage media, which may be non-transitory. The memory 1902 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1902 is used to store at least one instruction, which is used to be executed by the processor 1901 to implement the deformation method of the virtual object provided in the method embodiment of the present application.
[0199] In some embodiments, the terminal 1900 may also optionally include: a peripheral device interface 1903 and at least one peripheral device. The processor 1901, the memory 1902 and the peripheral device interface 1903 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 1903 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1904, a touch display screen 1905, a camera assembly 1906, an audio circuit 1907 and a power supply 1908.
[0200] The peripheral device interface 1903 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1901 and the memory 1902. In some embodiments, the processor 1901, the memory 1902, and the peripheral device interface 1903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1901, the memory 1902, and the peripheral device interface 1903 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
[0201] The radio frequency circuit 1904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1904 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1904 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 1904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The radio frequency circuit 1904 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1904 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
[0202] The touch display screen 1905 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1905 also has the energy to collect touch signals on the surface or above the surface of the touch display screen 1905. The touch signal may be input as a control signal to the processor 1901 for processing. At this time, the touch display screen 1905 may also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the touch display screen 1905 may be one, and the front panel of the terminal 1900 is set; in other embodiments, the touch display screen 1905 may be at least two, which are respectively set on different surfaces of the terminal 1900 or are folded; in still other embodiments, the touch display screen 1905 may be a flexible display screen, which is set on a curved surface or a folded surface of the terminal 1900. Even, the touch display screen 1905 may also be set to a non-rectangular irregular figure, that is, a special-shaped screen. The touch display screen 1905 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0203] The camera assembly 1906 is used to capture images or videos. Optionally, the camera assembly 1906 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal, and the rear camera is arranged on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize the panoramic shooting with VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1906 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0204] The audio circuit 1907 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 1901 for processing, or input them into the radio frequency circuit 1904 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal 1900. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 1901 or the radio frequency circuit 1904 into sound waves. The speaker may be a traditional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 1907 may also include a headphone jack.
[0205] The power supply 1908 is used to power various components in the terminal 1900. The power supply 1908 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1908 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0206] In some embodiments, the terminal 1900 further includes one or more sensors 1909 . The one or more sensors 1909 include, but are not limited to: an acceleration sensor 1910 , a gyroscope sensor 1911 , a pressure sensor 1912 , an optical sensor 1913 , and a proximity sensor 1914 .
[0207] The acceleration sensor 1910 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal 1900. For example, the acceleration sensor 1910 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 1901 can control the touch display screen 1905 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1910. The acceleration sensor 1910 can also be used to collect game or user motion data. The gyroscope sensor 1911 can detect the body direction and rotation angle of the terminal 1900, and the gyroscope sensor 1911 can cooperate with the acceleration sensor 1910 to collect the user's 3D action on the terminal 1900. The processor 1901 can implement the following functions based on the data collected by the gyroscope sensor 1911: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0208] The pressure sensor 1912 can be set on the side frame of the terminal 1900 and / or the lower layer of the touch display screen 1905. When the pressure sensor 1912 is set on the side frame of the terminal 1900, it can detect the user's holding signal of the terminal 1900, and the processor 1901 performs left and right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 1912. When the pressure sensor 1912 is set on the lower layer of the touch display screen 1905, the processor 1901 controls the operability controls on the UI interface according to the user's pressure operation on the touch display screen 1905. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0209] The optical sensor 1913 is used to collect the ambient light intensity. In one embodiment, the processor 1901 can control the display brightness of the touch display screen 1905 according to the ambient light intensity collected by the optical sensor 1913. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1905 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1905 is reduced. In another embodiment, the processor 1901 can also dynamically adjust the shooting parameters of the camera assembly 1906 according to the ambient light intensity collected by the optical sensor 1913.
[0210] The proximity sensor 1914, also called a distance sensor, is usually arranged on the front panel of the terminal 1900. The proximity sensor 1914 is used to collect the distance between the user and the front of the terminal 1900. In one embodiment, when the proximity sensor 1914 detects that the distance between the user and the front of the terminal 1900 is gradually decreasing, the processor 1901 controls the touch display screen 1905 to switch from the screen-on state to the screen-off state; when the proximity sensor 1914 detects that the distance between the user and the front of the terminal 1900 is gradually increasing, the processor 1901 controls the touch display screen 1905 to switch from the screen-off state to the screen-on state.
[0211] Those skilled in the art will appreciate that the above structure does not limit the terminal 1900 and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0212] In an exemplary embodiment, a computer-readable storage medium is further provided, wherein a computer program is stored in the computer-readable storage medium, and when the computer program is executed by a processor, the computer program is used to implement the above-mentioned method for displaying game settlement.
[0213] In an exemplary embodiment, a computer program product is also provided. When the computer program product is executed by a processor, it is used to implement the above-mentioned display method of game settlement.
[0214] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the objects associated before and after are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application are not limited to this.
[0215] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A method for displaying game settlement, characterized in that: The method is executed by a client, and a first account logged in by the client has control authority over a first virtual hero; the method includes: displaying a first virtual hero in a virtual environment; In response to a control operation on the first virtual hero, controlling the first virtual hero to complete the current game with the second virtual hero in the virtual environment; When the current game is over, the first hero combat power score of the first virtual hero, the next target ranking of the first hero combat power score on the combat power list of the first virtual hero, and the second hero combat power score corresponding to the next target ranking are displayed.
2. The method according to claim 1, characterized in that When the current game is over, displaying the first hero combat power score of the first virtual hero, the next target ranking of the first hero combat power score on the combat power list of the first virtual hero, and the second hero combat power score corresponding to the next target ranking, includes: When the current game ends, obtaining a first hero combat power score of the first virtual hero, the next target ranking, and the second hero combat power score, wherein the first hero combat power score is updated based on the combat performance of the first virtual hero in the current game, and the next target ranking and the second hero combat power score are determined based on the updated first hero combat power score; The first hero's combat power score, the next target ranking, and the second hero's combat power score are displayed.
3. The method according to claim 2, characterized in that When the current game ends, obtaining the first hero combat power score of the first virtual hero, the next target ranking, and the second hero combat power score includes: When the result of the current game is a failure and the first account does not use a hero score protection item, obtaining a first hero combat power score of the first virtual hero, the next target ranking, and the second hero combat power score, wherein the first hero combat power score is obtained by deducting a first value from the hero combat power score before the current game; When the result of the current game is a failure and the first account uses the hero score protection item, obtaining a first hero combat power score of the first virtual hero, the next target ranking, and the second hero combat power score, wherein the first hero combat power score is obtained by deducting the second value from the hero combat power score before the current game; The first value is greater than the second value.
4. The method according to claim 2, characterized in that: The displaying of the first hero's combat power score, the next target ranking, and the second hero's combat power score includes: The next target ranking, the score value of the first hero's combat power score, the score value of the second hero's combat power score, and a progress bar showing the distance from the first hero's combat power score to the completion of the second hero's combat power score.
5. The method according to any one of claims 1 to 4, characterized in that: The combat effectiveness list includes a plurality of candidate target rankings, and the next target ranking is a candidate target ranking that is closest to the plurality of candidate target rankings along a direction in which the combat effectiveness score of the first hero increases.
6. The method according to claim 2, characterized in that The method further comprises: When the result of the current game is victory, the combat power score of the first virtual hero before the current game has not reached a previous target ranking, and the combat power score of the first hero has reached the previous target ranking, sending information that the first virtual hero used by the first account has reached the previous target ranking to a second account corresponding to the second virtual hero; The previous target ranking is a target ranking before the next target ranking.
7. The method according to claim 2, characterized in that The method further comprises: When the result of the current game is victory and the ranking of the first hero's combat power score on the combat power list is improved, the improved ranking of the first hero's combat power score on the combat power list is displayed.
8. The method according to claim 7, characterized in that The method further comprises: In the case where the improved ranking is the first time to enter the top n rankings of the combat effectiveness list, information indicating that the first account enters the combat effectiveness list for the first time is also displayed; In the case where the improved ranking is not the first time to enter the top n rankings of the combat effectiveness list, information indicating the difference between the improved ranking and the ranking before the improvement is also displayed.
9. The method according to claim 1, characterized in that: The method further comprises: Whenever the combat power score of the first hero exceeds a score threshold on the combat power list, a prompt message is displayed indicating that the first account has obtained a breakthrough reward.
10. The method according to claim 9, characterized in that The method of displaying prompt information indicating that the first account has obtained a breakthrough reward each time the first hero's combat power score exceeds a score threshold on the combat power list includes: Whenever the combat power score of the first hero exceeds a score threshold on the combat power list, a prompt message is displayed indicating that the first account has obtained a hero score protection item; Among them, the hero score protection props are used to reduce the score value deducted from the hero's combat power score in the event of a game failure.
11. The method according to any one of claims 1 to 10, characterized in that: The restrictions on the use of the hero score protection props include at least one of the following: When the combat power score of the first hero exceeds the usage threshold; When the number of hero score protection props is insufficient; When the combat power score of the first hero exceeds the ranking score threshold; The current game mode does not support the use of the hero's score protection props; When the game result of the game is a victory; When the operational behavior is negative.
12. The method according to any one of claims 1 to 10, characterized in that: The score value reduced by the hero score protection item is determined based on the score range of the hero's combat power score; Among them, the higher the scoring range, the more points will be deducted from the hero's combat power score for a failed game.
13. A display device for game settlement, characterized in that: The device comprises: A display device, used for displaying a first virtual hero in a virtual environment; A control device, configured to control the first virtual character to complete the current game with the second virtual hero in the virtual environment in response to a control operation on the first virtual hero; The display device is used to display the first hero combat power score of the first virtual hero, the next target ranking of the hero combat power score on the combat power list of the first virtual hero, and the second hero combat power score corresponding to the next target ranking when the current game is over.
14. A terminal device, characterized in that: The terminal device includes: a processor and a memory, wherein the memory stores at least one program; the processor is used to execute the at least one program in the memory to implement the display method of game settlement as described in any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores executable instructions, and the executable instructions are loaded and executed by a processor to implement the game settlement display method as described in any one of claims 1 to 12.
16. A computer program product, characterized in that The computer program product includes computer instructions, which are stored in a computer-readable storage medium. The processor reads and executes the computer instructions from the computer-readable storage medium to implement the display method for game settlement as described in any one of claims 1 to 12.